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Home/ Questions/Q 7920159
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T16:06:41+00:00 2026-06-03T16:06:41+00:00

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

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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!

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  1. Editorial Team
    Editorial Team
    2026-06-03T16:06:43+00:00Added an answer on June 3, 2026 at 4:06 pm

    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];
    
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