moved some utilities to a separate column with round buttons
some improvements to rotation handling, overlay appears later so device shouldn't be stressed
removed some code and autoset to default only when textfield is empty (for weaps and schemes)
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 16/03/2010.
*/
#import "OverlayViewController.h"
#import "SDL_uikitappdelegate.h"
#import "InGameMenuViewController.h"
#import "HelpPageViewController.h"
#import "AmmoMenuViewController.h"
#import "PascalImports.h"
#import "CommodityFunctions.h"
#import "CGPointUtils.h"
#import "SDL_config_iphoneos.h"
#import "SDL_mouse.h"
#define HIDING_TIME_DEFAULT [NSDate dateWithTimeIntervalSinceNow:2.7]
#define HIDING_TIME_NEVER [NSDate dateWithTimeIntervalSinceNow:10000]
#define doDim() [dimTimer setFireDate: (IS_DUALHEAD()) ? HIDING_TIME_NEVER : HIDING_TIME_DEFAULT]
#define doNotDim() [dimTimer setFireDate:HIDING_TIME_NEVER]
#define CONFIRMATION_TAG 5959
#define GRENADE_TAG 9595
#define REPLAYBLACKVIEW_TAG 9955
#define ACTIVITYINDICATOR_TAG 987654
#define ANIMATION_DURATION 0.25
#define removeConfirmationInput() [[self.view viewWithTag:CONFIRMATION_TAG] removeFromSuperview];
@implementation OverlayViewController
@synthesize popoverController, popupMenu, helpPage, amvc, isNetGame, useClassicMenu;
-(BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation {
return rotationManager(interfaceOrientation);
}
-(void) didRotate:(NSNotification *)notification {
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
CGRect rect = [[UIScreen mainScreen] bounds];
CGRect usefulRect = CGRectMake(0, 0, rect.size.width, rect.size.height);
UIView *sdlView = [[[UIApplication sharedApplication] keyWindow] viewWithTag:SDL_VIEW_TAG];
[UIView beginAnimations:@"rotation" context:NULL];
[UIView setAnimationDuration:0.8f];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
switch (orientation) {
case UIDeviceOrientationLandscapeLeft:
if (IS_DUALHEAD() == NO)
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
break;
case UIDeviceOrientationLandscapeRight:
if (IS_DUALHEAD() == NO)
sdlView.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
break;
case UIDeviceOrientationPortrait:
if (IS_DUALHEAD())
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
break;
case UIDeviceOrientationPortraitUpsideDown:
if (IS_DUALHEAD())
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
break;
default:
// a debug log would spam too much
break;
}
if (self.amvc.isVisible)
[self.amvc appearInView:self.view];
self.view.frame = usefulRect;
[UIView commitAnimations];
// for single screens only landscape mode is supported
// for dual screen mode the sdlview is not modified, but you can rotate the pad in any direction
}
#pragma mark -
#pragma mark View Management
-(void) viewDidLoad {
isGameRunning = NO;
isReplay = NO;
cachedGrenadeTime = 2;
isAttacking = NO;
// i called it a popover even on the iphone
isPopoverVisible = NO;
self.view.alpha = 0;
self.view.center = CGPointMake(self.view.frame.size.height/2.0, self.view.frame.size.width/2.0);
initialScreenCount = [[UIScreen screens] count];
if (IS_DUALHEAD()) {
// set initial orientation wrt the controller orientation
switch (self.interfaceOrientation) {
case UIDeviceOrientationLandscapeLeft:
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(90));
break;
case UIDeviceOrientationLandscapeRight:
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(-90));
break;
case UIDeviceOrientationPortrait:
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(0));
break;
case UIDeviceOrientationPortraitUpsideDown:
self.view.transform = CGAffineTransformMakeRotation(degreesToRadians(180));
break;
default:
DLog(@"Nope");
break;
}
}
CGRect screenRect = [[UIScreen mainScreen] bounds];
self.view.frame = CGRectMake(0, 0, screenRect.size.width, screenRect.size.height);
dimTimer = [[NSTimer alloc] initWithFireDate:(IS_DUALHEAD()) ? HIDING_TIME_NEVER : [NSDate dateWithTimeIntervalSinceNow:6]
interval:1000
target:self
selector:@selector(dimOverlay)
userInfo:nil
repeats:YES];
// add timer to runloop, otherwise it doesn't work
[[NSRunLoop currentRunLoop] addTimer:dimTimer forMode:NSDefaultRunLoopMode];
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(didRotate:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(showHelp:)
name:@"show help ingame"
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(cleanup)
name:@"remove overlay"
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(numberOfScreensIncreased)
name:UIScreenDidConnectNotification
object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:@selector(numberOfScreensDecreased)
name:UIScreenDidDisconnectNotification
object:nil];
[UIView beginAnimations:@"showing overlay" context:NULL];
[UIView setAnimationDuration:1];
self.view.alpha = 1;
[UIView commitAnimations];
}
-(void) numberOfScreensIncreased {
if (initialScreenCount == 1) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"New display detected"
message:NSLocalizedString(@"Hedgewars supports multi-monitor configurations, but the screen has to be connected before launching the game.",@"")
delegate:nil
cancelButtonTitle:@"Ok"
otherButtonTitles:nil];
[alert show];
[alert release];
if (HW_isPaused() == NO)
HW_pause();
}
}
-(void) numberOfScreensDecreased {
if (initialScreenCount == 2) {
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Oh noes! Display disconnected"
message:NSLocalizedString(@"A monitor has been disconnected while playing and this has ended the match! You need to restart the game if you wish to use the second display again.",@"")
delegate:nil
cancelButtonTitle:@"Ok"
otherButtonTitles:nil];
[alert show];
[alert release];
[self cleanup];
}
}
-(void) showHelp:(id) sender {
if (self.helpPage == nil)
self.helpPage = [[HelpPageViewController alloc] initWithNibName:@"HelpPageInGameViewController" bundle:nil];
self.helpPage.view.alpha = 0;
[self.view addSubview:helpPage.view];
[UIView beginAnimations:@"helpingame" context:NULL];
self.helpPage.view.alpha = 1;
[UIView commitAnimations];
doNotDim();
}
-(void) didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
if (self.popupMenu.view.superview == nil)
self.popupMenu = nil;
if (self.helpPage.view.superview == nil)
self.helpPage = nil;
if (((UIPopoverController *)self.popoverController).contentViewController.view.superview == nil)
self.popoverController = nil;
if (self.amvc.view.superview == nil)
self.amvc = nil;
MSG_MEMCLEAN();
}
-(void) viewDidUnload {
// only objects initialized in viewDidLoad should be here
[[NSNotificationCenter defaultCenter] removeObserver:self];
dimTimer = nil;
self.helpPage = nil;
[self dismissPopover];
self.popoverController = nil;
self.amvc = nil;
MSG_DIDUNLOAD();
[super viewDidUnload];
}
-(void) dealloc {
[popupMenu release];
[helpPage release];
[popoverController release];
[amvc release];
// dimTimer is autoreleased
[super dealloc];
}
-(void) cleanup {
[self dismissPopover];
HW_terminate(NO);
[self.view removeFromSuperview];
}
#pragma mark -
#pragma mark Overlay actions and members
// nice transition for dimming, should be called only by the timer himself
-(void) dimOverlay {
if (isGameRunning) {
[UIView beginAnimations:@"overlay dim" context:NULL];
[UIView setAnimationDuration:0.6];
self.view.alpha = 0.2;
[UIView commitAnimations];
}
}
// set the overlay visible and put off the timer for enough time
-(void) activateOverlay {
self.view.alpha = 1;
doNotDim();
}
// dim the overlay when there's no more input for a certain amount of time
-(IBAction) buttonReleased:(id) sender {
if (isGameRunning == NO)
return;
UIButton *theButton = (UIButton *)sender;
switch (theButton.tag) {
case 0:
case 1:
case 2:
case 3:
[NSObject cancelPreviousPerformRequestsWithTarget:self
selector:@selector(unsetPreciseStatus)
object:nil];
HW_walkingKeysUp();
break;
case 4:
case 5:
case 6:
HW_otherKeysUp();
break;
default:
DLog(@"Nope");
break;
}
isAttacking = NO;
doDim();
}
// issue certain action based on the tag of the button
-(IBAction) buttonPressed:(id) sender {
[self activateOverlay];
if (isGameRunning == NO)
return;
if (isPopoverVisible)
[self dismissPopover];
UIButton *theButton = (UIButton *)sender;
switch (theButton.tag) {
case 0:
if (isAttacking == NO)
HW_walkLeft();
break;
case 1:
if (isAttacking == NO)
HW_walkRight();
break;
case 2:
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
HW_preciseSet(!HW_isWeaponRope());
HW_aimUp();
break;
case 3:
[self performSelector:@selector(unsetPreciseStatus) withObject:nil afterDelay:0.8];
HW_preciseSet(!HW_isWeaponRope());
HW_aimDown();
break;
case 4:
HW_shoot();
isAttacking = YES;
break;
case 5:
HW_jump();
break;
case 6:
HW_backjump();
break;
case 10:
playSound(@"clickSound");
HW_pause();
if (self.amvc.isVisible && IS_DUALHEAD() == NO) {
doDim();
[self.amvc disappear];
}
removeConfirmationInput();
[self showPopover];
break;
case 11:
playSound(@"clickSound");
removeConfirmationInput();
if (IS_DUALHEAD() || self.useClassicMenu == NO) {
if (self.amvc == nil)
self.amvc = [[AmmoMenuViewController alloc] init];
if (self.amvc.isVisible) {
doDim();
[self.amvc disappear];
} else {
if (HW_isAmmoMenuNotAllowed() == NO) {
doNotDim();
[self.amvc appearInView:self.view];
}
}
} else {
HW_ammoMenu();
}
break;
default:
DLog(@"Nope");
break;
}
}
-(void) unsetPreciseStatus {
HW_preciseSet(NO);
}
// present a further check before closing game
-(void) actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger) buttonIndex {
if ([actionSheet cancelButtonIndex] != buttonIndex)
[self cleanup];
else
HW_pause();
}
// show up a popover containing a popupMenuViewController; we hook it with setPopoverContentSize
// on iphone instead just use the tableViewController directly (and implement manually all animations)
-(IBAction) showPopover{
CGRect screen = [[UIScreen mainScreen] bounds];
isPopoverVisible = YES;
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
if (self.popupMenu == nil)
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStylePlain];
if (self.popoverController == nil) {
self.popoverController = [[UIPopoverController alloc] initWithContentViewController:self.popupMenu];
[self.popoverController setPopoverContentSize:CGSizeMake(220, 170) animated:YES];
[self.popoverController setPassthroughViews:[NSArray arrayWithObject:self.view]];
}
[self.popoverController presentPopoverFromRect:CGRectMake(screen.size.height / 2, screen.size.width / 2, 1, 1)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
} else {
if (self.popupMenu == nil)
self.popupMenu = [[InGameMenuViewController alloc] initWithStyle:UITableViewStyleGrouped];
[self.view addSubview:popupMenu.view];
[self.popupMenu present];
}
self.popupMenu.tableView.scrollEnabled = NO;
}
// on ipad just dismiss it, on iphone transtion to the right
-(void) dismissPopover {
if (YES == isPopoverVisible) {
isPopoverVisible = NO;
if (HW_isPaused())
HW_pause();
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[(InGameMenuViewController *)[[self popoverController] contentViewController] removeChat];
[self.popoverController dismissPopoverAnimated:YES];
} else {
[self.popupMenu dismiss];
}
[self buttonReleased:nil];
}
}
#pragma mark -
#pragma mark Custom touch event handling
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
UITouch *first, *second;
if (isGameRunning == NO)
return;
// hide in-game menu
if (isPopoverVisible)
[self dismissPopover];
if (self.amvc.isVisible && IS_DUALHEAD() == NO) {
doDim();
[self.amvc disappear];
}
// reset default dimming
doDim();
HW_setPianoSound([allTouches count]);
switch ([allTouches count]) {
case 1:
removeConfirmationInput();
startingPoint = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
if (2 == [[[allTouches allObjects] objectAtIndex:0] tapCount])
HW_zoomReset();
break;
case 2:
// pinching
first = [[allTouches allObjects] objectAtIndex:0];
second = [[allTouches allObjects] objectAtIndex:1];
initialDistanceForPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
break;
default:
break;
}
}
//if (currentPosition.y < screen.size.width - 130 || (currentPosition.x > 130 && currentPosition.x < screen.size.height - 130)) {
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect screen = [[UIScreen mainScreen] bounds];
NSSet *allTouches = [event allTouches];
CGPoint currentPosition = [[[allTouches allObjects] objectAtIndex:0] locationInView:self.view];
if (isGameRunning == NO)
return;
switch ([allTouches count]) {
case 1:
// if we're in the menu we just click in the point
if (HW_isAmmoMenuOpen()) {
HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
// this click doesn't need any wrapping because the ammoMenu already limits the cursor
HW_click();
} else
// if weapon requires a further click, ask for tapping again
if (HW_isWeaponRequiringClick()) {
// here don't have to wrap thanks to isCursorVisible magic
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
// draw the button at the last touched point (which is the current position)
UIButton *tapAgain = [UIButton buttonWithType:UIButtonTypeRoundedRect];
tapAgain.frame = CGRectMake(currentPosition.x - 75, currentPosition.y + 25, 150, 40);
tapAgain.tag = CONFIRMATION_TAG;
tapAgain.alpha = 0;
[tapAgain addTarget:self action:@selector(sendHWClick) forControlEvents:UIControlEventTouchUpInside];
[tapAgain setTitle:NSLocalizedString(@"Tap to set!",@"from the overlay") forState:UIControlStateNormal];
[self.view addSubview:tapAgain];
// animation ftw!
[UIView beginAnimations:@"inserting button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[self.view viewWithTag:CONFIRMATION_TAG].alpha = 1;
[UIView commitAnimations];
// keep the overlay active, or the button will fade
[self activateOverlay];
doNotDim();
} else
if (HW_isWeaponTimerable()) {
if (isSegmentVisible) {
UISegmentedControl *grenadeTime = (UISegmentedControl *)[self.view viewWithTag:GRENADE_TAG];
[UIView beginAnimations:@"removing segmented control" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
[UIView commitAnimations];
[grenadeTime performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
} else {
NSArray *items = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil];
UISegmentedControl *grenadeTime = [[UISegmentedControl alloc] initWithItems:items];
[items release];
[grenadeTime addTarget:self action:@selector(setGrenadeTime:) forControlEvents:UIControlEventValueChanged];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50);
grenadeTime.selectedSegmentIndex = cachedGrenadeTime;
grenadeTime.tag = GRENADE_TAG;
[self.view addSubview:grenadeTime];
[grenadeTime release];
[UIView beginAnimations:@"inserting segmented control" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
grenadeTime.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width - 100, 250, 50);
[UIView commitAnimations];
[self activateOverlay];
doNotDim();
}
isSegmentVisible = !isSegmentVisible;
} else
if (HW_isWeaponSwitch())
HW_tab();
break;
case 2:
HW_allKeysUp();
break;
default:
break;
}
initialDistanceForPinching = 0;
}
-(void) sendHWClick {
HW_click();
removeConfirmationInput();
doDim();
}
-(void) setGrenadeTime:(id) sender {
UISegmentedControl *theSegment = (UISegmentedControl *)sender;
if (cachedGrenadeTime != theSegment.selectedSegmentIndex) {
HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1);
cachedGrenadeTime = theSegment.selectedSegmentIndex;
}
}
-(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect screen = [[UIScreen mainScreen] bounds];
NSSet *allTouches = [event allTouches];
int x, y, dx, dy;
UITouch *touch, *first, *second;
if (isGameRunning == NO)
return;
switch ([allTouches count]) {
case 1:
touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint currentPosition = [touch locationInView:self.view];
if (HW_isAmmoMenuOpen()) {
// no zoom consideration for this
HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y));
} else
if (HW_isWeaponRequiringClick()) {
// moves the cursor around wrt zoom
HW_setCursor(HWX(currentPosition.x), HWY(currentPosition.y));
} else {
// panning \o/
dx = startingPoint.x - currentPosition.x;
dy = currentPosition.y - startingPoint.y;
HW_getCursor(&x, &y);
// momentum (or something like that)
/*if (abs(dx) > 40)
dx *= log(abs(dx)/4);
if (abs(dy) > 40)
dy *= log(abs(dy)/4);*/
HW_setCursor(x + dx/HW_zoomFactor(), y + dy/HW_zoomFactor());
startingPoint = currentPosition;
}
break;
case 2:
first = [[allTouches allObjects] objectAtIndex:0];
second = [[allTouches allObjects] objectAtIndex:1];
CGFloat currentDistanceOfPinching = distanceBetweenPoints([first locationInView:self.view], [second locationInView:self.view]);
const int pinchDelta = 40;
if (0 != initialDistanceForPinching) {
if (currentDistanceOfPinching - initialDistanceForPinching > pinchDelta) {
HW_zoomIn();
initialDistanceForPinching = currentDistanceOfPinching;
}
else if (initialDistanceForPinching - currentDistanceOfPinching > pinchDelta) {
HW_zoomOut();
initialDistanceForPinching = currentDistanceOfPinching;
}
} else
initialDistanceForPinching = currentDistanceOfPinching;
break;
default:
DLog(@"Nope");
break;
}
}
#pragma mark -
#pragma mark Functions called by pascal
void inline setGameRunning(BOOL value) {
isGameRunning = value;
}
// called by uStore from AddProgress
void startSpinning() {
setGameRunning(NO);
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.tag = ACTIVITYINDICATOR_TAG;
int offset;
if ([[UIDevice currentDevice] orientation] == UIDeviceOrientationLandscapeLeft)
offset = -120;
else
offset = 120;
if (IS_DUALHEAD())
indicator.center = CGPointMake(theWindow.frame.size.width/2, theWindow.frame.size.height/2 + offset);
else
indicator.center = CGPointMake(theWindow.frame.size.width/2 + offset, theWindow.frame.size.height/2);
indicator.hidesWhenStopped = YES;
[indicator startAnimating];
[theWindow addSubview:indicator];
[indicator release];
}
// called by uStore from FinishProgress and by OverlayViewController by replayBegan
void stopSpinning() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[theWindow viewWithTag:ACTIVITYINDICATOR_TAG];
[indicator stopAnimating];
HW_zoomSet(1.7);
if (isReplay == NO)
setGameRunning(YES);
}
// called by CCHandlers from chNextTurn
void clearView() {
UIWindow *theWindow = (IS_DUALHEAD()) ? [SDLUIKitDelegate sharedAppDelegate].uiwindow : [[UIApplication sharedApplication] keyWindow];
UIButton *theButton = (UIButton *)[theWindow viewWithTag:CONFIRMATION_TAG];
UISegmentedControl *theSegment = (UISegmentedControl *)[theWindow viewWithTag:GRENADE_TAG];
[UIView beginAnimations:@"remove button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
theButton.alpha = 0;
theSegment.alpha = 0;
[UIView commitAnimations];
if (theButton)
[theWindow performSelector:@selector(removeFromSuperview) withObject:theButton afterDelay:ANIMATION_DURATION];
if (theSegment)
[theWindow performSelector:@selector(removeFromSuperview) withObject:theSegment afterDelay:ANIMATION_DURATION];
cachedGrenadeTime = 2;
}
// called by hwengine
void replayBegan() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIView *blackView = [[UIView alloc] initWithFrame:theWindow.frame];
blackView.backgroundColor = [UIColor blackColor];
blackView.alpha = 0.6;
blackView.tag = REPLAYBLACKVIEW_TAG;
blackView.exclusiveTouch = NO;
blackView.multipleTouchEnabled = NO;
blackView.userInteractionEnabled = NO;
UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
indicator.center = theWindow.center;
[indicator startAnimating];
[blackView addSubview:indicator];
[indicator release];
[theWindow addSubview:blackView];
[blackView release];
isReplay = YES;
stopSpinning();
}
// called by uGame
void replayFinished() {
UIWindow *theWindow = [[UIApplication sharedApplication] keyWindow];
UIView *blackView = (UIView *)[theWindow viewWithTag:REPLAYBLACKVIEW_TAG];
[UIView beginAnimations:@"removing black" context:NULL];
[UIView setAnimationDuration:1];
blackView.alpha = 0;
[UIView commitAnimations];
[theWindow performSelector:@selector(removeFromSuperview) withObject:blackView afterDelay:1];
setGameRunning(YES);
isReplay = NO;
}
@end