diff -r 6b2d19ed521a -r 6dfad55fd71c project_files/HedgewarsMobile/Classes/OverlayViewController.m --- a/project_files/HedgewarsMobile/Classes/OverlayViewController.m Mon Oct 31 01:44:32 2011 +0100 +++ b/project_files/HedgewarsMobile/Classes/OverlayViewController.m Mon Oct 31 03:08:16 2011 +0100 @@ -36,7 +36,7 @@ static OverlayViewController *mainOverlay; @implementation OverlayViewController -@synthesize popoverController, popupMenu, helpPage, amvc, initialScreenCount, lowerIndicator, savesIndicator, +@synthesize popoverController, popupMenu, helpPage, amvc, initialScreenCount, loadingIndicator, confirmButton, grenadeTimeSegment; #pragma mark - @@ -53,8 +53,7 @@ isAttacking = NO; isPopoverVisible = NO; initialScreenCount = (IS_DUALHEAD() ? 2 : 1); - lowerIndicator = nil; - savesIndicator = nil; + loadingIndicator = nil; mainOverlay = self; } return self; @@ -119,8 +118,7 @@ [self dismissPopover]; self.popoverController = nil; self.amvc = nil; - self.lowerIndicator = nil; - self.savesIndicator = nil; + self.loadingIndicator = nil; MSG_DIDUNLOAD(); [super viewDidUnload]; } @@ -132,10 +130,8 @@ self.helpPage = nil; if (self.amvc.view.superview == nil) self.amvc = nil; - if (self.lowerIndicator.superview == nil) - self.lowerIndicator = nil; - if (self.savesIndicator.superview == nil) - self.savesIndicator = nil; + if (self.loadingIndicator.superview == nil) + self.loadingIndicator = nil; if (self.confirmButton.superview == nil) self.confirmButton = nil; if (self.grenadeTimeSegment.superview == nil) @@ -153,8 +149,7 @@ releaseAndNil(helpPage); releaseAndNil(popoverController); releaseAndNil(amvc); - releaseAndNil(lowerIndicator); - releaseAndNil(savesIndicator); + releaseAndNil(loadingIndicator); releaseAndNil(confirmButton); releaseAndNil(grenadeTimeSegment); // dimTimer is autoreleased @@ -191,7 +186,7 @@ #pragma mark overlay appearance // nice transition for dimming, should be called only by the timer himself -(void) dimOverlay { - if (isGameRunning()) { + if ([HWUtils isGameRunning]) { [UIView beginAnimations:@"overlay dim" context:NULL]; [UIView setAnimationDuration:0.6]; self.view.alpha = 0.2; @@ -215,7 +210,7 @@ #pragma mark overlay user interaction // dim the overlay when there's no more input for a certain amount of time -(IBAction) buttonReleased:(id) sender { - if (isGameRunning() == NO) + if ([HWUtils isGameRunning] == NO) return; UIButton *theButton = (UIButton *)sender; @@ -248,7 +243,7 @@ -(IBAction) buttonPressed:(id) sender { [self activateOverlay]; - if (isGameRunning() == NO) + if ([HWUtils isGameRunning] == NO) return; if (isPopoverVisible) @@ -333,9 +328,9 @@ -(void) setGrenadeTime:(id) sender { UISegmentedControl *theSegment = (UISegmentedControl *)sender; - if (cachedGrenadeTime() != theSegment.selectedSegmentIndex) { + if ([ObjcExports grenadeTime] != theSegment.selectedSegmentIndex) { HW_setGrenadeTime(theSegment.selectedSegmentIndex + 1); - setGrenadeTime(theSegment.selectedSegmentIndex); + [ObjcExports setGrenadeTime:theSegment.selectedSegmentIndex]; } } @@ -401,7 +396,7 @@ #pragma mark - #pragma mark Custom touch event handling -(BOOL) shouldIgnoreTouch:(NSSet *)allTouches { - if (isGameRunning() == NO) + if ([HWUtils isGameRunning] == NO) return YES; // ignore activity near the dpad and buttons @@ -512,7 +507,7 @@ [grenadeSegment release]; } self.grenadeTimeSegment.frame = CGRectMake(screen.size.height / 2 - 125, screen.size.width, 250, 50); - self.grenadeTimeSegment.selectedSegmentIndex = cachedGrenadeTime(); + self.grenadeTimeSegment.selectedSegmentIndex = [ObjcExports grenadeTime]; self.grenadeTimeSegment.alpha = 1; [self.view addSubview:self.grenadeTimeSegment];