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//
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// BoardUIView.m
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// GeekGameBoard
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//
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// Created by Jens Alfke on 3/7/08.
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// Copyright 2008 __MyCompanyName__. All rights reserved.
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//
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#import "BoardUIView.h"
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#import "Bit.h"
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#import "BitHolder.h"
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#import "Game.h"
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#import "QuartzUtils.h"
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#import "GGBUtils.h"
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@interface BoardUIView ()
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- (void) _findDropTarget: (CGPoint)pos;
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@end
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@implementation BoardUIView
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- (id)initWithFrame:(CGRect)frame {
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if ( (self = [super initWithFrame:frame]) ) {
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// Initialization code here.
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}
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return self;
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}
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- (void)dealloc
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{
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[_game release];
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[super dealloc];
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}
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@synthesize game=_game, gameboard=_gameboard;
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- (void) startGameNamed: (NSString*)gameClassName
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{
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Class gameClass = NSClassFromString(gameClassName);
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NSAssert1(gameClass,@"Unknown game '%@'",gameClassName);
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setObj(&_game,nil);
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if( _gameboard ) {
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[_gameboard removeFromSuperlayer];
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_gameboard = nil;
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}
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CALayer *rootLayer = self.layer;
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self.layer.affineTransform = CGAffineTransformIdentity;
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CGRect frame = rootLayer.frame;
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frame.origin.x = frame.origin.y = 0;
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rootLayer.bounds = frame;
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if( [gameClass landscapeOriented] && frame.size.height > frame.size.width ) {
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rootLayer.affineTransform = CGAffineTransformMakeRotation(M_PI/2);
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frame = CGRectMake(0,0,frame.size.height,frame.size.width);
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rootLayer.bounds = frame;
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}
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_gameboard = [[GGBLayer alloc] init];
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_gameboard.frame = frame;
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[rootLayer addSublayer: _gameboard];
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[_gameboard release];
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_game = [[gameClass alloc] initNewGameWithBoard: _gameboard];
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}
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- (CGRect) gameBoardFrame
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{
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return self.layer.bounds;
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}
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#pragma mark -
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#pragma mark HIT-TESTING:
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// Hit-testing callbacks (to identify which layers caller is interested in):
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typedef BOOL (*LayerMatchCallback)(CALayer*);
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static BOOL layerIsBit( CALayer* layer ) {return [layer isKindOfClass: [Bit class]];}
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static BOOL layerIsBitHolder( CALayer* layer ) {return [layer conformsToProtocol: @protocol(BitHolder)];}
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/** Locates the layer at a given point in window coords.
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If the leaf layer doesn't pass the layer-match callback, the nearest ancestor that does is returned.
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If outOffset is provided, the point's position relative to the layer is stored into it. */
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- (CALayer*) hitTestPoint: (CGPoint)where
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forLayerMatching: (LayerMatchCallback)match
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offset: (CGPoint*)outOffset
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{
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where = [_gameboard convertPoint: where fromLayer: self.layer];
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CALayer *layer = [_gameboard hitTest: where];
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while( layer ) {
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if( match(layer) ) {
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CGPoint bitPos = [self.layer convertPoint: layer.position
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fromLayer: layer.superlayer];
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if( outOffset )
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*outOffset = CGPointMake( bitPos.x-where.x, bitPos.y-where.y);
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return layer;
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} else
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layer = layer.superlayer;
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}
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return nil;
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}
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#pragma mark -
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#pragma mark MOUSE CLICKS & DRAGS:
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- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
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{
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NSAssert(touches.count==1,@"No multitouch support yet");
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UITouch *touch = touches.anyObject;
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BOOL placing = NO;
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_dragStartPos = [touch locationInView: self];
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_dragBit = (Bit*) [self hitTestPoint: _dragStartPos
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forLayerMatching: layerIsBit
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offset: &_dragOffset];
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if( ! _dragBit ) {
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// If no bit was clicked, see if it's a BitHolder the game will let the user add a Bit to:
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id<BitHolder> holder = (id<BitHolder>) [self hitTestPoint: _dragStartPos
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forLayerMatching: layerIsBitHolder
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offset: NULL];
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if( holder ) {
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_dragBit = [_game bitToPlaceInHolder: holder];
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if( _dragBit ) {
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_dragOffset.x = _dragOffset.y = 0;
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if( _dragBit.superlayer==nil )
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_dragBit.position = _dragStartPos;
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placing = YES;
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}
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}
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}
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if( ! _dragBit ) {
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Beep();
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return;
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}
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// Clicked on a Bit:
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_dragMoved = NO;
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_dropTarget = nil;
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_oldHolder = _dragBit.holder;
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// Ask holder's and game's permission before dragging:
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if( _oldHolder ) {
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_dragBit = [_oldHolder canDragBit: _dragBit];
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if( _dragBit && ! [_game canBit: _dragBit moveFrom: _oldHolder] ) {
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[_oldHolder cancelDragBit: _dragBit];
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_dragBit = nil;
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}
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if( ! _dragBit ) {
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_oldHolder = nil;
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Beep();
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return;
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}
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}
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// Start dragging:
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_oldSuperlayer = _dragBit.superlayer;
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_oldLayerIndex = [_oldSuperlayer.sublayers indexOfObjectIdenticalTo: _dragBit];
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_oldPos = _dragBit.position;
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ChangeSuperlayer(_dragBit, self.layer, self.layer.sublayers.count);
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_dragBit.pickedUp = YES;
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if( placing ) {
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if( _oldSuperlayer )
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_dragBit.position = _dragStartPos; // animate Bit to new position
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_dragMoved = YES;
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[self _findDropTarget: _dragStartPos];
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}
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}
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- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
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{
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NSAssert(touches.count==1,@"No multitouch support yet");
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UITouch *touch = touches.anyObject;
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if( _dragBit ) {
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// Get the mouse position, and see if we've moved 3 pixels since the mouseDown:
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CGPoint pos = [touch locationInView: self];
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if( fabs(pos.x-_dragStartPos.x)>=3 || fabs(pos.y-_dragStartPos.y)>=3 )
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_dragMoved = YES;
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// Move the _dragBit (without animation -- it's unnecessary and slows down responsiveness):
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pos.x += _dragOffset.x;
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pos.y += _dragOffset.y;
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CGPoint newPos = [_dragBit.superlayer convertPoint: pos fromLayer: self.layer];
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[CATransaction flush];
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BeginDisableAnimations();
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_dragBit.position = newPos;
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EndDisableAnimations();
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// Find what it's over:
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[self _findDropTarget: pos];
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}
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}
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- (void) _findDropTarget: (CGPoint)pos
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{
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id<BitHolder> target = (id<BitHolder>) [self hitTestPoint: pos
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forLayerMatching: layerIsBitHolder
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offset: NULL];
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if( target == _oldHolder )
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target = nil;
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if( target != _dropTarget ) {
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[_dropTarget willNotDropBit: _dragBit];
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_dropTarget.highlighted = NO;
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_dropTarget = nil;
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}
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if( target ) {
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CGPoint targetPos = [(CALayer*)target convertPoint: _dragBit.position
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fromLayer: _dragBit.superlayer];
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if( [target canDropBit: _dragBit atPoint: targetPos]
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&& [_game canBit: _dragBit moveFrom: _oldHolder to: target] ) {
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_dropTarget = target;
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_dropTarget.highlighted = YES;
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}
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}
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}
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- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
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{
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if( _dragBit ) {
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if( _dragMoved ) {
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// Update the drag tracking to the final mouse position:
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[self touchesMoved: touches withEvent: event];
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_dropTarget.highlighted = NO;
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_dragBit.pickedUp = NO;
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// Is the move legal?
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if( _dropTarget && [_dropTarget dropBit: _dragBit
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atPoint: [(CALayer*)_dropTarget convertPoint: _dragBit.position
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fromLayer: _dragBit.superlayer]] ) {
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// Yes, notify the interested parties:
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[_oldHolder draggedBit: _dragBit to: _dropTarget];
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[_game bit: _dragBit movedFrom: _oldHolder to: _dropTarget];
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} else {
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// Nope, cancel:
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[_dropTarget willNotDropBit: _dragBit];
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if( _oldSuperlayer ) {
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ChangeSuperlayer(_dragBit, _oldSuperlayer, _oldLayerIndex);
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_dragBit.position = _oldPos;
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[_oldHolder cancelDragBit: _dragBit];
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} else {
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[_dragBit removeFromSuperlayer];
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}
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Beep();
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}
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} else {
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// Just a click, without a drag:
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_dropTarget.highlighted = NO;
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_dragBit.pickedUp = NO;
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ChangeSuperlayer(_dragBit, _oldSuperlayer, _oldLayerIndex);
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[_oldHolder cancelDragBit: _dragBit];
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if( ! [_game clickedBit: _dragBit] )
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Beep();
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}
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_dropTarget = nil;
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_dragBit = nil;
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}
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}
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@end
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