I am working on an app using cocos2d-x v2.2.3 for iOS (in C++) and currently trying to hide the status bar when the splash screen is being shown.
I have:
1) Added "View controller-based status bar appearance" -> NO to ios/Info.plist
2) Added setStatusBarHidden code to rootviewController (http://www.cocos2d-x.org/forums/6/topics/29675)
but none of them seem to work. Any ideas as to how I can get this to work? Currently using Xcode 5.1
Set YES for this key in info.plist "UIStatusBarHidden"
If you want to hide or unhide after also then you have to follow bit different procedure for iOS 7
Try This one It will Run perfectly..
[[UIApplication sharedApplication] setStatusBarHidden:YES];
And in XIB set none option for the status bar.
Reference: Hide the status bar on iPhone on a single view?
Related
I have the following structure in InterfaceBuilder in XCode:
Tab bar controller
Navigation bar controller
View Controller A
.. push segue to..
View Controller B
However I cannot get the push segue to keep the nav bar and tab bar. It also animates from the bottom like a modal segue.
This is how I start the segue:
self.performSegueWithIdentifier(DETAIL_MEETING_SEGUE_ID, sender: self)
Both VC1 and VC2 have unchecked "Hide Bottom Bar on Push".
In Interface Builder tab bar and nav bar are showing correctly. Also, when dragging a segue directly from a button to VC 2 with push set it works perfectly.
Any ideas?
I experienced a similar issue after embedding tab bar stacks of VCs into navigation controllers. There was a storyboard push segue from VC a to VC b (in a different stack) that was called using performSegue:.
My fix:
Delete the segue in storyboard, then create it again the exact same way. After this the VC b showed the tab bar and the navigation bar as expected.
Filed a bug with Apple Bug Reporter.
I "solved" it by dragging a manual segue from the tableview cell to "View Controller 2". I then gave it the same name as before and made setup in prepareForSegue: as normal. I had to drag multiple segues but it was ok to use the same id for them.
If anyone have a better solution please write it here.
I'm doing a project. I am using SlidingMenu in my project. When i open the sliding menu, action back button icon's should seems like this image <-- also when i close action back button icon's should seems like this image --> . How can i do that ?
You can change it programmatically easily by using homeAsUpIndicator() function that added in android API level 18 and upper.
ActionBar().setHomeAsUpIndicator(R.drawable.ic_yourindicator);
In case, if you are using support library,
getSupportActionBar().setHomeAsUpIndicator(R.drawable.ic_yourindicator);
new in ios application development with uikit,can any one tell me what is alternative code of cocos2d replacScene In UiKit.used segue model but problem is i want use it programmatically like cocos2d.
thanks.
you can call the segue programatically by giving it an identifier and then using the following function
[self performSegueWithIdentifier:#"<segue identifier>" sender:<the sending view controller>];
I downloaded iAd Banner Sample for cocos2d V3. Thanks so much for that code. The demo works fine and needs the user to tap Show Ad or Hide Ad button. Of course in my game I do not want the player to tap a button to Show Ads. In IntroScene.m I commented out the code that creates the buttons and added these lines at the end of init:
AppDelegate * app = (((AppDelegate*) [UIApplication sharedApplication].delegate));
[app ShowIAdBanner];
This is the same code that would have been executed if the Show Ad button had been pressed. I expected to see an ad without having to tap a button. However, I got no ad. I got the following error message in the log:
ADBannerView: Unhandled error (no delegate or delegate does not
implement didFailToReceiveAdWithError:): Error Domain=ADErrorDomain
Code=2 "The operation couldn’t be completed. Loading throttled"
There is -(void)bannerDidFail method in AppDelegate. It works by tapping button. How do I get the ads to show up automatically, without tapping a button first? Thanks.
The error seems to tell you exactly what is happening. Make sure that you have the following line:
bannerView.delegate = self; //bannerView is an object of type AdBannerView* that you created before
Check also that the class where the previous line is, implements the method:
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
I recently wrote a tutorial on integrating iAds in Cocos2d-x v3. Although the language is different (C++ instead of Objective-C), the procedure and syntax are rather similar: http://becomingindiedev.blogspot.com.es/2015/02/integrating-iad-in-cocos2d-x-v3x.html
I am trying to initialize Foundation 4.3.1 tooltips in scope, on a DIV class $(".some-class").foundation('tooltips'), instead of on document $(document).foundation('tooltips'). When I do this, the tooltip on a touch device (iPad), opens on tap but does not close on tap. Am I doing something wrong? How do I get the tooltip to work properly. The reason I need to do this is because Foundation tooltips conflict with ckeditor.
Thanks.
In the Foundation 4.3.1 source there is a condition that will handle the touchstart touchend events as hover. This condition is met automatically where Modernizr.touch is available.
In addition, there is also a configurable option to disable touch events for all tooltips.
Here is a link to the Modernizr builder with touch events pre-selected: http://modernizr.com/download/#-touch-shiv-cssclasses-teststyles-prefixes-load