How to get UIView in cocos2dx, Need to add UIImagePickr - ios

I have made a bridge class for calling Objective-C functions in Cocos2d-X's cpp classes.
Now I have to show ImagePicker for capturing UserPhoto.
// Method from testBridge class, written in C++
TestBridge::captureImage(UIView*);
// Calling it from a class derived from CCLayer
// Here problem is how to get UIView,
// I can get CCEAGLView view = CCDirector::sharedDirector()->getOpenGLView();
// Don't know how to cast UIView from CCEAGLView
TestBridge::sharedInstance()->captureImage(view);
In the TestBridge class I call a objective C class's method captureImage
which has the following implementation
UIImagePickerController *picker = [[UIImagePickerController alloc]init];
picker.delegate = self;
picker.sourceType = sourceType;
picker.wantsFullScreenLayout = YES;
[view addSubview:picker.view];
// I have also called presentViewController from picker, but it gives crash
I think I have conveyed my problem, Anyone knows anything about my problem?

Related

UIImagePickerController takePicture Dismisses Controller

I have a custom UIImagePickerController that works nicely, only I am facing one issue that I feel should be fairly simple - I just have yet to figure out the solution.
Upon touching my custom added "photo" button, I have it targeted to the build in takePicture method of the UIIPC. Here is my code
#interface CustomCameraController ()
#end
#implementation CustomCameraController {
CGFloat width, height;
}
- (instancetype)init {
if (self = [super init]) {
width = self.view.frame.size.width, height = self.view.frame.size.height;
self.allowsEditing = YES;
self.sourceType = UIImagePickerControllerSourceTypeCamera;
self.showsCameraControls = NO;
self.toolbarHidden = YES;
[self buildCameraOverlay];
}
return self;
}
- (void)buildCameraOverlay {
UIView *customOverlay = [UIView alloc] ...
// ... Custom overlay setup done here
_takePhoto = [[CustomButton alloc] initWithFrame:CGRectMake(0, 0, heightBottomBar*.5, heightBottomBar*.5)];
_takePhoto.center = CGPointMake(bottomBar.frame.size.width/2, bottomBar.frame.size.height/2);
[_takePhoto setImage:[UIImage imageNamed:#"camera button icon"] forState:UIControlStateNormal];
[_takePhoto addTarget:self action:#selector(takePicture) forControlEvents:UIControlEventTouchUpInside];
[bottomBar addSubview:_takePhoto];
// ...
self.cameraOverlayView = customOverlay;
}
This is done in my custom controller CustomCameraController init call.
The problem is, upon taking the picture via takePicture, the camera shutter goes off, everything works just fine, but the controller dismisses itself. I'm trying to figure out how to stop it from closing immediately after taking the picture, so I can A)present the taken picture, and B) give the user the option to choose the image or cancel and retake another one (returning to the camera)
If anyone knows why this happens or something that I am missing / doing incorrectly please let me know. I'm sure it's a simple answer - just can't seem to figure it out. Thanks!
The most common reason for such a weird behaviour is usually lack of delegate methods (for UIImagePickerController in this case) or their wrong implementation.

Access to CAMZoomSlider instance to clear it's delegate

I am presently using UIImagePicker and my app crashes on iOS 8 with the following workflow:
Start the camera, zoom it which shows the zoom slider below and then take a picture. Select Use Photo and app crashes.
After looking more into the crash "didHideZoomSlider" message is sent to the deallocated instance of image picker view.
Here is my code:
imagePicker = [[UIImagePickerController alloc] init];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.mediaTypes = [[NSArray alloc] initWithObjects:(NSString *)kUTTypeImage, nil];
imagePicker.allowsEditing = YES;
imagePicker.delegate = self;
[myController presentViewController:imagePicker animated:animated completion:nil];
I tried a couple of things. My controller holds a strong reference to the image picker, I tried making it a weak reference and the app still crashes. Also I need a strong reference so I actually cannot make it weak.
Although this looks like an Apple bug and someone has already logged it (http://openradar.appspot.com/18762927) I wanted to try the workaround they are using. However I am not able to get to "CAMZoomSlider" through UIImagePicker's instance.
Does anyone know how to get to CAMZoomSlider?
I was able to clear the CAZoomSlider delegate by doing the following in a subclassed UIImagePickerController class. And sure enough, it seems to have resolved the crash.
- (void)viewWillDisappear:(BOOL)animated
{
[super viewWillDisappear:animated];
[self clearZoomSliderDelegate:self.view.subviews];
}
- (void)clearZoomSliderDelegate:(NSArray*)subviews
{
for (UIView *subview in subviews)
{
if ([subview isKindOfClass:NSClassFromString(#"CAMZoomSlider")])
{
if ([subview respondsToSelector:#selector(setDelegate:)]) {
[subview performSelector:#selector(setDelegate:) withObject:nil];
}
return;
}
else if (subview.subviews != nil) {
[self clearZoomSliderDelegate:subview.subviews];
}
}
}

taking a picture in iOS app

i cannot seem to get this right. ive looked at several tutorials with no luck. i realize it is a simple task, which is why i am so confused on why it isnt working for me.
i have a programmatically made button inside an expanding cell and when you press it, it is suppose to access the camera to take a picture. i have this code:
- (void)buttonPressed:(UIButton *)button {
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
[picker setDelegate:self];
//picker.allowsImageEditing = NO;
[self presentModalExpandingCell:picker animated:YES];
picker.showsCameraControls = YES;
}
the error appears in line 5. and says "no visible #interface for 'ExpandingCell' declares the selector 'presentModalExpandingCell:animated:'" i have "" in the .h file so i have no idea what to do.
any help will be greatly appreciated. thanks in advance.
Have you declared the method "presentModalExpandingCell" in your class? Because, if not, that is why the compiler is throwing that error.

add UIView overlay to UIIMagePickerController video recording

i want to use UIIMagePickerController to record video as i would normally do.
but i want to add a layer (UIView) that needs to be captured within the video overlay.
lets sat i have a star spinning on my view. when i will take the video i will see the star spinning as i am recording and when finish recording the same output will be.
i know this object has a property :
#property (nonatomic, retain) UIView *cameraOverlayView
but i think it needs to manage only the buttons that would not be captured.
what is the normal\recommended approach to manage such a thing?
Generally, you can add your custom overlay view and UIImagePickerController.view as subviews to one view.
User startVideoCapture and stopVideoCapture to do your task.
Sample codes:
UIImagePickerController *picker = [[[UIImagePickerController alloc] init] autorelease];
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.mediaTypes = [NSArray arrayWithObject:(NSString *)kUTTypeMovie];
picker.showsCameraControls = NO;
picker.delegate = self;
self.videoPicker = picker;
[self.view addSubview:self.videoPicker.view];
Of course, if you do this, the control of flash lights should be done by yourself.

Programmatically take X amount of pictures

I am trying to implement a feature of taking X amount of pictures programmatically after entering a UIViewController for both the iPhone and iPad. I looked into UIImagePickerController but I do not want to present the camera controls and have the user hit a button to capture only one photo. Is there a way to capture X amount of photos once entering a UIViewController and storing all the photos in the end for future reference in one go?
Edit:
-(void)viewDidAppear:(BOOL)animated
{
// Create image picker controller
picker = [[UIImagePickerController alloc] init];
if([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera])
{
[picker setSourceType:UIImagePickerControllerSourceTypeCamera];
}
else
{
[picker setSourceType:UIImagePickerControllerSourceTypePhotoLibrary];
}
// Set source to the camera
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
// Delegate is self
picker.delegate = self;
// Allow editing of image ?
picker.allowsEditing = NO;
//picker.showsCameraControls = NO;
// Show image picker
[picker animated:YES completion:nil];
}
straight away with takePicture you can not take multiple snaps, for that you have to use some video recording and get snap out of it for particular frame or time, for you more reference you can use this apple documentation for bulk snaps AVFoundation Programming Guide
You can try something like this:
int numberOfPhotos = 3; // Number of photos you want to take.
for ( int i = 0; i < numberOhPhotos; i++ )
{
// Note that you should use some sort of a pause in between each photo.
[picker takePicture];
}

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