How to force view controller orientation in iOS 8? - ios

Before iOS 8, we used below code in conjunction with supportedInterfaceOrientations and shouldAutoRotate delegate methods to force app orientation to any particular orientation. I used below code snippet to programmatically rotate the app to desired orientation. Firstly, I am changing the status bar orientation. And then just presenting and immediately dismissing a modal view rotates the view to desired orientation.
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight animated:YES];
UIViewController *c = [[UIViewController alloc]init];
[self presentViewController:vc animated:NO completion:nil];
[self dismissViewControllerAnimated:NO completion:nil];
But this is failing in iOS 8. Also, I have seen some answers in stack overflow where people suggested that we should always avoid this approach from iOS 8 onwards.
To be more specific, my application is a universal type of application. There are three controllers in total.
First View controller- It should support all orientations in iPad and only portrait (home button down) in iPhone.
Second View controller- It should support only landscape right in all conditions
Third View controller- It should support only landscape right in all conditions
We are using navigation controller for page navigation. From the first view controller, on a button click action, we are pushing the second one on stack. So, when the second view controller arrives, irrespective of device orientation, the app should lock in landscape right only.
Below is my shouldAutorotate and supportedInterfaceOrientations methods in second and third view controller.
-(NSUInteger)supportedInterfaceOrientations{
return UIInterfaceOrientationMaskLandscapeRight;
}
-(BOOL)shouldAutorotate {
return NO;
}
Is there any solution for this or any better way of locking a view controller in particular orientation for iOS 8. Please help!!

For iOS 7 - 10:
Objective-C:
[[UIDevice currentDevice] setValue:#(UIInterfaceOrientationLandscapeLeft) forKey:#"orientation"];
[UINavigationController attemptRotationToDeviceOrientation];
Swift 3:
let value = UIInterfaceOrientation.landscapeLeft.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
UINavigationController.attemptRotationToDeviceOrientation()
Just call it in - viewDidAppear: of the presented view controller.

Orientation rotation is a little more complicated if you are inside a UINavigationController or UITabBarController. The problem is that if a view controller is embedded in one of these controllers the navigation or tab bar controller takes precedence and makes the decisions on autorotation and supported orientations.
I use the following 2 extensions on UINavigationController and UITabBarController so that view controllers that are embedded in one of these controllers get to make the decisions.
Give View Controllers the Power!
Swift 2.3
extension UINavigationController {
public override func supportedInterfaceOrientations() -> Int {
return visibleViewController.supportedInterfaceOrientations()
}
public override func shouldAutorotate() -> Bool {
return visibleViewController.shouldAutorotate()
}
}
extension UITabBarController {
public override func supportedInterfaceOrientations() -> Int {
if let selected = selectedViewController {
return selected.supportedInterfaceOrientations()
}
return super.supportedInterfaceOrientations()
}
public override func shouldAutorotate() -> Bool {
if let selected = selectedViewController {
return selected.shouldAutorotate()
}
return super.shouldAutorotate()
}
}
Swift 3
extension UINavigationController {
open override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return visibleViewController?.supportedInterfaceOrientations ?? super.supportedInterfaceOrientations
}
open override var shouldAutorotate: Bool {
return visibleViewController?.shouldAutorotate ?? super.shouldAutorotate
}
}
extension UITabBarController {
open override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if let selected = selectedViewController {
return selected.supportedInterfaceOrientations
}
return super.supportedInterfaceOrientations
}
open override var shouldAutorotate: Bool {
if let selected = selectedViewController {
return selected.shouldAutorotate
}
return super.shouldAutorotate
}
}
Now you can override the supportedInterfaceOrientations method or you can override shouldAutoRotate in the view controller you want to lock down otherwise you can leave out the overrides in other view controllers that you want to inherit the default orientation behavior specified in your app's plist
Disable Rotation
class ViewController: UIViewController {
override func shouldAutorotate() -> Bool {
return false
}
}
Lock to Specific Orientation
class ViewController: UIViewController {
override func supportedInterfaceOrientations() -> Int {
return Int(UIInterfaceOrientationMask.Landscape.rawValue)
}
}
In theory this should work for all complex view controller hierarchies, but I have noticed an issue with UITabBarController. For some reason it wants to use a default orientation value. See the following blog post if you are interested in learning about how to work around some of the issues:
Lock Screen Rotation

This is what worked for me:
https://developer.apple.com/library//ios/documentation/UIKit/Reference/UIViewController_Class/index.html#//apple_ref/occ/clm/UIViewController/attemptRotationToDeviceOrientation
Call it in your viewDidAppear: method.
- (void) viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[UIViewController attemptRotationToDeviceOrientation];
}

I found that if it's a presented view controller, you can override preferredInterfaceOrientationForPresentation
Swift:
override func supportedInterfaceOrientations() -> Int {
return Int(UIInterfaceOrientationMask.Landscape.rawValue)
}
override func preferredInterfaceOrientationForPresentation() -> UIInterfaceOrientation {
return UIInterfaceOrientation.LandscapeLeft
}
override func shouldAutorotate() -> Bool {
return false
}

This way work for me in Swift 2 iOS 8.x:
PS (this method dont require to override orientation functions like shouldautorotate on every viewController, just one method on AppDelegate)
Check the "requires full screen" in you project general info.
So, on AppDelegate.swift make a variable:
var enableAllOrientation = false
So, put also this func:
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> UIInterfaceOrientationMask {
if (enableAllOrientation == true){
return UIInterfaceOrientationMask.All
}
return UIInterfaceOrientationMask.Portrait
}
So, in every class in your project you can set this var in viewWillAppear:
override func viewWillAppear(animated: Bool)
{
super.viewWillAppear(animated)
let appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
appDelegate.enableAllOrientation = true
}
If you need to make a choices based on the device type you can do this:
override func viewWillAppear(animated: Bool)
{
super.viewWillAppear(animated)
let appDelegate = UIApplication.sharedApplication().delegate as! AppDelegate
switch UIDevice.currentDevice().userInterfaceIdiom {
case .Phone:
// It's an iPhone
print(" - Only portrait mode to iPhone")
appDelegate.enableAllOrientation = false
case .Pad:
// It's an iPad
print(" - All orientation mode enabled on iPad")
appDelegate.enableAllOrientation = true
case .Unspecified:
// Uh, oh! What could it be?
appDelegate.enableAllOrientation = false
}
}

First of all - this is a bad idea, in general, something wrong going with your app architecture, but, sh..t happens, if so, you can try to make something like below:
final class OrientationController {
static private (set) var allowedOrientation:UIInterfaceOrientationMask = [.all]
// MARK: - Public
class func lockOrientation(_ orientationIdiom: UIInterfaceOrientationMask) {
OrientationController.allowedOrientation = [orientationIdiom]
}
class func forceLockOrientation(_ orientation: UIInterfaceOrientation) {
var mask:UIInterfaceOrientationMask = []
switch orientation {
case .unknown:
mask = [.all]
case .portrait:
mask = [.portrait]
case .portraitUpsideDown:
mask = [.portraitUpsideDown]
case .landscapeLeft:
mask = [.landscapeLeft]
case .landscapeRight:
mask = [.landscapeRight]
}
OrientationController.lockOrientation(mask)
UIDevice.current.setValue(orientation.rawValue, forKey: "orientation")
}
}
Than, in AppDelegate
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// do stuff
OrientationController.lockOrientation(.portrait)
return true
}
// MARK: - Orientation
func application(_ application: UIApplication, supportedInterfaceOrientationsFor window: UIWindow?) -> UIInterfaceOrientationMask {
return OrientationController.allowedOrientation
}
And whenever you want to change orientation do as:
OrientationController.forceLockOrientation(.landscapeRight)
Note: Sometimes, device may not update from such call, so you may need to do as follow
OrientationController.forceLockOrientation(.portrait)
OrientationController.forceLockOrientation(.landscapeRight)
That's all

This is a feedback to comments in Sid Shah's answer, regarding how to disable animations using:
[UIView setAnimationsEnabled:enabled];
Code:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:NO];
[UIView setAnimationsEnabled:NO];
// Stackoverflow #26357162 to force orientation
NSNumber *value = [NSNumber numberWithInt:UIInterfaceOrientationLandscapeRight];
[[UIDevice currentDevice] setValue:value forKey:#"orientation"];
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:NO];
[UIView setAnimationsEnabled:YES];
}

This should work from iOS 6 on upwards, but I've only tested it on iOS 8. Subclass UINavigationController and override the following methods:
- (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation {
return UIInterfaceOrientationLandscapeRight;
}
- (BOOL)shouldAutorotate {
return NO;
}
Or ask the visible view controller
- (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation {
return self.visibleViewController.preferredInterfaceOrientationForPresentation;
}
- (BOOL)shouldAutorotate {
return self.visibleViewController.shouldAutorotate;
}
and implement the methods there.

If you are using navigationViewController you should create your own superclass for this and override:
- (BOOL)shouldAutorotate {
id currentViewController = self.topViewController;
if ([currentViewController isKindOfClass:[SecondViewController class]])
return NO;
return YES;
}
this will disable rotation in SecondViewController but if you push your SecondViewController when your device is on portrait orientation then your SecondViewController will appear in portrait mode.
Assume that you are using storyboard. You have to create manual segue (How to) and in your "onClick" method:
- (IBAction)onPlayButtonClicked:(UIBarButtonItem *)sender {
NSNumber *value = [NSNumber numberWithInt:UIInterfaceOrientationLandscapeLeft];
[[UIDevice currentDevice] setValue:value forKey:#"orientation"];
[self performSegueWithIdentifier:#"PushPlayerViewController" sender:self];
}
This will force landscape orientation before your superclass disable autorotate feature.

On Xcode 8 the methods are converted to properties, so the following works with Swift:
override public var supportedInterfaceOrientations: UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.portrait
}
override public var preferredInterfaceOrientationForPresentation: UIInterfaceOrientation {
return UIInterfaceOrientation.portrait
}
override public var shouldAutorotate: Bool {
return true
}

I have tried many solutions, but the one that worked for is the following:
There is no need to edit the info.plist in ios 8 and 9.
- (BOOL) shouldAutorotate {
return NO;
}
- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
return (UIInterfaceOrientationPortrait | UIInterfaceOrientationPortraitUpsideDown);
}
Possible orientations from the Apple Documentation:
UIInterfaceOrientationUnknown
The orientation of the device cannot be determined.
UIInterfaceOrientationPortrait
The device is in portrait mode, with the device held upright and the
home button on the bottom.
UIInterfaceOrientationPortraitUpsideDown
The device is in portrait mode but upside down, with the device held
upright and the home button at the top.
UIInterfaceOrientationLandscapeLeft
The device is in landscape mode, with the device held upright and the
home button on the left side.
UIInterfaceOrientationLandscapeRight
The device is in landscape mode, with the device held upright and the
home button on the right side.

[iOS9+]
If anyone dragged all the way down here as none of above solutions worked,
and if you present the view you want to change orientation
by segue, you might wanna check this.
Check your segue's presentation type.
Mine was 'over current context'.
When I changed it to Fullscreen, it worked.
Thanks to #GabLeRoux, I found this solution.
This changes only works when combined with solutions above.

The combination of Sids and Koreys answers worked for me.
Extending the Navigation Controller:
extension UINavigationController {
public override func shouldAutorotate() -> Bool {
return visibleViewController.shouldAutorotate()
}
}
Then disabling rotation on the single View
class ViewController: UIViewController {
override func shouldAutorotate() -> Bool {
return false
}
}
And rotating to the appropriate orientation before the segue
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if (segue.identifier == "SomeSegue")
{
let value = UIInterfaceOrientation.Portrait.rawValue;
UIDevice.currentDevice().setValue(value, forKey: "orientation")
}
}

The top solution above:
let value = UIInterfaceOrientation.LandscapeLeft.rawValue
UIDevice.currentDevice().setValue(value, forKey: "orientation")
didnt'work for me when I called it in viewDidAppear of the presented view controller. However it did work when I called it in preparForSegue in the presenting view controller.
(Sorry, not enough reputation points to comment on that solution, so I had to add it like this)

My requirements are
lock all views in portrait mode
use AVPlayerViewController to play video
When video is playing, if it's a landscape then allow the screen to rotate landscape right and landscape left. If it's a portrait then lock the view in portrait mode only.
First, define supportedInterfaceOrientationsForWindow in AppDelegate.swift
var portrait = true
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> UIInterfaceOrientationMask {
if portrait {
return .Portrait
} else {
return .Landscape
}
}
Second, in your main view controller, define following functions
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
print("\(#function)")
return .Portrait
}
override func preferredInterfaceOrientationForPresentation() -> UIInterfaceOrientation {
return .Portrait
}
override func shouldAutorotate() -> Bool {
return false
}
Then, you need to subclass AVPlayerViewController
class MyPlayerViewController: AVPlayerViewController {
var size: CGSize?
var supportedOrientationMask: UIInterfaceOrientationMask?
var preferredOrientation: UIInterfaceOrientation?
override func viewDidLoad() {
super.viewDidLoad()
if let size = size {
if size.width > size.height {
self.supportedOrientationMask =[.LandscapeLeft,.LandscapeRight]
self.preferredOrientation =.LandscapeRight
} else {
self.supportedOrientationMask =.Portrait
self.preferredOrientation =.Portrait
}
}
}
Override these three functions in MyPlayerViewController.swift
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return self.supportedOrientationMask!
}
override func preferredInterfaceOrientationForPresentation() -> UIInterfaceOrientation {
return self.preferredOrientation!
}
Because user might rotate device landscape left or landscape right, we need to set auto rotate to be true
override func shouldAutorotate() -> Bool {
return true
}
Finally, create MyPlayerViewController instance in your view controller and set the property size value.
let playerViewController = MyPlayerViewController()
// Get the thumbnail
let thumbnail = MyAlbumFileManager.sharedManager().getThumbnailFromMyVideoMedia(......)
let size = thumbnail?.size
playerViewController.size = size
Initiate your player with proper videoUrl, then assign your player to playerViewController. Happy coding!

- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[UIViewController attemptRotationToDeviceOrientation];
}

There still seems to be some debate about how best to accomplish this task, so I thought I'd share my (working) approach. Add the following code in your UIViewController implementation:
- (void) viewWillAppear:(BOOL)animated
{
[UIViewController attemptRotationToDeviceOrientation];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
{
return (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft);
}
-(BOOL)shouldAutorotate
{
return NO;
}
- (UIInterfaceOrientationMask)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskLandscapeLeft;
}
For this example, you will also need to set your allowed device orientations to 'Landscape Left' in your project settings (or directly in info.plist). Just change the specific orientation you want to force if you want something other than LandscapeLeft.
The key for me was the attemptRotationToDeviceOrientation call in viewWillAppear - without that the view would not properly rotate without physically rotating the device.

According to Korey Hinton's answer
Swift 2.2:
extension UINavigationController {
public override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return visibleViewController!.supportedInterfaceOrientations()
}
public override func shouldAutorotate() -> Bool {
return visibleViewController!.shouldAutorotate()
}
}
extension UITabBarController {
public override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if let selected = selectedViewController {
return selected.supportedInterfaceOrientations()
}
return super.supportedInterfaceOrientations()
}
public override func shouldAutorotate() -> Bool {
if let selected = selectedViewController {
return selected.shouldAutorotate()
}
return super.shouldAutorotate()
}
}
Disable Rotation
override func shouldAutorotate() -> Bool {
return false
}
Lock to Specific Orientation
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}

I tried a few solutions in here and the important thing to understand is that it's the root view controller that will determine if it will rotate or not.
I created the following objective-c project github.com/GabLeRoux/RotationLockInTabbedViewChild with a working example of a TabbedViewController where one child view is allowed rotating and the other child view is locked in portrait.
It's not perfect but it works and the same idea should work for other kind of root views such as NavigationViewController. :)

According to solution showed by #sid-sha you have to put everything in the viewDidAppear: method, otherwise you will not get the didRotateFromInterfaceOrientation: fired, so something like:
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
UIInterfaceOrientation interfaceOrientation = [[UIApplication sharedApplication] statusBarOrientation];
if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft ||
interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
NSNumber *value = [NSNumber numberWithInt:interfaceOrientation];
[[UIDevice currentDevice] setValue:value forKey:#"orientation"];
}
}

My solution
In AppDelegate:
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> UIInterfaceOrientationMask {
if let topController = UIViewController.topMostViewController() {
if topController is XXViewController {
return [.Portrait, .LandscapeLeft]
}
}
return [.Portrait]
}
XXViewController is the ViewController you want to support Landscape mode.
Then Sunny Shah's solution would work in your XXViewController on any iOS version:
let value = UIInterfaceOrientation.LandscapeLeft.rawValue
UIDevice.currentDevice().setValue(value, forKey: "orientation")
This is the utility function to find the top most ViewController.
extension UIViewController {
/// Returns the current application's top most view controller.
public class func topMostViewController() -> UIViewController? {
let rootViewController = UIApplication.sharedApplication().windows.first?.rootViewController
return self.topMostViewControllerOfViewController(rootViewController)
}
/// Returns the top most view controller from given view controller's stack.
class func topMostViewControllerOfViewController(viewController: UIViewController?) -> UIViewController? {
// UITabBarController
if let tabBarController = viewController as? UITabBarController,
let selectedViewController = tabBarController.selectedViewController {
return self.topMostViewControllerOfViewController(selectedViewController)
}
// UINavigationController
if let navigationController = viewController as? UINavigationController,
let visibleViewController = navigationController.visibleViewController {
return self.topMostViewControllerOfViewController(visibleViewController)
}
// presented view controller
if let presentedViewController = viewController?.presentedViewController {
return self.topMostViewControllerOfViewController(presentedViewController)
}
// child view controller
for subview in viewController?.view?.subviews ?? [] {
if let childViewController = subview.nextResponder() as? UIViewController {
return self.topMostViewControllerOfViewController(childViewController)
}
}
return viewController
}
}

Use this to lock view controller orientation, tested on IOS 9:
// Lock orientation to landscape right
-(UIInterfaceOrientationMask)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskLandscapeRight;
}
-(NSUInteger)navigationControllerSupportedInterfaceOrientations:(UINavigationController *)navigationController {
return UIInterfaceOrientationMaskLandscapeRight;
}

I have the same problem and waste so many time for it. So now I have my solution. My app setting is just support portrait only.However, some screens into my app need have landscape only.I fix it by have a variable isShouldRotate at AppDelegate. And the function at AppDelegate:
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> Int {
if isShouldRotate == true {
return Int(UIInterfaceOrientationMask.Landscape.rawValue)
}
return Int(UIInterfaceOrientationMask.Portrait.rawValue)
}
And finally when a ViewControllerA need landscape state. Just do that: before push/present to ViewControllerA assign isShouldRotate to true. Don't forget when pop/dismiss that controller assign isShouldRotate to false at viewWillDisappear.

For me, the top level VC needed to implement the orientation overrides. Using VC's down the stack will have no effect if the top VC is not implementing.
VC-main
|
-> VC 2
|
-> VC 3
Only VC-Main is listened to, essentially in my testing.

It looks like even thou here is so much answers no one was sufficient for me. I wanted to force orientation and then on going back go back to device orientation but [UIViewController attemptRotationToDeviceOrientation]; just did'nt work. What also did complicated whole thing is that I added shouldAutorotate to false based on some answer and could not get desired effects to rotate back correctly in all scenarios.
So this is what I did:
Before pushing of controller in call in his init constructor this:
_userOrientation = UIDevice.currentDevice.orientation;
[UIDevice.currentDevice setValue:#(UIInterfaceOrientationPortrait) forKey:#"orientation"];
[self addNotificationCenterObserver:#selector(rotated:)
name:UIDeviceOrientationDidChangeNotification];
So I save last device orientation and register for orientation change event. Orientation change event is simple:
- (void)rotated:(NSNotification*)notification {
_userOrientation = UIDevice.currentDevice.orientation;
}
And on view dissmising I just force back to any orientation I have as userOreintation:
- (void)onViewDismissing {
super.onViewDismissing;
[UIDevice.currentDevice setValue:#(_userOrientation) forKey:#"orientation"];
[UIViewController attemptRotationToDeviceOrientation];
}
And this has to be there too:
- (BOOL)shouldAutorotate {
return true;
}
- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskPortrait;
}
And also navigation controller has to delegate to shouldAutorotate and supportedInterfaceOrientations, but that most people already have I believe.
PS: Sorry I use some extensions and base classes but names are quite meaningful so concept is understandable, will make even more extensions because it's not too much pretty now.

Related

How to detect current orientation of a view controller iOS?

In my application manually sets the orientation according to view controller. Besides this view controllers, I need to detect current orientation of the most top view controller(Not the Device orientation). Is it possible?
This is how I set the orientation.
-(BOOL)shouldAutorotate {
return YES;
}
-(UIInterfaceOrientationMask)supportedInterfaceOrientations {
return UIInterfaceOrientationMaskPortrait;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
{
return YES;
}
As said, you want to check the current orientation set in your root/ top most VC.
So you can detect with this code:-
if (topViewController.responds(to: Selector(("canRotate")))) else{
// view is set to portrait
return .portrait;
}
// // view is set to landscape
return .allButUpsideDown;
You can set orientation of each view controller by:
class YourViewController: UIViewController {
var _orientations = UIInterfaceOrientationMask.landscape
override var supportedInterfaceOrientations : UIInterfaceOrientationMask {
get { return self._orientations }
set { self._orientations = newValue }
}
override func viewDidLoad() {
super.viewDidLoad()
}
//...
}
and then read this property everywhere you want like:
let vc = YourViewController()
print(vc._orientation)

How to stop the device Orientation changing

I'm working on an app that is to be in portrait mode when it is launched. After that, I add an SDK for some purpose to my project. In the process of the integrating the SDK needs both Portrait and Landscape Right checked in the General pane. So I set it as given in the SDK integration manual.
and after that when I run my project in a device and rotate it to right the app device orientation is changing. How can I set the orientation is fixed without disturbing the SDK.
if you're having trouble to set orientation right after the app launches then you might need to stop orientation for each view controller or one of it's base navigation controller
Swift 3:
class YourBaseNavigationController: 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
}}
Use YourBaseNavigationController as your navigation controller.Basically all view controller within this navigation controller will be force to support portrait mode only.
unmark the checks Landscape left and landscape right
You need to disable orientation through code.
Add this code in your RootViewController:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);//set 'return NO'; for stop orientation
}
Swift :
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}

Rotating screen in ios10

Just sometimes
After update to swift3.0 and update ios10, When I enter a need horizontal screen 'viewController', Sometimes appear such result like this:
Before used is normal,
It should be correct like that:
I don't know this is a bug or I need to do some change
this is 'swift' code:
override var shouldAutorotate : Bool {
return true }
override var supportedInterfaceOrientations : UIInterfaceOrientationMask {
return .landscape }
override var preferredInterfaceOrientationForPresentation : UIInterfaceOrientation {
return .landscapeLeft }

iOS: AVPlayerViewController enable fullscreen rotation in portrait oriented application

I have a UIViewcontroller, which contains a AVPlayerViewController with AVPlayer.
I want to enable rotation for AVPlayerViewController(when video is on fullscreen) and disable any rotation for UIViewController.
How can I enable rotation only for videos(on fullscreen) in my app?
Swift 2.2
In AppDelegate to allow rotation for player:
func application(application: UIApplication, supportedInterfaceOrientationsForWindow window: UIWindow?) -> UIInterfaceOrientationMask {
guard let vc = (window?.rootViewController?.presentedViewController) else {
return .Portrait
}
if (vc.isKindOfClass(NSClassFromString("AVFullScreenViewController")!)) {
return .AllButUpsideDown
}
return .Portrait
}
Than create and use subclass of AVPlayerViewController for back to portrait mode when player exit full screen mode:
class YourVideoPlayer: AVPlayerViewController {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if view.bounds == contentOverlayView?.bounds {
UIDevice.currentDevice().setValue(UIInterfaceOrientation.Portrait.rawValue, forKey: "orientation")
}
}
For me this was better. Just extend AVPlayerViewController :
import AVKit
import UIKit
class AVPlayerViewControllerRotatable: AVPlayerViewController {
override var shouldAutorotate: Bool {
return true
}
}
Swift 4
You have to enable the allowable rotations at the project level and then restrict rotation on all the viewControllers you DON'T want to rotate. i.e. if you have 5 viewControllers, you'll need to restrict rotation on 4 of them and only allow rotation on the Player Controller. You can see more on this here Handling autorotation for one view controller in iOS7

ViewController orientation change isn't animated

I'm trying to adjust some views when the iPhone changes it's orientation from portrait to landscape and vice versa. Everything works fine on iOS8 but unfortunately the changes aren't animated, but happen immediately, on iOS9. Here is the code that I have in a modal UIViewController presented via a custom transition:
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.AllButUpsideDown
}
override func preferredInterfaceOrientationForPresentation() -> UIInterfaceOrientation {
return .Portrait
}
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)
let changeToPortrait = size.width < size.height
coordinator.animateAlongsideTransition({ (context) -> Void in
//show portrait
if changeToPortrait {
//do view changes...
}
//show landscape
else {
//undo view changes...
}
}) { (context) -> Void in
print("done")
}
}
If I print coordinator.isAnimated() it says false and therefore the coordinator.transitionDuration() is also 0.0.
What do I have to do to animate the transition changes?
Thanks for your help!
This behavior is likely because you set a custom UIWindow subclass to the window property of the AppDelegate inside the application:didFinishLaunchingWithOptions: method, as telomere mentioned in another answer.
If you need to use a UIWindow subclass in iOS 9, implement a custom getter for the window property of the AppDelegate to maintain orientation change animations.
Apple's documentation for UIApplicationDelegate's window property says:
"...you must implement the getter method of this property and use it
to create and return your custom window."
Common practice is often to set the window property directly in application:didFinishLaunchingWithOptions:. Instead, in your AppDeleate, implement the custom getter like this (Thanks to Tomas Camin for the code, found here):
Objective-C
- (MyCustomWindow *)window
{
static MyCustomWindow *customWindow = nil;
if (!customWindow) customWindow = [[MyCustomWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
return customWindow;
}
Swift
var customWindow: MyCustomWindow?
var window: UIWindow? {
get {
customWindow = customWindow ?? MyCustomWindow(frame: UIScreen.mainScreen().bounds)
return customWindow
}
set { }
}
Have a look at your application:didFinishLaunchingWithOptions: handler. It seems that if you manually create your application's UIWindow object, this triggers the iOS9 rotation issue.
I'm not sure of the exact reason, but in our app we were able to fix the issue by removing the code which manipulated the UIWindow and instead let the storyboard system initialise it.

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