I'm writing an app in Swift 2.0. The app works fine in every aspect, beside one.
When I tilt the screen of both device and emulator the orientation change animation is missing. Instead of a smooth rotation I get a clunky orientation change. Portrait -> Landscape. Nothing in between.
Giving the fact that the animation should be the default, I would like to know if anybody knows the possible solution to this problem. I searched everywhere and apparently nobody has this problem, instead people try to disable that animation!
After some tests and thanks to Zell.B, I moved the code from didFinishLaunchWithOptions to applicationDidBecomeActive and everything works fine.
Deleting the applicationDidFinishLaunching method from the app delegate class can also cause the lack of animation problem. Adding it back in can fix it.
Related
I'm coding a video processing app and was just about to submit it to the app store when ios 8.1 came out. I updated my iPhone as well as XCode and all hell broke loose. In my simple single viewcontroller interface nothing is rotating anymore except for the statusbar, which also doesn't get automatically hidden anymore in landscape mode...
I figured it was because I was using the deprecated willAnimateRotationToInterfaceOrientation: for what little custom rotation actions I had, so I implemented traitCollectionDidChange: and viewWillTransitionToSize: to specs instead. However viewWillTransitionToSize never gets called in my app and traitCollectionDidChange: is only called once, at startup. The device simply isn't telling the app that the device has rotated.
After googling I've also tried using name:UIDeviceOrientationDidChangeNotification. At least my selector does get called for that one but I don't know how to manually handle all rotation.
My didFinishLaunching... and viewDidLoad are very simple. alloc UIWindow, storyboard, set my viewcontroller from there, make it rootviewcontroller, makekeyandvisible. All based on one of Apple's AVFoundation demo apps.
Then in didload I add some subviews and a toolbar etc, nothing out of the ordinary and obviously it did work on 8.0 and 8.0.2 on all kinds of devices as well as the 7.1 simulator etc. Still runs flawlessly on my iPad with 8.0.2... Reason I haven't posted any code is I'm 100% sure everything is correct on that end.
Main weird thing is I can't seem to find anyone with this problem.
No errors in console or elsewhere either.
Does anyone have any idea of what might be causing this? I didn't think a point release would make such massive differences and again, no one else seems to be having this. Could it be an issue/bug in the actual storyboard file?
And, mainly, since I can get rotation notifications through UIDeviceOrientationDidChangeNotification, how do I manually handle all rotation/resizing stuff? I have been looking all over for answers but to no avail and am out of time to spend on this project currently :(
Cheers!
alloc'ing UIWindow will be the problem.
First, Make sure your navigation controller (or whatever you're using) is set as "Initial View Controller" in your storyboard.
Secondly, in your AppDelegate.m file, remove any references to UIWindow and rootViewController that appear in application didFinishLaunchingWithOptions. In my case, removing the following two lines fixed my issues.
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[self.window makeKeyAndVisible];
You also don't need to set the window's rootViewController if using storyboards.
They're simply not needed when using storyboards, but until 8.1 there was never any harm using them. It took my 2 days to figure this out, so hopefully it will help you and others too.
Under ios 8 using presentViewController modalTransitionStyle = UIModalTransitionStylePartialCurl disappear all page.
I want it to work like ios 7.
I had the same issue and I applied this fix, it worked for me on iOS 8 and Xcode 6.
[_mapToolbarController setModalTransitionStyle:UIModalTransitionStylePartialCurl];
[self presentViewController:_mapToolbarController animated:YES completion:^{
[_mapToolbarController.view.superview addSubview:self.view];
}];
Obviously, _mapToolbarController will be the controller that you want to present. To see why you'd need this, add a breakpoint at the line in the completion handler. Do the animation, and you'll see in the completion handler that the curling animation had just finished and everything was perfectly fine. For some reason that I can't explain, in iOS 8 you'll need to tell the iOS framework to "keep" the curled view and make sure it doesn't get thrown away. The code in the completion handler tries to "keep" the soon-to-be-faded curled view onto the screen. Note that in this context, self.view is the view that is being curled.
You can always try to make your own transitions with iOS 7. Have a look HERE
Well, I am not proud of the fix I came up with but it works just fine and took me little time to do it.
I managed to get a screen shot of the page curl at the stage that I wanted it to remain. It took a few tries but I got it. Then I took that image into Pixelmator and cropped it to just the page curl portion, made everything else transparent, smudged out the extraneous artifacts like the battery indicator, signal bars and time.
I imported that image in 320, 640 and 960 widths then insert it at the top of my presented view at load time. It came out virtually perfect. I cannot tell the difference from what I had before. Works exactly as I wanted it.
I am testing my app with the UI Automated Testing framework. I have a UIACollectionView I would like to pull down or drag my CollectionView. I already tried the ways from the documentation:
to drag up
target.dragInsideWithOptions({startOffset:{x:0.5, y:0.9}, endOffset:{x:0.5, y:0.2}, duration:2.0});
or to pull down:
target.dragInsideWithOptions({startOffset:{x:0.5, y:0.3}, endOffset:{x:0.5, y:0.8}, duration:2.0});
when this didnt work I tried to use the inheritated methods of the UIAScrollView. chatList is my UIACollectionView
archivedChatCell = chatList.cells()["Noise"]
archivedChatCell.scrollToElementWithValueForKey(1, "isVisible")
chatList.scrollDown()
chatList.scrollToElementWithPredicate("Noise")
But nothing is moving in the screen. I read in some threads that this (dragInsideWithOptions) is a Apple problem that needs to be fixed for the iOS7 UI Testing.
Does someone have any idea what the problem is? Am I missing something or is there a work around for that?
The weird thing is, I am using the same code in a different CollectionView in my App, the dragInsideWithOptions works fine and drags or pulls the screen.
thank you
Yes, dragInsideWithOptions and flickInsideWithOptions are not working on the simulator. However, they do work on a real device. Therefore, my suggestion is to use a real device until Apple fixes the problem.
[I know this has been done to death, and I'd ask follow up questions on an existing question were it not for not having enough stackoverflow points to make one:(]
I'm after an App Store valid way of forcing an existing UI to re-orientate without having to destroy the main ViewController or View. We work in fullscreen mode, so I'm assuming I can't use any of the toolbar approaches normally quoted. Finally I'm only interested in iOS5.
For iOS6 I have a solution based on the answers in How to change the device orientation programmatically in iOS 6. I used the solution which includes ForcePortrait, with the variation that I changed it so I can supply the required orientation as a parameter.
For iOS5 I have experimented with the suggestion of:
[UIDevice currentDevice] performSelector:NSSelectorFromString(#"setOrientation:") withObject:(id)UIInterfaceOrientationPortrait];
from How to set device (UI) orientation programmatically?. This works well but I'm worried that it would be rejected by App Store (complete no no for us).
Has anyone used this on something that has App Store approval and/or got a better suggestion?
Check this out: Force Rotate UIViewController.
Maybe it will work. This is however very hackish.
[Found a solution, at any rate. Not sure if it the best.]
Got the temporary UIViewController approach to work by adding shouldAutorotateToInterfaceOrientation. The meaning of this is overloaded by iOS5 to discover not only should it autoRotate but also should it start in a particular orientation to start with - I guess that is why it is replaced by several methods at iOS6.. Thus we return true in orientations that are OK.
Perhaps should have realised that before.
Not quite as neat as the setOrientation hack. Key glitch we've noticed is that when you then rotate the device around to the proper orientation you still get a rotation animation. This does not occur on iOS6. Oh well, you win some, you lose some.
So I'm creating and showing a custom window in my iOS app because I'm writing a dynamic alert view that also functions like a growl/toast alert. It works AWESOMELY in ios6 (Hopefully I can open source this baby and you can all check it out)
But anyway, when I run this in ios5, the window that my alerts exist on doesn't seem to rotate with the device/simulator. No matter what, my custom window stays in portrait mode.
The UIWindow is just a UIView subclass, so there's no nice 'shouldRotate' delegate method.
I'm kinda stumped on why this is happening in ios5 but not 6. Any help would be GREATLY appreciated ^_^
My window has a rootviewcontroller, which I completely forgot about. I just needed to implement
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation{
return YES;
}
To get it to work.
:-D
It's usually not recommended two use multiple instances of UIWindow in one iOS app. The only valid reason to do so is to support external screens. You should use a UIView instead, ideally managed by a UIViewController.
I assume, (since you didn't provide any code, I can only assume) the reason why your window doesn't 'rotate' is, that it's simply not getting any notifications about device rotation. Only the keyWindow receives them by default.
I would highly recommend to redesign your app to use a properly managed UIView instead. If you desperately don't want that for some reason, you would have to register your instance of UIWindow to receive the UIDeviceOrientationDidChangeNotification and then (in the handler) evaluate what the new orientation is and change the window's frame accordingly (plus maybe other things that need to be done in response to the orientation change)