Anatoliy Gatt
Anatoliy Gatt

Reputation: 2491

UIActivityIndicatorView in cocos2d

Hi guys!
Currently discovering cocos2d framework.
Now I'm trying to use UIKit stuff in cocos2d project.

What I'm doing: I've added the methods:

    -(void)activityIndicatorRun {
        spinner = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge];
        spinner.color = [UIColor orangeColor];
        spinner.hidesWhenStopped = YES;
        [spinner startAnimating];
        [self scheduleOnce:@selector(activityIndicatorStop) delay:5.0f];
    }

AND

-(void)activityIndicatorStop {
   [spinner stopAnimating];
}

After I added this like of code to my init method:

[self scheduleOnce:@selector(activityIndicatorRun) delay:54];

I think that I need to add a subview to my view. But I'm not sure about how you can do this, and where.

Question: Can anyone help me?

Thanks in advance!

Upvotes: 2

Views: 1990

Answers (1)

Hailei
Hailei

Reputation: 42153

You can add UIKit components as subview of your underlying OpenGL ES view in your cocos2d app.

For cocos2d-iphone 0.99/1.0:

[[[CCDirector sharedDirector] openGLView] addSubview:spinner];

For 2.x:

// CCDirector is subclass of UIViewController in 2.x on iOS
[[[CCDirector sharedDirector] view] addSubview:spinner];

Upvotes: 5

Related Questions