I have an "interesting" issue with the UIAccelerometer in an app for the iPad.
In my UIViewController I have a method that activates the Accelerometer. This is how it looks like:
-(void)startAcc{
UIAccelerometer *gForce = [UIAccelerometer sharedAccelerometer];
gForce.delegate = self;
gForce.updateInterval = kUpdateInterval;
}
In my viewWillAppear I call this method to activate the Accelerometer, and it works just fine. I recieve accelerations and use it to move a view on screen.
On user input I then load another view (UIView) that need to use the accelerometer. So I stop the accelerometer in my UIViewController with this code:
[UIAccelerometer sharedAccelerometer].delegate = nil;
I then load the UIView and activates the accelerometer there in the same way. All works just fine.
My issue begins when I want to close the UIView and start the accelerometer in the UIViewController again. I stop it in the UIView and call the startAcc method in my UIViewController from the UIView. The method executes, but I receive no accelerations :-(
Same method, but different results.
Can anyone guide me to what I am missing here?
Thanks
Solved it. By putting [self resignFirstResponder]; after I call the startAcc method from the subview it works.
Related
We are using cocos2d-js to develop an iOS App which can launch different games. So I add an button in the native app viewcontroller and start the game by clicking the button, just like this:
-(void)didClickGame2Btn:(id)sender
{
//加载游戏
cocos2d::Application *app = cocos2d::Application::getInstance();
// Initialize the GLView attributes
app->initGLContextAttrs();
cocos2d::GLViewImpl::convertAttrs();
// Use RootViewController to manage CCEAGLView
RootViewController *rootViewController = [[RootViewController alloc] init];
rootViewController.wantsFullScreenLayout = YES;
[self.navigationController presentViewController:rootViewController animated:YES completion:^{
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLViewImpl::createWithEAGLView((__bridge void *)rootViewController.view);
cocos2d::Director::getInstance()->setOpenGLView(glview);
NSString *documentDir = [SEGetDirectories dirDoc];
NSString *wPath = [NSString stringWithFormat:#"%#/GameData/Game2",documentDir];
NSLog(#"document------:%#",documentDir);
std::vector<std::string> searchPathList;
searchPathList.push_back([wPath UTF8String]);
cocos2d::FileUtils::getInstance()->setSearchPaths(searchPathList);
//run the cocos2d-x game scene
app->run();
}];
[[UIApplication sharedApplication] setStatusBarHidden:true];
}
the rootViewController contains the game view. And then we add an button in the game, which is used to exit the game. The click event code of the exit game button likes:
//exit the game and close the view controller
gameEndCallBack:function(sender){
cc.log("director end............");
cc.director.end();
var ojb = jsb.reflection.callStaticMethod("ViewControllerUtils", "dismissCurrentVC");
}
We use the reflection to dismiss the rootViewController:
+(void)dismissCurrentVC
{
UIViewController *currentVC = [ViewControllerUtils getCurrentVC]; //这里获取最顶层的viewcontroller
[currentVC dismissViewControllerAnimated:YES completion:^{
NSLog(#"xxx");
}];
}
Everything is ok when the first time to enter the game, but after dismissing the rootViewController, we try to enter the game again, it crash.
The crash line is in the ScriptingCore::runScript metod and executing the code:
evaluatedOK = JS_ExecuteScript(cx, global, *script, &rval);
And the crash info is "exc_bad_access".
It is much the same problem as this topic, but the approaches in it did not solve the problem.
http://discuss.cocos2d-x.org/t/how-to-destroy-a-cocos-game-on-ios-completely/23805
This problem has been confusing me serveral days, I have no solution for this. Can anyone give me some help?
You can make the app to support multiple games with in the app.
All you have done is required but in addition to that please follow the below instructions.
First of all, cocos provide a singleton instance of cocos2d::Application that can not be restarted again especially in iOS. So the approach of ending the Director cc.director.end(); won't help you.
You should start the application only once by using the function call cocos2d::Application::getInstance()->run(); and next time if you want to start the game layer, you should not call this method again.
Instead, just pause cocos2d::Director::getInstance()->pause(); and resume cocos2d::Director::getInstance()->resume(); the director when you want to stop the game.
In this approach, if you dismiss/dealloc the view-controller instance then you should create the glview cocos2d::GLView instance again without calling the run method.
One more problem is, take care of the delay in loading the new scene. GLView will display the previous game scene for a while. Do a work around that will show blank screen while the new scene is ready.
Hope this will help you.
I have two UIViews in my UIViewController. I want one to rotate and the other one to be locked. Basically, one UIView can switch from Portrait and Landscape whereas the other is fixed in its "Portrait" mode.
At first I tried using shouldAutorotate but then I realized that that applies to everything that belongs to the UIViewController. Then I tried having two UIViewControllers (which worked great for the rotation problem by the way) but I have AVCaptureSession going on in one view controller and I didn't want to have to connect the camera input and initialize the session every time.
Is there a way for me to be able to have one rotate while the other one is locked?
Thanks!
You can do it with shouldAutorotate i think. when device change orientation your both view will get rotate then manually rotate your fixed view with initial position by using transform something like below,
myView.transform = CGAffineTransformMakeRotation(M_PI_2);
You can use delegate like below to perform your manual rotation
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
// do something before rotation
}
or
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
// do something after rotation
}
Update :
refer this answer for disable animation!
Hope this will help :)
ALRIGHT it took me like a whole month and a half to figure it out but here is my solution:
It's pretty hard to keep accounting for all the separate UIViews rotations every time the device rotates so I went back to the two UIViewControllers approach.
This time around I decided to have a UINavigationController as the root view controller and I subclassed it. I set a NSNumber variable in my interface class to account for 2 or more view controllers a user could have. However, in my case, I would only really switch between 0 and 1. In addition, I overrode shouldAutoRotate and supportedInterfaceOrientations to have different properties according to the NSNumber variable.
Before explaining it any further, I'll post my code...
This is my interface class:
#interface MasterNavigationController : UINavigationController
#property (strong, nonatomic) NSNumber *num;
#end
And my implementation class:
#import "MasterNavigationController.h"
#implementation MasterNavigationController
- (BOOL)shouldAutorotate {
if ([_num isEqualToNumber:[NSNumber numberWithInt:0]]) return NO;
return YES;
}
- (UIInterfaceOrientationMask)supportedInterfaceOrientations {
if ([_num isEqualToNumber:[NSNumber numberWithInt:0]]) return UIInterfaceOrientationMaskPortrait;
return [[self topViewController] supportedInterfaceOrientations];;
}
#end
Whenever I was in my UIViewController that I didn't want to rotate, the NSNumber variable would be set to 0. Thus, the navigation controller would be able to tell if it should autorotate or not. Then when the navigation controller pushed the next view controller that can rotate, I set the NSNumber variable to 1 and the navigation controller was able to know it should be autorotating.
This is great because whenever it pushed back to the non-rotating view controller it knew to reorient itself without getting all screwed up.
Hope this helps anyone else having trouble with this!!! It took me so long to figure this out.
I have an issue that I'm stuck on, but I have no idea why it even happens; If I push a detail controller on the stack, and I swipe back very quickly using the default left edge interactivePopGestureRecognizer, my parent/root view controller's UINavigationBar looks corrupt or something, almost like the built in iOS transition mechanism didn't have time to do it's job at resetting it after the detail view is gone. Also to clarify, everything in this 'corrupt' UINavigationBar is still touchable and everything on my parent/root view controller works perfectly.
For people downvoting due to no source code: there is no source code! This is an Apple bug!
Is there anyway to reset this UINavigationBar to what it should be when the parent/root view controller's viewDidAppear method gets called?
Note that this bug does not occur if I tap the top left back button instead of using the left edge interactivePopGestureRecognizer.
Edit: I added an NSLog to check the navigationBar's subview count on viewDidAppear on the parent/root view controller, and the count is always the same, corrupt or not, so I'd like to know why the popped controller is wreaking havoc with my UINavigationBar.
If you can help me at all, I'd greatly appreciate it! Thank you.
I've attached a screenshot of what it looks like: Note that the back chevron isn't part of my parent/root view controller, it's part of what was popped off the stack. Testing123 is the title for the parent/root view controller and not that of what was popped off the stack. The head and gear icons are part of the parent/root view controller.
Edit: I've thought something like this could fix the issue, but turns out it doesn't, and is really bad experience IMO too. This is not the kind of solution I'm looking for. I'm posting a large bounty so this can be resolved correctly! 😃. I just can't have this weird UI behavior be in a production quality app.
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self.navigationController pushViewController:[UIViewController new] animated:NO];
[self.navigationController popToRootViewControllerAnimated:YES];
}
TL;DR
I made a category on UIViewController that hopefully fixes this issue for you. I can't actually reproduce the navigation bar corruption on a device, but I can do it on the simulator pretty frequently, and this category solves the problem for me. Hopefully it also solves it for you on the device.
The Problem, and the Solution
I actually don't know exactly what causes this, but the navigation bar's subviews' layers' animations seem to either be executing twice or not fully completing or... something. Anyway, I found that you can simply add some animations to these subviews in order to force them back to where they should be (with the right opacity, color, etc). The trick is to use your view controller's transitionCoordinator object and hook into a couple of events – namely the event that happens when you lift your finger up and the interactive pop gesture recognizer finishes and the rest of the animation starts, and then the event that occurs when the non-interactive half of the animation finishes.
You can hook into these events using a couple methods on the transitionCoordinator, specifically notifyWhenInteractionEndsUsingBlock: and animateAlongsideTransition:completion:. In the former, we create copies of all of the current animations of the navbar's subviews' layers, modify them slightly, and save them so we can apply them later when the non-interactive portion of the animation finishes, which is in the completion block of the latter of those two methods.
Summary
Listen for when the interactive portion of the transition ends
Gather up the animations for all the views' layers in the navigation bar
Copy and modify these animations slightly (set fromValue to the same thing as the toValue, set duration to zero, and a few other things)
Listen for when the non-interactive portion of the transition ends
Apply the copied/modified animations back to the views' layers
Code
And here's the code for the UIViewController category:
#interface UIViewController (FixNavigationBarCorruption)
- (void)fixNavigationBarCorruption;
#end
#implementation UIViewController (FixNavigationBarCorruption)
/**
* Fixes a problem where the navigation bar sometimes becomes corrupt
* when transitioning using an interactive transition.
*
* Call this method in your view controller's viewWillAppear: method
*/
- (void)fixNavigationBarCorruption
{
// Get our transition coordinator
id<UIViewControllerTransitionCoordinator> coordinator = self.transitionCoordinator;
// If we have a transition coordinator and it was initially interactive when it started,
// we can attempt to fix the issue with the nav bar corruption.
if ([coordinator initiallyInteractive]) {
// Use a map table so we can map from each view to its animations
NSMapTable *mapTable = [[NSMapTable alloc] initWithKeyOptions:NSMapTableStrongMemory
valueOptions:NSMapTableStrongMemory
capacity:0];
// This gets run when your finger lifts up while dragging with the interactivePopGestureRecognizer
[coordinator notifyWhenInteractionEndsUsingBlock:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Loop through our nav controller's nav bar's subviews
for (UIView *view in self.navigationController.navigationBar.subviews) {
NSArray *animationKeys = view.layer.animationKeys;
NSMutableArray *anims = [NSMutableArray array];
// Gather this view's animations
for (NSString *animationKey in animationKeys) {
CABasicAnimation *anim = (id)[view.layer animationForKey:animationKey];
// In case any other kind of animation somehow gets added to this view, don't bother with it
if ([anim isKindOfClass:[CABasicAnimation class]]) {
// Make a pseudo-hard copy of each animation.
// We have to make a copy because we cannot modify an existing animation.
CABasicAnimation *animCopy = [CABasicAnimation animationWithKeyPath:anim.keyPath];
// CABasicAnimation properties
// Make sure fromValue and toValue are the same, and that they are equal to the layer's final resting value
animCopy.fromValue = [view.layer valueForKeyPath:anim.keyPath];
animCopy.toValue = [view.layer valueForKeyPath:anim.keyPath];
animCopy.byValue = anim.byValue;
// CAPropertyAnimation properties
animCopy.additive = anim.additive;
animCopy.cumulative = anim.cumulative;
animCopy.valueFunction = anim.valueFunction;
// CAAnimation properties
animCopy.timingFunction = anim.timingFunction;
animCopy.delegate = anim.delegate;
animCopy.removedOnCompletion = anim.removedOnCompletion;
// CAMediaTiming properties
animCopy.speed = anim.speed;
animCopy.repeatCount = anim.repeatCount;
animCopy.repeatDuration = anim.repeatDuration;
animCopy.autoreverses = anim.autoreverses;
animCopy.fillMode = anim.fillMode;
// We want our new animations to be instantaneous, so set the duration to zero.
// Also set both the begin time and time offset to 0.
animCopy.duration = 0;
animCopy.beginTime = 0;
animCopy.timeOffset = 0;
[anims addObject:animCopy];
}
}
// Associate the gathered animations with each respective view
[mapTable setObject:anims forKey:view];
}
}];
// The completion block here gets run after the view controller transition animation completes (or fails)
[coordinator animateAlongsideTransition:nil completion:^(id<UIViewControllerTransitionCoordinatorContext> context) {
// Iterate over the mapTable's keys (views)
for (UIView *view in mapTable.keyEnumerator) {
// Get the modified animations for this view that we made when the interactive portion of the transition finished
NSArray *anims = [mapTable objectForKey:view];
// ... and add them back to the view's layer
for (CABasicAnimation *anim in anims) {
[view.layer addAnimation:anim forKey:anim.keyPath];
}
}
}];
}
}
#end
And then just call this method in your view controller's viewWillAppear: method (in your test project's case, it would be the ViewController class):
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self fixNavigationBarCorruption];
}
After investigating this issue for some time with debug console, Instruments and Reveal, I have found out the following:
1) On simulator the bug can be recreated every time, if using Profile/Automation Template and adding the following script:
var target = UIATarget.localTarget();
var appWindow = target.frontMostApp().mainWindow();
appWindow.buttons()[0].tap();
target.delay(1);
target.flickFromTo({x:2, y: 100}, {x:160, y: 100});
2) On real device (iPhone 5s, iOS 7.1) this script never causes the bug. I tried various options for flick coordinates and the delay.
3) UINavigationBar consists of:
_UINavigationBarBackground (doesn't seem to be related to the bug)
_UIBackdropView
_UIBackgropEffectView
UIView
UIImageView
UINavigationItemView
UILabel (visible in the bug)
_UINavigationBarBackIndicatorView (visible in the bug)
4) When bug happens UILabel looks half transparent and in the wrong position, but the actual properties of the UILabel are correct (alpha: 1 and frame as in normal situation). Also _UINavigationBarBackIndicatorView looks doesn't correspond to actual properties - it is visible although it's alpha is 0.
From this I conclude that it's a bug of Simulator and that you can't even detect from the code that something is wrong.
So #troop231 - are you 100% sure this also happens on device?
Key Concept
Disable gesture recognizer when pushing view controller, and enable it when view appeared.
A Common Solution: Subclassing
You can subclass UINavigationController and UIViewController to prevent corruption.
MyNavigationController : UINavigationController
- (void)pushViewController:(UIViewController *)viewController animated:(BOOL)animated
{
[super pushViewController:viewController animated:animated];
self.interactivePopGestureRecognizer.enabled = NO; // disable
}
MyViewController : UIViewController
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
self.navigationController.interactivePopGestureRecognizer.enabled = YES; // enable
}
Problem: Too annoying
Need to use MyNavigationController and MyViewController instead of UINavigationController and UIViewController.
Need to subclass for UITableViewController, UICollectionViewController, and more.
A Better Solution: Method Swizzling
It could be done by swizzling UINavigationController and UIViewController methods. Want to know about method swizzling, visit here.
Example below uses JRSwizzle that makes method swizzling easy.
UINavigationController
+ (void)load
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
[self jr_swizzleMethod:#selector(viewDidLoad)
withMethod:#selector(hack_viewDidLoad)
error:nil];
[self jr_swizzleMethod:#selector(pushViewController:animated:)
withMethod:#selector(hack_pushViewController:animated:)
error:nil];
});
}
- (void)hack_viewDidLoad
{
[self hack_viewDidLoad];
self.interactivePopGestureRecognizer.delegate = (id<UIGestureRecognizerDelegate>)self;
}
- (void)hack_pushViewController:(UIViewController *)viewController animated:(BOOL)animated
{
[self hack_pushViewController:viewController animated:animated];
self.interactivePopGestureRecognizer.enabled = NO;
}
UIViewController
+ (void)load
{
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
[self jr_swizzleMethod:#selector(viewDidAppear:)
withMethod:#selector(hack_viewDidAppear:)
error:nil];
});
}
- (void)hack_viewDidAppear:(BOOL)animated
{
[self hack_viewDidAppear:animated];
self.navigationController.interactivePopGestureRecognizer.enabled = YES;
}
Being Simple: Use Open Source
SwipeBack
SwipeBack does it automatically without any code.
With CocoaPods, just add a line below into your Podfile. You don't need to write any code. CocoaPods automatically import SwipeBack globally.
pod 'SwipeBack'
Install pod, and it's done!
I hope you can help me with the next case.
Description:
I have a class that "creates" a dynamic form programmatically, this class inherits from UIViewController and is called "DinamicScreen".
#interface DinamicScreen : UIViewController ...
I have a ViewController (connected to a viewController storyboard), which inherits from "DinamicScreen".
#interface MandatoryInformationViewController : DinamicScreen<UIPickerViewDelegate,UITextFieldDelegate>
In "DinamicScreen" I'm only painting the UIView, but all delegates are passed to the context.
uiTextField = [[UILabel alloc]initWithFrame:....
// Context is "MandatoryInformationViewController" in this case
[uiTextField setDelegate:context];
The form implements a UIScrollView containing UILabels and UITextFields. An UITextField can open an ActionSheet showing an UIPickerView and two buttons (OK, Cancel).
DinamicScreenScrollView *uiScrollView = [[DinamicScreenScrollView alloc]initWithFrame...
[uiScrollView addSubview:uiTextField];....
The problem:
When I click on a "pickerTextField" the ActionSheet appears without problems, but when I click OK or Cancel, it crashes (I think it is the ActionSheet).
When I did a debug, I observed that the flow does not run correctly
[actionSheet dismissWithClickedButtonIndex:0 animated:YES];
The snapshot http://s29.postimg.org/8zxkj333b/Captura_de_pantalla_2013_12_17_a_la_s_17_45_38.png
If I do not implement the UIScrollView it works perfectly, but its a must for it to be implemented.
If more information is needed please let me know, it's my first question on StackOverflow
Excuse me for my English, I'm working on it.
Thanks.
Well, after three days to fix it.
The problem was that were painting in the view of "MandatoryViewController" instead of "DinamicScreen", I changed that and voila.
[[context view] addSubview:uiScrollView]; // [wrong]
[[self view] addSubview:uiScrollView]; // [well]
I supposed that this post are a documentation now.
Thanks again.
I've added an additional CCLayer to my "GameScene" that becomes visible ([self addChild:_congratsScreen]) whenever my character collects a given amount of objects on the screen.
Within my GameScene.h I've declared my child layer (CClayer *congratsScreen) and I'm synthesizing it on my GameScene.m. I'm allocating the child CCLayer in the GameScene's init method so it is holding the reference to the child layer in this instance variable.
On my GameScene I have a few CCParticleSystemQuad instances, and it's super simple to invoke both stopSystem and resetSystem to replay my particles animation, but if I try to do the same thing on the CCParticleSystemQuad that was initialized on the child layer, the resetSystem doesn't work after I remove the child from my GameScene and add it back again. Does something happens with the CCLayer's components once it is removed from a parent layer's scene?
I don't have the code at the moment so I will try to write some pseudo-code to illustrate how it's being done:
How it is being initialized on ChildLayer.m:
_sparkling= [CCParticleSystemQuad particleWithFile:#"sparkling.plist"];
Then, somewhere on GameScene.m I have:
- (void) showCongrats {
//pathetic way to create a modal panel
[self setTouchable = NO];
[[[self _congratsLayer] _sparkling] resetSystem];
[self addChild:_congratsLayer];
}
- (void) hideCongrats {
//let them continue playing
[self setTouchable = YES];
[[[self _congratsLayer] _sparkling] stopSystem];
[self removeChild:_congratsLayer];
}
So, it works on the first time I invoke showCongrats, the reference is good and I can manipulate the particles, but once I hide the layer, continue playing the game and show the congratulations panel again, it shows a frozen animation of the particles from the last invocation, the resetSystem no longer works. Any ideas?
I would add some breakpoints in the code and walk through it but if I had to guess I would say that when you are calling removeChild you are losing the data that you had in your init method and something funky is happening.