Force change UINavigationController orientation - ios

How can I force change orientation, when viewWillAppear?
I want only one navigationController to force landscape, other controllers I want to portrait.
When I push to landscape controller it shows like portrait, but when I rotate mobile, it locks, like landscape like I want.
How can I do that, when vieWillAppear? Is there any function to that?

override func viewDidLoad() {
super.viewDidLoad()
let value = UIInterfaceOrientation.landscape.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return .landscape
}
override var shouldAutorotate: Bool {
return true
}

Related

How to restore right orientation of the UIViewController after orientation was forced to landscape by another (iOS)?

The problem I am having is a bit strange and I can't seem to find any good solutions out there. So I have two UIViewControllers, one is allowed to take all orientations, another can only be viewed in landscape
internal override func shouldAutorotate() -> Bool {
return true
}
internal override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Lanscape
}
If I am in portrait mode on ViewController1, and I push VC2, it rotates just fine, but when I leave VC2, VC1 is stuck in landscape even though device itself is in portrait mode. How can I fix it? I tried calling AttemptToRotateToDeviceOrientation method in ViewDidAppear method of VC1, but it doesn't do anything
You just need to create app delegate instance in your view controller like:
let appDel = UIApplication.shared.delegate as! AppDelegate
On Viewwillappear()of view controller just add this code for landscape
appDel.myOrientation = .landscape
UIDevice.current.setValue(UIInterfaceOrientation.landscapeLeft.rawValue, forKey: "orientation")
And for portrait add this code
appDel.myOrientation = .portrait
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")

Set Orientation For Only One View Controller iOS 13 Swift

I'm creating an iPhone-only app using the latest version of Swift and Xcode, with 3 tabBar sections in the app, and in only one tab bar I want the user to have its screen fixed to landscape. I've tried almost all possible solutions I found on StackOverflow and some other websites, all not seeming to work(including this one: How to lock orientation of one view controller to portrait mode only in Swift). Anyone know why?
This is the view controller of the view that I want to be fixed in landscape orientation:
import UIKit
#objcMembers class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
let value = UIInterfaceOrientation.portrait.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
themes()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
}
//Some Code
///////////////////////////////////////
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return .portrait
}
override var shouldAutorotate: Bool {
return false
}
///////////////////////////////////////
}
You can force application to rotate orientation using below code,
UIDevice.current.setValue(.landscapeRight, forKey: "orientation")
Please implement below delegate method in AppDelegate and return landscape mask when you want application to rotate to landscape mode,
func application(_ application: UIApplication, supportedInterfaceOrientationsFor window: UIWindow?) -> UIInterfaceOrientationMask

Lock one view orientation in iOS

I'm trying to lock one view of my app in portrait mode. I have a top navigation controller view and multiple nested scenes.
I found many answers to lock orientation question and tried the code below, but it works only partially. Let the scenes A and B, where A has a segue to B, and B is locked in portrait orientation. If I go to the B scene, turn the device to the landscape position and back to A, the orientation is inherited from previous B (portrait).
How can I make the A scene recognize the actual device orientation?
Navigation controller
internal override func shouldAutorotate() -> Bool {
return visibleViewController!.shouldAutorotate()
}
"B" View controller
override func shouldAutorotate() -> Bool {
if UIDevice.currentDevice().orientation == .Portrait {
return true
}
return false
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
override func viewDidLoad() {
super.viewDidLoad()
let orientation = UIInterfaceOrientation.Portrait.rawValue
UIDevice.currentDevice().setValue(orientation, forKey: "orientation")
}
As I understand your question you want to know how to get the current device orientation.
Try this...
var orientation = UIDevice.currentDevice().orientation

iOS ViewController doesn't layout properly after orientation change

I'm writing an iOS application with some fixed (portrait) views and some orientation dependent views (portrait, lanscape left and landscape right).
The views are contained in a Custom Navigation Controller based on the following code:
class CustomNavigationViewController: UINavigationController {
override func supportedInterfaceOrientations() -> Int {
return self.topViewController.supportedInterfaceOrientations()
}
override func shouldAutorotate() -> Bool {
return self.topViewController.shouldAutorotate()
}
}
I'm implementing supportedInterfaceOrientations() and shouldAutorotate() inside nav child controllers.
Here is a Test Controller
class TestViewController: UIViewController {
var shouldRotate: Bool = false
override init(nibName nibNameOrNil: String?, bundle nibBundleOrNil: NSBundle?) {
super.init(nibName: nibNameOrNil, bundle: nibBundleOrNil)
self.shouldRotate = true
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
convenience init(rotation shouldRotate: Bool) {
self.init(nibName: "TestViewController", bundle: nil)
self.shouldRotate = shouldRotate
}
override func supportedInterfaceOrientations() -> Int {
if shouldRotate == false {
return UIInterfaceOrientation.Portrait.rawValue
} else {
return super.supportedInterfaceOrientations()
}
}
override func shouldAutorotate() -> Bool {
return shouldRotate
}
override func didRotateFromInterfaceOrientation(fromInterfaceOrientation: UIInterfaceOrientation) {
println("from: \(fromInterfaceOrientation.rawValue)")
}
#IBAction func buttonTapped(sender: AnyObject) {
let newvc = TestViewController(rotation: true)
self.navigationController?.pushViewController(newvc, animated: true)
}
}
The first controller is instantiated inside the AppDelegate with rotation: false. The other controllers are created with rotation: true and pushed after tapping the button.
Here is a screenshot of the view:
If I change orientation on the controllers after the first one (the rotable ones) I get the following result:
The controller xib uses autolayout and if I rotate the device before tapping the button it works as expected with the view filling the whole screen.
Also, if I tap the back button while the phone is in landscape the first view is locked in this state:
I'm deploying the app to iOS 8.
How can I make the first view portrait only and the other views correctly layed out after a rotation?
It's probably doesn't matter since it's only printing out a debug message, but don't forget that didRotateFromInterfaceOrientation(_:) was depreciated in iOS 8 with viewWillTransitionToSize(_:withTransitionCoordinator:) taking it's place for responsibilities of a change in view size (which includes rotation).
I think you're on the right track, but instead of overriding both shouldAutorotate() and supportedInterfaceOrientations() only override supportedInterfaceOrientations().
I just did a quick POC to see if it would work. I'm not setting a flag when creating the view controller (and using Swift 2) but you get the idea:
class RotatingViewController: UIViewController {
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.All
}
}
class FixedViewController: UIViewController {
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
}
class NavigationController: UINavigationController {
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return self.topViewController?.supportedInterfaceOrientations() ?? UIInterfaceOrientationMask.All
}
}
I think what's happening in your demo is that when you're transitioning to a view controller that is fixed, you're asking it to go into a portrait orientation (which it is) but then not allowing the screen to rotate back to portrait mode.
So.. just try deleting your 'shouldAutorotate()' in your CustomNavigationViewController and see if that works.
Problem is because shouldAutorotate return false.
Your FixedViewController should return shouldAutorotate value true, but supportedInterfaceOrientations should be for example only portrait.
Why do you need it?
When you come back (by using popViewController or dismissViewController) to your FixedViewController (which supports only portrait mode) from another RotateViewController in landscape mode, it should autorotate, to come back to portrait mode

how to lock portrait orientation for only main view using swift

I have created an application for iPhone, using swift, that is composed from many views embedded in a navigation controller. I would like to lock the main view to Portrait orientation and only a subview of a navigation controller locked in Landscape orientation.
Here is an example of what i mean:
UINavigationController
UiViewController1 (Locked in Portrait) Initial view controller with a button placed on the navigation bar that give to the user the possibility to access to a lists where can be selected other views
UIViewController2 (Locked in Landscape)
UiViewController3 (Portrait and Landscape)
UiViewController4 (Portrait and Landscape)
...
...
How Can i do that?
According to the Swift Apple Docs for supportedInterfaceOrientations:
Discussion
When the user changes the device orientation, the system calls this method on the root view controller or the topmost presented view controller that fills the window. If the view controller supports the new orientation, the window and view controller are rotated to the new orientation. This method is only called if the view controller's shouldAutorotate method returns true.
Your navigation controller should override shouldAutorotate and supportedInterfaceOrientations as shown below. I did this in a UINavigationController extension for ease:
extension UINavigationController {
public override func shouldAutorotate() -> Bool {
return true
}
public override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return (visibleViewController?.supportedInterfaceOrientations())!
}
}
And your main viewcontroller (portrait at all times), should have:
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
Then, in your subviewcontrollers that you want to support portrait or landscape:
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.All
}
Edit: Updated for iOS 9 :-)
Also answered [here]
Things can get quite messy when you have a complicated view hierarchy, like having multiple navigation controllers and/or tab view controllers.
This implementation puts it on the individual view controllers to set when they would like to lock orientations, instead of relying on the App Delegate to find them by iterating through subviews or relying on inheritance.
Swift 3
In AppDelegate:
/// set orientations you want to be allowed in this property by default
var orientationLock = UIInterfaceOrientationMask.all
func application(_ application: UIApplication, supportedInterfaceOrientationsFor window: UIWindow?) -> UIInterfaceOrientationMask {
return self.orientationLock
}
In some other global struct or helper class, here I created AppUtility:
struct AppUtility {
static func lockOrientation(_ orientation: UIInterfaceOrientationMask) {
if let delegate = UIApplication.shared.delegate as? AppDelegate {
delegate.orientationLock = orientation
}
}
/// OPTIONAL Added method to adjust lock and rotate to the desired orientation
static func lockOrientation(_ orientation: UIInterfaceOrientationMask, andRotateTo rotateOrientation:UIInterfaceOrientation) {
self.lockOrientation(orientation)
UIDevice.current.setValue(rotateOrientation.rawValue, forKey: "orientation")
}
}
Then in the desired ViewController you want to lock orientations:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
AppUtility.lockOrientation(.portrait)
// Or to rotate and lock
// AppUtility.lockOrientation(.portrait, andRotateTo: .portrait)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Don't forget to reset when view is being removed
AppUtility.lockOrientation(.all)
}
If your view is embedded in navigationcontroller in storyboard set the navigation controller delegate UINavigationControllerDelegate and add the following method
class ViewController: UIViewController, UINavigationControllerDelegate {
func navigationControllerSupportedInterfaceOrientations(navigationController: UINavigationController) -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
}
Update: if you're having trouble to set orientation right after the app launches in iOS 10, try do it in ObjC instead of Swift, and with class MyNavigationController: MyNavigationControllerBase:
#implementation ABNavigationControllerBase
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
#end
Swift 3:
class MyNavigationController: UINavigationController {
override func viewDidLoad() {
super.viewDidLoad()
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")
}
override var shouldAutorotate: Bool {
return false
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return .portrait
}
override var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation {
return .portrait
}
}
Same JasonJasonJason answer in Swift 4.2+ (It worked correctly with iOS 11)
1- Override shouldAutorotate and supportedInterfaceOrientations as shown below.
extension UINavigationController {
open override var shouldAutorotate: Bool {
return true
}
open override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return (visibleViewController?.supportedInterfaceOrientations)!
}
}
2- And your main viewcontroller (portrait at all times), should have:
public override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.portrait
}
3- Then, in your subviewcontrollers that you want to support portrait or landscape:
public override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.all
}
The important think is to describe supported interface orientations for whole application in AppDelegate. For example to block all views to portrait just do this:
func application(_ application: UIApplication, supportedInterfaceOrientationsFor window: UIWindow?) -> UIInterfaceOrientationMask{
return UIInterfaceOrientationMask.portrait
}
Lots of people are looking just for this answer by googling threw this question so I hope you can excuse me.
Works in Swift 3.0
In the main controller where you want portrait,
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.orientation = UIInterfaceOrientationMaskPortrait;
//Or self.orientation = UIInterfaceOrientationPortraitUpsideDown
}
and in subVC where you want Landscape use
self.orientation = UIInterfaceOrientationLandscapeLeft:
self.orientation = UIInterfaceOrientationLandscapeRight:
or you can override this method
- (NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
This is how i would do it with Obj-c in iOS7, i think this code would work in iOS8 too
Edited for swift2.0 :
override func shouldAutorotate() -> Bool {
return false
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return [.Portrait, .PortraitUpsideDown]
}
Here is the Swift Update :-
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}
This is the syntax for Swift 3 (XCode 8.2 beta), where these methods where converted to properties:
extension UINavigationController {
override open var shouldAutorotate: Bool {
return false
}
}
class ViewController: UIViewController {
/*
...
*/
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.portrait
}
}
This requires two things
Informing the controller of its support for rotation.
Enforcing rotation and then handing over responsibility to a controller that knows its support for rotation.
Declare an extension on view controller that forces orientation to portrait.
extension UIViewController {
func forcePortrait() {
UIView.setAnimationsEnabled(false)
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")
UIView.setAnimationsEnabled(true)
}
}
Any view controller that is locked to portrait could inherit traits.
class PortraitViewController: UIViewController {
override open var supportedInterfaceOrientations: UIInterfaceOrientationMask { return .portrait }
override open var shouldAutorotate: Bool { return false }
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
forcePortrait()
}
}
Any view controller that is capable of rotating between portrait and landscape can inherit those traits.
class LandscapeViewController: UIViewController {
override open var supportedInterfaceOrientations: UIInterfaceOrientationMask { return [.landscape, .portrait] }
override open var shouldAutorotate: Bool { return true }
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// if leaving for a portrait only screen, force portrait.
// forcePortrait()
}
}
If your landscape view controller is about to segue to a portrait locked screen. Be sure to lock the orientation just before leaving. Then rely on the portrait view controller to enforce its own lack of rotation.
Here is the working code to lock the orientation:
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
More information:
https://www.hackingwithswift.com/example-code/uikit/how-to-lock-a-view-controllers-orientation-using-supportedinterfaceorientations
You do have to apply this to your top view controller. However, you can do it in a clean/easy way by subclassing your top view controller and setting a variable within it that to references every time you make a call to:
shouldAutoRotate()
which is called when the device detects an orientation change and precedes the call to:
supportedInterfaceOrientations()//this is only called if shouldAutoRotate() returns true
For example, say my top view controller is a TabBarController:
class SomeSubclassTabBarViewController: UITabBarController { //This subclass allows us to pass along data to each of the tabBars
var dataArray = StoredValues()//also useful for passing info between tabs
var shouldRotate: Bool = false
override func shouldAutorotate() -> Bool { //allow the subviews accessing the tabBarController to set whether they should rotate or not
return self.shouldRotate
}
}
Then within the view which should have the ability to rotate the screen, set the viewWillAppear() and viewWillDisappear() like so:
override func viewWillAppear(animated: Bool) { //set the rotate capability to true
let sharedTabBarController = self.tabBarController as SomeSubclassTabBarViewController
sharedTabBarController.shouldRotate = true
}
override func viewWillDisappear(animated: Bool) {
let sharedTabBarController = self.tabBarController as SomeSubclassTabBarViewController
sharedTabBarController.shouldRotate = false
}
and just in case your app crashes while on this screen, it's probably a good idea to explicitly set the shouldRotate: Bool value on each of your views within the viewWillLoad() method.
In iOS8, if you want to lock some especific ViewController, create an extension of UINavigationController (in the case you use it):
extension UINavigationController {
public override func shouldAutorotate() -> Bool {
if visibleViewController is YourViewController {
return false
}
return true
}}
If your iOS application is in Landscape mode only and You want to use camera in landscape mode of application then please try for below solution.
Step 1:
In your appdelegate.m class
-(UIInterfaceOrientationMask)application:(UIApplication *)application
supportedInterfaceOrientationsForWindow:(UIWindow *)window
{
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
NSString *captionVal = [TMUtils getValueInUserDefault:#"CAPTION"];
if ([captionVal isEqualToString:#"Camera"]) {
return UIInterfaceOrientationMaskPortrait;
}else{
return UIInterfaceOrientationMaskLandscapeRight;
}
}else{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
}
Here you can take shared preference value CAPTION as keyValue pair and store the value "Camera".
Step 2:
Now in your viewController.m class in camera button Action set shared preference value and open new ViewController which will be having camera functionality.
[TMUtils setValueInUserDefault:#"CAPTION" value:#"Camera"];
Step 3:
In Camera functionality viewController.m class set storyboard with UIImageView and back button.
Now in ViewDidLoad of camera functionality viewController.m set
- (void)viewDidLoad {
[super viewDidLoad];
if (![UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera]) {
NSLog(#"Error");
} else {
UIImagePickerController *pickerController = [[UIImagePickerController alloc] init];
pickerController.modalPresentationStyle = UIModalPresentationCurrentContext; //this will allow the picker to be presented in landscape
pickerController.delegate = self;
pickerController.allowsEditing = YES;
pickerController.sourceType = UIImagePickerControllerSourceTypeCamera;
[self presentViewController:pickerController animated:YES completion:nil];
}
}
Now in UIImagePickerController delegate method set image to UIImageView
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info {
UIImage *chosenImage = info[UIImagePickerControllerOriginalImage];
self.cameraImage.image = chosenImage;
[picker dismissViewControllerAnimated:YES completion:NULL];
}
Now on camera back UIButton
- (IBAction)cameraBtnAction:(id)sender {
[TMUtils setValueInUserDefault:#"CAPTION" value:#"NOCamera"];
[self dismissViewControllerAnimated:YES completion:nil];
}
It will always check according to shared preference value in delegate class function for supportedInterfaceOrientationsForWindow in reference to that value it allow camera functionality ViewController to open camera in Portrait mode and rest it will again go back to Landscape mode, which will completely work fine.
When UIKit detects a change in device orientation, it uses the UIApplication object and the root view controller to determine whether the new orientation is allowed. If both objects agree that the new orientation is supported, then auto-rotation occurs. Otherwise, the orientation change is ignored.
By default, the UIApplication object sources its supported interface orientations from the values specified for the UISupportedInterfaceOrientations key in the applications' Information Property List. You can override this behavior by implementing the application:supportedInterfaceOrientationsForWindow: method in your application's delegate. The supported orientation values returned by this method only take effect after the application has finished launching. You can, therefore, use this method to support a different set of orientations after launch.
Allowing your app to rotate into portrait after launch.
- (NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window
{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
source: https://developer.apple.com/

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