I'm entering iOS via Sprite Kit, which I recognize is unwise.
My goal is to display a "Share" button upon Game Over. Tapping the share button should present a SLComposeViewController (Twitter Share). The contents of the scene should not change.
The game logic that dictates "Game Over" lives in SpriteMyScene.m, a subclass of SKScene.
I'm able to display a Share button on Game Over this way:
-(void)update:(CFTimeInterval)currentTime {
if (gameOver){
UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[button addTarget:self
action:#selector(sendToController)
forControlEvents:UIControlEventTouchDown];
[button setTitle:#"Show View" forState:UIControlStateNormal];
button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);
[self.view addSubview:button];
}
}
- (void)sendToController
{
NSLog(#"ok");
SpriteViewController *viewController = [SpriteViewController alloc];
[viewController openTweetSheet];
}
Where I get stuck is trying to get the showTweetButton method to work. My SpriteViewController.m looks like this:
- (void)openTweetSheet
{
SLComposeViewController *tweetSheet = [SLComposeViewController
composeViewControllerForServiceType:
SLServiceTypeTwitter];
// Sets the completion handler. Note that we don't know which thread the
// block will be called on, so we need to ensure that any required UI
// updates occur on the main queue
tweetSheet.completionHandler = ^(SLComposeViewControllerResult result) {
switch(result) {
// This means the user cancelled without sending the Tweet
case SLComposeViewControllerResultCancelled:
break;
// This means the user hit 'Send'
case SLComposeViewControllerResultDone:
break;
}
};
// Set the initial body of the Tweet
[tweetSheet setInitialText:#"just setting up my twttr"];
// Adds an image to the Tweet. For demo purposes, assume we have an
// image named 'larry.png' that we wish to attach
if (![tweetSheet addImage:[UIImage imageNamed:#"larry.png"]]) {
NSLog(#"Unable to add the image!");
}
// Add an URL to the Tweet. You can add multiple URLs.
if (![tweetSheet addURL:[NSURL URLWithString:#"http://twitter.com/"]]){
NSLog(#"Unable to add the URL!");
}
// Presents the Tweet Sheet to the user
[self presentViewController:tweetSheet animated:NO completion:^{
NSLog(#"Tweet sheet has been presented.");
}];
}
I always get something like this in the logs:
-[UIView presentScene:]: unrecognized selector sent to instance 0x13e63d00 2013-10-17 18:40:01.611 Fix[33409:a0b] * Terminating app
due to uncaught exception 'NSInvalidArgumentException', reason:
'-[UIView presentScene:]: unrecognized selector sent to instance
0x13e63d00'
You're creating a new view controller but never presenting it:
SpriteViewController *viewController = [SpriteViewController alloc];
I'm assuming that SpriteViewController is what presents your SpriteMyScene, and you'd like to hand control back to the presenting SpriteViewController.
You need to keep a reference to SpriteViewController in your SpriteMyScene subclass, and then access that reference when you call openTweetSheet.
in SpriteMyScene.h
#class SpriteViewController;
#interface SpriteMyScene : SKScene
#property (nonatomic, weak) SpriteViewController *spriteViewController;
#end
in SpriteViewController.m
// somewhere you initialize your SpriteMyScene object, I'm going to call it myScene
myScene.spriteViewController = self;
in SpriteMyScene.m
#import "SpriteViewController.h"
- (void)sendToController
{
NSLog(#"ok");
// use the already-created spriteViewController
[_spriteViewController openTweetSheet];
}
You can use
UIViewController *vc = self.view.window.rootViewController;
This code will give you the access to your root View controller so you can do anything you do will your view controller like normal.
However, do you need to add a button? Use a sprite and add an event to it is better for you in this case. Just call:
UIViewController *vc = self.view.window.rootViewController;
[vc openTweetSheet];
And
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
NSArray *nodes = [self nodesAtPoint:[touch locationInNode:self]];
for (SKNode *node in nodes) {
if ([node.name isEqualToString:#"OpenTweet"]) {
UIViewController *vc = self.view.window.rootViewController;
[vc openTweetSheet];
}
}
}
If you want to open another UIViewController from inside your scene, you have to first create a delegate in the primary View Controller that originally created this scene so your scene can notify its ViewController of an open tweet action. You will need following steps:
Define a delegate in the primary View Controller - the view controller of our scene, to handle the open tweet action.
Implement the delegate method in the primary View Controller
Add a delegate property in your scene so it can keep a handle to its ViewController's delegate method implementation. Set this delegate as the primary View Controller during the creation of the scene
Detect an event on the scene to call the delegate method of the primary ViewController
In the delegate method implementation pass the control to the TweetSheetViewController
Here's the example:
#protocol ViewControllerDelegate <NSObject>
-(void) openTweetSheet;
#end
Extend this ViewController to support this protocol in its .h file
#interface ViewController : UIViewController<ViewControllerDelegate>
#end
Then in the .m file implement the method from the protocol
-(void) openTweetSheet{
TweetSheetViewController *ctrl = [[TweetSheetViewController alloc] initWithNibName:#"TweetSheetViewController" bundle:nil];
[self presentViewController:ctrl animated:YES completion:nil];
}
In your Scene header class, add a delegate property
#interface MyScene : SKScene {
}
#property (nonatomic, weak) id <ViewControllerDelegate> delegate;
#end
In the ViewController, before presenting the scene set its delegate in viewDidLoad method:
// Create and configure the scene.
MyScene * scene = [MyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
[scene setDelegate:self];
// Present the scene.
[skView presentScene:scene];
Now your Scene can pass the message back to its ViewController and the ViewController can open another ViewController. In your scene class, determine the action which will trigger the opening up of TweetSheetViewController
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKAction *fadeOut = [SKAction fadeOutWithDuration:0.5];
SKAction *fadeIn = [SKAction fadeInWithDuration:1.0];
SKAction *sequence = [SKAction sequence:#[fadeOut,fadeIn]];
SKNode *node = [self nodeAtPoint:location];
if ([[node name] isEqual: #"openTweet"]) {
NSLog(#"help");
[node runAction:sequence];
[delegate openTweetSheet];
}
}
Hope that helps.
Write the SlComposeViewController Method in the scene you want it to take place. For example:
#interface GameOverScene: SKScene
...initwithsize bla bla bla
...
Add these methods:
-(void)OpenTweetShet{
if ([SLComposeViewController composeViewControllerForServiceType:SLServiceTypeTwitter]) {
_composeTwitter = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeTwitter];
[_composeTwitter setInitialText:#"TWEET"];
Then call:
self.view.window.rootViewController **to present the SLComposeViewController**
[self.view.window.rootViewController presentViewController:_composeTwitter animated:YES completion:nil];
}
[_composeTwitter setCompletionHandler:^(SLComposeViewControllerResult result){
NSString *output =[[NSString alloc]init];
switch (result) {
case SLComposeViewControllerResultCancelled:
output = #"Post cancelled";
break;
case SLComposeViewControllerResultDone:
output = #"Post Succesfull";
break;
default:
break;
}
Here is the option for presenting UIAlert after the send/cancel post:
UIAlertView *alert = [[UIAlertView alloc]initWithTitle:#"Twitter" message:output delegate:nil cancelButtonTitle:#"Ok" otherButtonTitles: nil];
[alert show];
}];
}
#end
This worked for me: self.view.window.rootViewController
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
NSArray *nodes = [self nodesAtPoint:[touch locationInNode:self]];
for (SKNode *node in nodes) {
if ([node.name isEqualToString:#"OpenTweet"]) {
UIViewController *vc = self.view.window.rootViewController;
[self.view.window.rootViewController openTweetSheet];
}
}
}
Related
-(void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
UITouch *aTouch = [touches anyObject];
NSLog(#"touch recognised");
CGPoint location = [aTouch locationInView:_mainView];
__block NSString *option = [[NSString alloc] init];
__block NSString *type = [[NSString alloc] init];
for (Selectors *tempView in _mainView.subviews) {
if (CGRectContainsPoint(tempView.frame, location)) {
NSLog(#"%# : %#", tempView.option, tempView.type);
option = tempView.option;
type = tempView.type;
break;
}
}
[self moveToNextWeldCustomViewWithOption:option andType:type];
}
Is in my previous UIVIewController - then we present the next UIViewController here
-(void)moveToNextWeldCustomViewWithOption:(NSString *)option andType:(NSString *)type {
WeldDesignViewController *lobby = [self.storyboard instantiateViewControllerWithIdentifier:#"WeldDesignViewController"];
lobby.option = option;
lobby.type = type;
[self presentViewController:lobby animated:NO completion:nil];
}
In the next UIViewController I don't do anything until the viewDidAppear method - However, the touches began is still being recognised in the next viewcontroller.
I think the issue is that the VC you are calling "lobby" is being deallocated after you present it. This takes it out of consideration in the responder chain. Move that reference to be a property of the presenting view controller:
#property (nonatomic, strong) WeldDesignViewController* lobby;
// ...
-(void)moveToNextWeldCustomViewWithOption:(NSString *)option andType:(NSString *)type {
self.lobby = [self.storyboard instantiateViewControllerWithIdentifier:#"WeldDesignViewController"];
lobby.option = option;
lobby.type = type;
[self presentViewController:self.lobby animated:NO completion:nil];
}
You may also need to implement touchesBagan in the presented VC, as it is probably following the responder chain to the previous controller.
I am using sprite-kit and targeted iOS 7. I want to show leaderboard with button in my MenuScene.
my helper method codes.
#import "GameKitHelper.h"
NSString *const PresentAuthenticationViewController =
#"present_authentication_view_controller";
#interface GameKitHelper()<GKGameCenterControllerDelegate>
#end
#implementation GameKitHelper {
BOOL _enableGameCenter;
}
+ (instancetype)sharedGameKitHelper
{
static GameKitHelper *sharedGameKitHelper;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedGameKitHelper = [[GameKitHelper alloc] init];
});
return sharedGameKitHelper;
}
- (id)init
{
self = [super init];
if (self) {
_enableGameCenter = YES;
}
return self;
}
- (void)showGKGameCenterViewController:
(UIViewController *)viewController
{
if (!_enableGameCenter) {
NSLog(#"Local play is not authenticated");
}
GKGameCenterViewController *gameCenterViewController =
[[GKGameCenterViewController alloc] init];
gameCenterViewController.gameCenterDelegate = self;
gameCenterViewController.viewState =
GKGameCenterViewControllerStateAchievements;
[viewController presentViewController:gameCenterViewController
animated:YES
completion:nil];
}
I want to Leaderboard Button in this class.
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:location];
if ([node.name isEqualToString:#"start"]) {
MyScene *myScene = [MyScene sceneWithSize:self.size];
[self.view presentScene:myScene transition:[SKTransition pushWithDirection:SKTransitionDirectionLeft duration:0.5]];
}
if ([node.name isEqualToString:#"gameCenter"]) {
//HERE MY LEADERBOARD BUTTON ACTION
//I don't know what i write here...
{
}
I tried so much methods but these working in iOS 6, I targeted iOS 7.
I tried this:
[[GameKitHelper sharedGameKitHelper] showGKGameCenterViewController:self]; Xcode says for self
Incompatible pointer types sending 'GameMenuScene *' to parameter of type 'UIViewController *'
Andrey is right. gameKitHelper means [gameKitHelper sharedGameKitHelper]. like this example
if ([node.name isEqualToString:#"gameCenter"]) {
UIViewController *vc = self.view.window.rootViewController;
[[GameKitHelper sharedGameKitHelper] showGKGameCenterViewController:vc];
}
Keep coding :)
if ([node.name isEqualToString:#"gameCenter"]) {
UIViewController *vc = self.view.window.rootViewController;
[[GameKitHelper sharedGameKitHelper] showGKGameCenterViewController:vc];
}
But actually you should present another ViewController from your ViewController, not from SKScene
Try this, it's easy to implement and works well:
https://github.com/nihalahmed/GameCenterManager
inside viewDidLoad:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(openLeaderboard)
name:#"TestNotification"
object:nil];
Inside VC:
- (void) openLeaderboard
{
// Open Leaderboards here
}
In your Scene:
[[NSNotificationCenter defaultCenter]
postNotificationName:#"TestNotification"
object:self];
So I have a view controller from which I have an action method sendSMS, which creates the SMS View Controller... Problem is, when I actually send the message, the controller will not dismiss, or it won't create any logs, so I guess the didFinishWithResult method is not even called. Big thanks goes to all of you!
So, my .m looks like this:
- (void)presentViewController:(UIViewController *)controller animated:(BOOL)animated onComplete:(void (^)(void))callback
{
MIKEAppDelegate *APP_DELEGATE = [UIApplication sharedApplication].delegate;
UIViewController *presentedModalVC = [APP_DELEGATE.window.rootViewController presentedViewController];
if (presentedModalVC) {
while (presentedModalVC.presentedViewController) {
presentedModalVC = presentedModalVC.presentedViewController;
}
[presentedModalVC presentViewController:controller animated:animated completion:callback];
} else {
[APP_DELEGATE.window.rootViewController presentViewController:controller animated:animated completion:callback];
}
}
-(void)sendSMS
{
MFMessageComposeViewController *controller = [[MFMessageComposeViewController alloc] init];
if([MFMessageComposeViewController canSendText])
{
NSLog(#"SMS composer appeared");
controller.body = #"Testy Test";
controller.recipients = [NSArray arrayWithObjects:#"774252704", nil];
controller.messageComposeDelegate = self;
[controller presentViewController:controller animated:YES onComplete:nil];
}
}
- (void)messageComposeViewController:(MFMessageComposeViewController *)controller
didFinishWithResult:(MessageComposeResult)result
{
// Notifies users about errors associated with the interface
switch (result)
{
case MessageComposeResultCancelled:
NSLog(#"Result: SMS sending canceled");
break;
case MessageComposeResultSent:
NSLog(#"Result: SMS sent");
break;
case MessageComposeResultFailed:
NSLog(#"Result: SMS sending failed");
break;
default:
NSLog(#"Result: SMS not sent");
break;
}
[self dismissViewControllerAnimated:YES completion:NULL];
}
EDIT 1:
My .h looks like this:
#import <UIKit/UIKit.h>
#import <MessageUI/MFMessageComposeViewController.h>
#interface MIKETableViewController : UIViewController
<UITableViewDataSource, UITableViewDelegate, MFMessageComposeViewControllerDelegate>
-(void)viewWillAppear:(BOOL)animated;
-(void) sendSMS;
#end
EDIT 2:
Ok I tried to launch sendSMS method by pressing button, and everything works as it should, so there is a problem in that HOW I call the method. Thing is that I call the method from myCustomTableCell Class... Idea is, when I slide the cell of the screen It will call the sendSMS method. Please see .m file from my custom cell
-(void)panGestureRecognizer:(UIPanGestureRecognizer *)sender{
CGPoint translation = [sender translationInView:self];
MIKETableViewController *mainController = [[MIKETableViewController alloc] init];
//NSLog(#"Panned with translation point: %#", NSStringFromCGPoint(translation));
sender.view.center = CGPointMake(sender.view.center.x + translation.x,
sender.view.center.y);
CGPoint breakingPoint = CGPointMake(320,sender.view.center.y);
CGPoint startPoint = CGPointMake(150, sender.view.center.y);
CGPoint endPoint = CGPointMake(500, sender.view.center.y);
if (sender.view.center.x <= startPoint.x) {
sender.view.center = startPoint;
}
if (sender.state == UIGestureRecognizerStateEnded) {
if (sender.view.center.x >= breakingPoint.x) {
[UIView animateWithDuration:0.2
delay:0.0
options: UIViewAnimationOptionCurveEaseOut
animations:^{
sender.view.center = endPoint;
}
completion:^(BOOL finished){
NSLog(#"Bought!");
self.timeLabel.text = timeLabelValue;
self.priceLabel.text = priceLabelValue;
self.infoLabel.text = infoLabelValue;
[mainController tableView:mainController.self.tableView didSelectRowAtIndexPath:mainController.self.tableView.indexPathForSelectedRow];
[mainController sendSMS];
}];
} else {
//recognizer.view.center = startPoint;
[UIView animateWithDuration:0.2
delay:0.0
options: UIViewAnimationOptionCurveEaseOut
animations:^{
sender.view.center = startPoint;
}
completion:^(BOOL finished){
NSLog(#"Returned!");
}];
}
}
[sender setTranslation: CGPointZero inView: self];
}
You are dismissing self in the mail composer delegate method, instead of the mail view controller, change:
[self dismissViewControllerAnimated:YES completion:NULL];
to
[controller dismissViewControllerAnimated:YES completion:NULL];
It should work, But your code looks proper, so most probably you have not conformed the delegate <MFMessageComposeViewControllerDelegate>
#Janak Nirmal : Sorry, In hurry i didn't see the delegate method implementation.
Put the break point in the delegate method and see whether the control comes to that method.
In sendSMS method use this code to present :
[self presentViewController:controller animated:YES completion:nil];
now check. and only when send or cancel button pressed, the delegate will be called.
EDIT
The problem is because of that method :
presentViewController:animated:onComplete:
On which controller you present from the same controller you need to dismiss.
For example :
[self presentViewController:viewController animated:YES onComplete:nil];
[self dismissViewControllerAnimated:YES completion:nil];
or
[[UIApplication sharedApplication].delegate.window.rootViewController presentViewController:controller animated:animated completion:callback];
[[UIApplication sharedApplication].delegate.window.rootViewController
dismissViewControllerAnimated:YES completion:nil];
EDIT
Import this in your .h file
#import <MessageUI/MessageUI.h>
Add this header file and check whether the delegate is being called.
EDIT
So you are saying that :
messageComposeViewController:didFinishWithResult:
this delegate method even now is not getting called on clicking send or cancel????
EDIT
instead of this line of code
[controller presentViewController:controller animated:YES onComplete:nil];
put this code and tell me whether the delegate method being called
UIViewController *rootViewController = [[[[UIApplication sharedApplication] delegate] window]rootViewController];
[rootViewController presentViewController:viewController animated:YES completion:nil];
EDIT
Only way is left out is, give me access to your code somewhere in VCS and i will help you out with the problem.
I'm working on a sprite kit game and I want to integrate a twitter sharing module at the end of gameplay.
This was the BASIC code I tried on an empty scene to test things:
#implementation gameOverScene
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
self.backgroundColor = [SKColor orangeColor];
}
return self;
}
-(void)showTweetSheet {
//Create an instance of the tweet sheet
SLComposeViewController *tweetSheet = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeTwitter];
tweetSheet.completionHandler = ^ (SLComposeViewControllerResult result) {
switch (result) {
//the tweet was canceled
case SLComposeViewControllerResultCancelled:
break;
//the user hit send
case SLComposeViewControllerResultDone:
break;
}
};
//sets body of the tweet
[tweetSheet setInitialText:#"testing text"];
//add an image to the tweet
if (![tweetSheet addImage:[UIImage imageNamed:#"name.png"]]) {
NSLog(#"Unable to add the image!");
}
//add a URL to the tweet, you can add multiple URLS:
if (![tweetSheet addURL:[NSURL URLWithString:#"url.com"]]) {
NSLog(#"Unable to add the URL!");
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
//presents the tweet sheet to the user
[self presentViewController:tweetSheet animated:NO completion:^{
NSLog(#"tweet sheet has been presented");
}];
}
}
But I keep getting the error "use of undeclared identifier" when trying to present the tweetSheet view controller when the user taps on the scene.
How can I properly integrate the social framework into my project? is it possible on sprite kit?
First of all, since you have created a method, you do not need to present it from the touch delegate. Instead, call the showTweetSheet method.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
//presents the tweet sheet to the user
[self showTweetSheet];
}
}
You can present it using the following code:
-(void)showTweetSheet
{
.
.
.
//Your initialisation as before
[self.view.window.rootViewController presentViewController:tweetSheet animated:YES completion:^{}];
}
Since this is an SKScene, it cannot present a viewController by itself. You need to present the viewController from another viewController, which can be accessed using the self.view.window.rootViewController property.
I've got a Cocos2d game that I've been working on, and I've managed to get it to present an SLComposeViewController by creating a button on screen like this:
The header file looks like this:
#interface HighScores : Main
#end
#interface socialViewControllerAtTheBottomOfThisClass : UIViewController
#end
The code inside the .m file:
#implementation HighScores
- (init) {
UIButton *shareButton = [[UIButton alloc] initWithFrame:CGRectMake(screenWidth/2, screenHeight/2, 100, 30)];
[shareButton addTarget:self action:#selector(shareAction) forControlEvents:UIControlEventTouchUpInside];
}
- (void)shareAction {
// I created a ViewController class at the end of the .m file containing the social stuff
// but I did this and managed to get it to present the SLComposeViewController:
socialViewControllerAtTheBottomOfThisClass *bottomController = [[socialViewControllerAtTheBottomOfThisClass alloc] init];
[[[[CCDirector sharedDirector] openGLView] window] setRootViewController:bottomController];
[bottomController shareToFacebook];
}
}
#end
Then at the bottom for the ViewController implementation:
#implementation socialViewControllerAtTheBottomOfThisClass
- (void)shareToFacebook {
if([SLComposeViewController isAvailableForServiceType:SLServiceTypeFacebook]) {
SLComposeViewController *controller = [SLComposeViewController composeViewControllerForServiceType:SLServiceTypeFacebook];
[controller setInitialText:#"This is my facebook status!"];
[self presentViewController:controller animated:YES completion:nil];
controller.completionHandler = ^(SLComposeViewControllerResult result) {
switch(result) {
case SLComposeViewControllerResultCancelled: [self actionForCancelled];
break;
case SLComposeViewControllerResultDone: [self actionForDone];
break;
}};
}
}
- (void)actionForCancelled {
}
- (void)actionForDone {
}
#end
The code presents the SLComposeViewController, but while presenting, I get a black background and after I tap either Post or Cancel, the screen stays black. I was thinking of setting the rootViewController as HighScores, but seeing as it's not a ViewController, I'm not able to do that.
I don't have the code where I am at now, but I believe in the past I created the SLComposeViewController and added it as a subview similar to:
[[[CCDirector sharedDirector] openGLView] addSubView:controller.view];
And to remove it you'll have to remove the subview. You can also try:
AppController* app = (AppController*) [[UIApplication sharedApplication] delegate];
[[app navController] presentModalViewController:controller animated:YES];