project_files/HedgewarsMobile/Classes/MapPreviewButtonView.m
author koda
Sun, 09 Oct 2011 00:24:58 +0200
changeset 6107 0741c0f0203e
parent 6078 8c0cc07731e5
child 6109 f6726ec81e64
permissions -rw-r--r--
some code refactoring of the ios game config
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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 * Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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 *
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 * File created on 26/09/2010.
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 */
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#import "MapPreviewButtonView.h"
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#import "MapConfigViewController.h"
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#import "UIImageExtra.h"
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#import "ServerSetup.h"
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#import <pthread.h>
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#define INDICATOR_TAG 7654
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@implementation MapPreviewButtonView
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@synthesize delegate;
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-(id) initWithFrame:(CGRect)frame {
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    if ((self = [super initWithFrame:frame])) {
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        delegate = nil;
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        [self setBackgroundImageRounded:[UIImage whiteImage:frame.size] forState:UIControlStateNormal];
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    }
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    return self;
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}
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-(id) initWithCoder:(NSCoder *)aDecoder {
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    if ((self = [super initWithCoder:aDecoder])) {
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        delegate = nil;
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        [self setBackgroundImageRounded:[UIImage whiteImage:self.frame.size] forState:UIControlStateNormal];
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    }
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    return self;
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}
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-(void) dealloc {
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    self.delegate = nil;
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    [super dealloc];
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}
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#pragma mark -
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#pragma mark image wrappers
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-(void) setBackgroundImageRounded:(UIImage *)image forState:(UIControlState)state {
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    // TODO:http://stackoverflow.com/questions/4272476/setbackgroundimage-behaviour-changed-on-ipad-4-2
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    [self setBackgroundImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:state];
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}
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-(void) setImageRounded:(UIImage *)image forState:(UIControlState)state {
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    [self setImage:[image makeRoundCornersOfSize:CGSizeMake(12, 12)] forState:state];
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}
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-(void) setImageRoundedForNormalState:(UIImage *)image {
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    [self setImageRounded:image forState:UIControlStateNormal];
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}
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#pragma mark -
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#pragma mark preview 
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-(int) sendToEngine:(NSString *)string {
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    unsigned char length = [string length];
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    SDLNet_TCP_Send(csd, &length, 1);
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    return SDLNet_TCP_Send(csd, [string UTF8String], length);
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}
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-(const uint8_t *)engineProtocol {
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    IPaddress ip;
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    BOOL serverQuit = NO;
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    static uint8_t map[128*32];
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    int port = [ServerSetup randomPort];
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    if (SDLNet_Init() < 0) {
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        DLog(@"SDLNet_Init: %s", SDLNet_GetError());
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        serverQuit = YES;
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    }
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    // Resolving the host using NULL make network interface to listen
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    if (SDLNet_ResolveHost(&ip, NULL, port) < 0) {
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        DLog(@"SDLNet_ResolveHost: %s\n", SDLNet_GetError());
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        serverQuit = YES;
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    }
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    // Open a connection with the IP provided (listen on the host's port)
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    if (!(sd = SDLNet_TCP_Open(&ip))) {
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        DLog(@"SDLNet_TCP_Open: %s %\n", SDLNet_GetError(), port);
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        serverQuit = YES;
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    }
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    // launch the preview here so that we're sure the tcp channel is open
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    pthread_t thread_id;
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    pthread_create(&thread_id, NULL, (void *)GenLandPreview, (void *)port);
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    pthread_detach(thread_id);
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    DLog(@"Waiting for a client on port %d", port);
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    while (!serverQuit) {
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        /* This check the sd if there is a pending connection.
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         * If there is one, accept that, and open a new socket for communicating */
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        csd = SDLNet_TCP_Accept(sd);
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        if (NULL != csd) {
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            DLog(@"Client found");
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            NSDictionary *dictForEngine = [self getDataForEngine];
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            [self sendToEngine:[dictForEngine objectForKey:@"seedCommand"]];
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            [self sendToEngine:[dictForEngine objectForKey:@"templateFilterCommand"]];
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            [self sendToEngine:[dictForEngine objectForKey:@"mapGenCommand"]];
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            [self sendToEngine:[dictForEngine objectForKey:@"mazeSizeCommand"]];
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            [self sendToEngine:@"!"];
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            memset(map, 0, 128*32);
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            SDLNet_TCP_Recv(csd, map, 128*32);
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            SDLNet_TCP_Recv(csd, &maxHogs, sizeof(uint8_t));
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            SDLNet_TCP_Close(csd);
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            serverQuit = YES;
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        }
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    }
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    SDLNet_TCP_Close(sd);
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    SDLNet_Quit();
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    return map;
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}
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-(void) drawingThread {
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    NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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    const uint8_t *map = [self engineProtocol];
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    uint8_t mapExp[128*32*8];
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    // draw the buffer (1 pixel per component, 0= transparent 1= color)
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    int k = 0;
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    for (int i = 0; i < 32*128; i++) {
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        unsigned char byte = map[i];
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        for (int j = 0; j < 8; j++) {
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            // select the color based on the leftmost bit
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            if ((byte & 0x80) != 0)
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                mapExp[k] = 100;
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            else
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                mapExp[k] = 255;
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            // shift to next bit
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            byte <<= 1;
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            k++;
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        }
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    }
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    CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
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    CGContextRef bitmapImage = CGBitmapContextCreate(mapExp, 256, 128, 8, 256, colorspace, kCGImageAlphaNone);
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    CGColorSpaceRelease(colorspace);
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    CGImageRef previewCGImage = CGBitmapContextCreateImage(bitmapImage);
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    CGContextRelease(bitmapImage);
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    UIImage *previewImage = [[UIImage alloc] initWithCGImage:previewCGImage];
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    CGImageRelease(previewCGImage);
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    previewCGImage = nil;
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    // all these are performed on the main thread to prevent a leak
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    [self performSelectorOnMainThread:@selector(setImageRoundedForNormalState:)
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                           withObject:previewImage
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                        waitUntilDone:NO];
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    [previewImage release];
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    [self performSelectorOnMainThread:@selector(setLabelText:)
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                           withObject:[NSString stringWithFormat:@"%d", maxHogs]
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                        waitUntilDone:NO];
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    [self performSelectorOnMainThread:@selector(turnOnWidgets)
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                           withObject:nil
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                        waitUntilDone:NO];
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    [self performSelectorOnMainThread:@selector(removeIndicator)
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                           withObject:nil
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                        waitUntilDone:NO];
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    [pool release];
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    /*
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    // http://developer.apple.com/mac/library/qa/qa2001/qa1037.html
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    UIGraphicsBeginImageContext(CGSizeMake(256,128));
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    CGContextRef context = UIGraphicsGetCurrentContext();
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    UIGraphicsPushContext(context);
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    CGContextSetRGBFillColor(context, 0.5, 0.5, 0.7, 1.0);
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    CGContextFillRect(context,CGRectMake(xc,yc,1,1));
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    UIGraphicsPopContext();
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    UIImage *previewImage = UIGraphicsGetImageFromCurrentImageContext();
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    UIGraphicsEndImageContext();
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    */
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}
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-(void) updatePreviewWithSeed:(NSString *)seed {
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    // remove the current preview and title
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    [self setImage:nil forState:UIControlStateNormal];
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    [self setTitle:nil forState:UIControlStateNormal];
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    // don't display preview on slower device, too slow and memory hog
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8c0cc07731e5 headers cleanup, converted some function-only sources into proper class method files, more use of OOP power, removed some 'respondsToSelector' calls, moved defines into their own header, more use of objc categories
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    if (IS_NOT_POWERFUL([HWUtils modelType])) {
3910
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        [self setTitle:NSLocalizedString(@"Preview not available",@"") forState:UIControlStateNormal];
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        [self turnOnWidgets];
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    } else {        
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        // add a very nice spinning wheel
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        UIActivityIndicatorView *indicator = [[UIActivityIndicatorView alloc]
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                                              initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
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        indicator.center = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
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        indicator.tag = INDICATOR_TAG;
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        [indicator startAnimating];
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        [self addSubview:indicator];
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        [indicator release];
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        // let's draw in a separate thread so the gui can work; at the end it restore other widgets
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        [NSThread detachNewThreadSelector:@selector(drawingThread) toTarget:self withObject:nil];
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    }
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}
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-(void) updatePreviewWithFile:(NSString *)filePath {
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    UIImage *image = [[UIImage alloc] initWithContentsOfFile:filePath];
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    [self setImageRounded:image forState:UIControlStateNormal];
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    [image release];
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}
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-(void) removeIndicator {
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    UIActivityIndicatorView *indicator = (UIActivityIndicatorView *)[self viewWithTag:INDICATOR_TAG];
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    if (indicator) {
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        [indicator stopAnimating];
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        [indicator removeFromSuperview];
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    }
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}
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#pragma mark -
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#pragma mark delegate
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-(void) turnOnWidgets {
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    [self.delegate turnOnWidgets];
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}
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-(void) setLabelText:(NSString *)string {
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    [self.delegate setLabelText:string];
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}
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-(NSDictionary *)getDataForEngine {
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    return [self.delegate getDataForEngine];
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}
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@end