This has bugged me for a while. Since we are missing the source SVGs for this theme, removed the leaves crudely in GIMP. Also added some basic roots. Someone more artistic is encouraged to try and improve it.
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2012 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 30/10/2010.
*/
#import "ObjcExports.h"
#import "OverlayViewController.h"
// cache the grenade time
static NSInteger grenadeTime;
// the reference to the newMenu instance
static OverlayViewController *overlay_instance;
@implementation ObjcExports
+(void) setGrenadeTime:(NSInteger) value {
grenadeTime = value;
}
+(NSInteger) grenadeTime {
return grenadeTime;
}
@end
#pragma mark -
#pragma mark functions called by pascal code
BOOL inline isApplePhone() {
return (IS_IPAD() == NO);
}
void startLoadingIndicator() {
// this is the first ojbc function called by engine, so we have to initialize some variables here
overlay_instance = [[OverlayViewController alloc] initWithNibName:@"OverlayViewController" bundle:nil];
// in order to get rotation events we have to insert the view inside the first view of the second window
//TODO: when multihead make sure that overlay is displayed in the touch-enabled window
[[HWUtils mainSDLViewInstance] addSubview:overlay_instance.view];
grenadeTime = 2;
if ([HWUtils gameType] == gtSave) {
[[UIApplication sharedApplication] setIdleTimerDisabled:YES];
overlay_instance.view.backgroundColor = [UIColor blackColor];
overlay_instance.view.alpha = 0.75;
overlay_instance.view.userInteractionEnabled = NO;
}
CGPoint center = overlay_instance.view.center;
CGPoint loaderCenter = ([HWUtils gameType] == gtSave) ? center : CGPointMake(center.x, center.y * 5/3);
overlay_instance.loadingIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
overlay_instance.loadingIndicator.hidesWhenStopped = YES;
overlay_instance.loadingIndicator.center = loaderCenter;
overlay_instance.loadingIndicator.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleBottomMargin;
[overlay_instance.loadingIndicator startAnimating];
[overlay_instance.view addSubview:overlay_instance.loadingIndicator];
[overlay_instance.loadingIndicator release];
}
void stopLoadingIndicator() {
HW_zoomSet(1.7);
if ([HWUtils gameType] != gtSave) {
[overlay_instance.loadingIndicator stopAnimating];
[overlay_instance.loadingIndicator removeFromSuperview];
[HWUtils setGameStatus:gsInGame];
}
}
void saveFinishedSynching() {
[UIView beginAnimations:@"fading from save synch" context:NULL];
[UIView setAnimationDuration:1];
overlay_instance.view.backgroundColor = [UIColor clearColor];
overlay_instance.view.alpha = 1;
overlay_instance.view.userInteractionEnabled = YES;
[UIView commitAnimations];
[overlay_instance.loadingIndicator stopAnimating];
[overlay_instance.loadingIndicator performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:1];
[[UIApplication sharedApplication] setIdleTimerDisabled:NO];
[HWUtils setGameStatus:gsInGame];
}
void clearView() {
// don't use any engine calls here as this function is called every time the ammomenu is opened
[UIView beginAnimations:@"remove button" context:NULL];
[UIView setAnimationDuration:ANIMATION_DURATION];
overlay_instance.confirmButton.alpha = 0;
overlay_instance.grenadeTimeSegment.alpha = 0;
[UIView commitAnimations];
if (overlay_instance.confirmButton)
[overlay_instance.confirmButton performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
if (overlay_instance.grenadeTimeSegment) {
[overlay_instance.grenadeTimeSegment performSelector:@selector(removeFromSuperview) withObject:nil afterDelay:ANIMATION_DURATION];
overlay_instance.grenadeTimeSegment.tag = 0;
}
grenadeTime = 2;
}
// dummy function to prevent linkage fail
int SDL_main(int argc, char **argv) {
return 0;
}