project_files/HedgewarsMobile/Classes/MapPreviewButtonView.m
author koda
Tue, 23 Aug 2011 03:46:17 +0200
changeset 5662 99083392cd4f
parent 5207 4c9ae0f484da
child 6078 8c0cc07731e5
permissions -rw-r--r--
FREE AT LAST!!! SDL came around a (mostly) sane way for implementing rotation events, so we can scrap all the workaround code that has been added to workaround it!! Also this allows us to use proper (internal) multitasking handling and can simplify optional settings and other yet unexplored features. Yay!
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/*
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 * Hedgewars-iOS, a Hedgewars port for iOS devices
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088d40d8aba2 Happy 2011 :)
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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 <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 = 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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    if (IS_NOT_POWERFUL(getModelType())) {
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