Cocos2d animation resume - cocos2d-iphone

I've added iAP in cocos2d following the ray tutorials (but changed a few things to fit cocos2d) but after I make a transaction the console log says 2013-08-19 16:32:12.626 Game[2483:907] Buying *product* ...
2013-08-19 16:32:13.208 Game[2483:907] cocos2d: animation stopped
2013-08-19 16:32:16.690 Game[2483:907] completeTransaction...
2013-08-19 16:32:16.725 Game[2483:907] User defaults for *product* are YES
So I know the transaction works, but the game never resumes it just freezes. Is there a way to resume the game after the transaction? [[CCDirector sharedDirector]resume] doesn't work so I think it may have to do with UIAlert View. Any help? Here is my iAPHelper.mm:
#import "IAPHelper.h"
#import <StoreKit/StoreKit.h>
NSString *const IAPHelperProductPurchasedNotification
#"IAPHelperProductPurchasedNotification";
#interface IAPHelper () <SKProductsRequestDelegate, SKPaymentTransactionObserver>
#end
#implementation IAPHelper {
SKProductsRequest * _productsRequest;
RequestProductsCompletionHandler _completionHandler;
NSSet * _productIdentifiers;
NSMutableSet * _purchasedProductIdentifiers;
}
- (id)initWithProductIdentifiers:(NSSet *)productIdentifiers {
if ((self = [super init])) {
// Store product identifiers
_productIdentifiers = productIdentifiers;
[[SKPaymentQueue defaultQueue] addTransactionObserver:self];
// Check for previously purchased products
_purchasedProductIdentifiers = [NSMutableSet set];
for (NSString * productIdentifier in _productIdentifiers) {
BOOL productPurchased = [[NSUserDefaults standardUserDefaults] boolForKey:productIdentifier];
if (productPurchased) {
[_purchasedProductIdentifiers addObject:productIdentifier];
NSLog(#"Previously purchased: %#", productIdentifier);
} else {
NSLog(#"Not purchased: %#", productIdentifier);
}
}
}
return self;
}
- (void)requestProductsWithCompletionHandler:(RequestProductsCompletionHandler)completionHandler {
_completionHandler = [completionHandler copy];
_productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:_productIdentifiers];
_productsRequest.delegate = self;
[_productsRequest start];
}
#pragma mark - SKProductsRequestDelegate
- (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response {
NSLog(#"Loaded list of products...");
_productsRequest = nil;
NSArray * skProducts = response.products;
for (SKProduct * skProduct in skProducts) {
NSLog(#"Found product: %# %# %0.2f",
skProduct.productIdentifier,
skProduct.localizedTitle,
skProduct.price.floatValue);
}
_completionHandler(YES, skProducts);
_completionHandler = nil;
}
- (void)request:(SKRequest *)request didFailWithError:(NSError *)error {
NSLog(#"Failed to load list of products.");
_productsRequest = nil;
_completionHandler(NO, nil);
_completionHandler = nil;
}
- (BOOL)productPurchased:(NSString *)productIdentifier {
return [_purchasedProductIdentifiers containsObject:productIdentifier];
}
- (void)buyProduct:(SKProduct *)product {
NSLog(#"Buying %#...", product.productIdentifier);
SKPayment * payment = [SKPayment paymentWithProduct:product];
[[SKPaymentQueue defaultQueue] addPayment:payment];
}
- (void)paymentQueue:(SKPaymentQueue *)queue updatedTransactions:(NSArray *)transactions
{
for (SKPaymentTransaction * transaction in transactions) {
switch (transaction.transactionState)
{
case SKPaymentTransactionStatePurchased:
[self completeTransaction:transaction];
break;
case SKPaymentTransactionStateFailed:
[self failedTransaction:transaction];
break;
case SKPaymentTransactionStateRestored:
[self restoreTransaction:transaction];
default:
break;
}
};
}
- (void)completeTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"completeTransaction...");
[self provideContentForProductIdentifier:transaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}
- (void)restoreTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"restoreTransaction...");
[self provideContentForProductIdentifier:transaction.originalTransaction.payment.productIdentifier];
[[SKPaymentQueue defaultQueue] finishTransaction:transaction];
}
- (void)failedTransaction:(SKPaymentTransaction *)transaction {
NSLog(#"failedTransaction...");
if (transaction.error.code != SKErrorPaymentCancelled)
{
NSLog(#"Transaction error: %#", transaction.error.localizedDescription);
}
[[SKPaymentQueue defaultQueue] finishTransaction: transaction];
}
- (void)provideContentForProductIdentifier:(NSString *)productIdentifier {
[_purchasedProductIdentifiers addObject:productIdentifier];
[[NSUserDefaults standardUserDefaults] setBool:YES forKey:productIdentifier];
[[NSUserDefaults standardUserDefaults] synchronize];
[[NSNotificationCenter defaultCenter] postNotificationName:IAPHelperProductPurchasedNotification object:productIdentifier userInfo:nil];
NSLog(#"User defaults for %# are YES", productIdentifier);
}
- (void)restoreCompletedTransactions {
[[SKPaymentQueue defaultQueue] restoreCompletedTransactions];
}
#end

Before you popup your alert view try running...
[[CCDirector sharedDirector] stopAnimation];
When you get a response back from the user in the alertview callback or transaction completion run...
[[CCDirector sharedDirector] startAnimation];
Cocos doesn't often play well with UIKit/Cocoa callbacks so you need to pause rendering while they do their thing. We have similar behaviour for when the app goes into background/foreground in the app delegate...
-(void) applicationDidEnterBackground:(UIApplication*)application {
[[CCDirector sharedDirector] stopAnimation];
}
-(void) applicationWillEnterForeground:(UIApplication *)application {
[[CCDirector sharedDirector] startAnimation];
}
-(void)applicationDidBecomeActive:(UIApplication *)application {
[[CCDirector sharedDirector] resume];
}
Seems we use resume inside the applicationDidBecomeActive. Can't recall the full logic there but that has seemed to work for a bunch of our projects.

Related

EXC_BAD_ACCESS when using NSKeyedUnarchiver to load saved state

I have subclassed a CCSprite to make an object that can be encoded and decoded. I want to save sprites state and load it again at particular positions. Everything seems to be okay apart from decoding with NSKeyedUnarchiver (see loadIconSpriteState below) which gives an EXC_BAD_ACCESS Below is the code:
HelloWorldLayer.h
#interface CCIconSprite : CCSprite {
NSString *iconName;
float iconXPos;
float iconYPos;
}
#property (nonatomic, retain) NSString *iconName;
#property (nonatomic, assign) float iconXPos;
#property (nonatomic, assign) float iconYPos;
+ (id)iconWithType:(NSString*)imageName;
- (id)initWithIconType:(NSString*)imageName;
#end
#interface HelloWorldLayer : CCLayer < NSCoding>
{
CCIconSprite* testSprite;
BOOL savedState;
CGSize size;
CCMoveTo* moveTo;
NSMutableArray* saveSpriteArray;
NSData* savedSpriteData;
}
+(CCScene *) scene;
#end
HelloWorldLayer.m:
CCIconSprite implementation:
#implementation CCIconSprite
#synthesize iconXPos;
#synthesize iconYPos;
#synthesize iconName;
+ (id)iconWithType:(NSString*)imageName
{
return [[[[self class] alloc] initWithIconType:imageName] autorelease];
}
- (id)initWithIconType:(NSString*)imageName
{
self = [super initWithFile:imageName];
if (!self) return nil;
iconName = imageName;
self.position = ccp(iconXPos, iconYPos);
return self;
}
Encoding and decoding:
- (id)initWithCoder:(NSCoder *)decoder {
NSString* imageFileName = [decoder decodeObjectForKey:#"imageFileName"];
self = [self initWithIconType:imageFileName];
if (!self) return nil;
self.iconXPos = [decoder decodeFloatForKey:#"iconXPos"];
self.iconYPos = [decoder decodeFloatForKey:#"iconYPos"];
return self;
}
- (void)encodeWithCoder:(NSCoder *)encoder
{
[encoder encodeObject:iconName forKey:#"imageFileName"];
[encoder encodeFloat:self.iconXPos forKey:#"iconXPos"];
[encoder encodeFloat:self.iconYPos forKey:#"iconYPos"];
}
#end
HelloWorldLayer implementation:
#implementation HelloWorldLayer
+(CCScene *) scene
{
CCScene *scene = [CCScene node];
HelloWorldLayer *layer = [HelloWorldLayer node];
[scene addChild: layer];
return scene;
}
-(id) init
{
if( (self=[super init]) ) {
self.scale = 0.5;
savedState = NO;
size = [[CCDirector sharedDirector] winSize];
testSprite = [CCIconSprite spriteWithFile:#"Icon.png"];
testSprite.position = ccp(size.width/4, size.width/4);
testSprite.anchorPoint = ccp(0,0);
[self addChild:testSprite];
moveTo = [CCMoveTo actionWithDuration:3 position:ccp(3*size.width/4, 3*size.width/4)];
[testSprite runAction:moveTo];
[self schedule:#selector(saveAndLoadSpriteState)];
}
return self;
}
Saving and loading state:
-(void)saveIconSpriteState {
saveSpriteArray = [[NSMutableArray alloc] init];
[saveSpriteArray addObject:testSprite];
savedSpriteData = [NSKeyedArchiver archivedDataWithRootObject:saveSpriteArray];
}
-(void)loadIconSpriteState {
[NSKeyedUnarchiver unarchiveObjectWithData:savedSpriteData];
}
-(void)saveAndLoadSpriteState {
if ((testSprite.position.x > size.width/2) && !savedState) {
savedState = YES;
[self saveIconSpriteState];
}
else if ((testSprite.position.x == 3*size.width/4) && savedState) {
savedState = NO;
[self loadIconSpriteState];
[testSprite runAction:moveTo];
}
}
#end
EDIT
After setting an exception break point I got the following error
Assertion failure in -[CCIconSprite initWithFile:]
pointing to the in line:
NSAssert(filename != nil, #"Invalid filename for sprite");
in the
-(id) initWithFile:(NSString*)filename
method of the CCSprite.m class.
Just a hunch but maybe that's it. When decoding a string, you should copy it because you don't own it at this point, nor are you assigning it to a strong or copy property.
- (id)initWithCoder:(NSCoder *)decoder {
NSString* imageFileName = [[decoder decodeObjectForKey:#"imageFileName"] copy];
self = [self initWithIconType:imageFileName];
if (!self) return nil;
...
}
If that's not it, set a breakpoint and verify that the string is indeed correct when encoding and when decoding.

Changing State for an object in Cocos2d

firstly i would like to apologise for being a complete novice but I have researched the web and can not find a solution to my current problem.
I have 3 objects (sprites) that i have set up individually with switch statements and want to use my main gameplay layer to change their states randomly to an animation that i have already defined in the objects individual header and implementation files.
I have set up a self schedule updater and arc4random method that works but it will not change the state of the object, as it only calls the CCLOG that I have also included in the statement.
I have listed to code below and i know it is a bit of a mess but still very much in my first steps of being a beginner, if anyone can point me in the right direction (that's if i have explained this in a way you can understand!) I would be very grateful.
Thanks in advance for even looking at this question.
//-------------------below is my gameplaylayer header file---------//
// GamePlayLayer.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "CCLayer.h"
#import "SneakyJoystick.h"
#import "SneakyButton.h"
#import "SneakyButtonSkinnedBase.h"
#import "SneakyJoystickSkinnedBase.h"
#import "Constants.h"
#import "CommonProtocols.h"
#import "TBT.h"
#import "MBT.h"
#import "BBT.h"
#import "BC.h"
#import "GameCharacter.h"
#import <stdlib.h>
#interface GamePlayLayer : CCLayer <GamePlayLayerDelegate> {
CCSprite *vikingSprite;
SneakyJoystick *leftJoystick;
SneakyButton *jumpButton;
SneakyButton *attackButton;
CCSpriteBatchNode *sceneSpriteBatchNode;
}
#property (readwrite) CharacterStates characterState;
-(void)changeState:(CharacterStates)newState;
-(void)addEnemy;
#end
//---------------------Below is my gameplaylayer implementation file-------------//
// GamePlayLayer.m
#import "GamePlayLayer.h"
#implementation GamePlayLayer
#synthesize characterState;
-(void) dealloc {
[leftJoystick release];
[jumpButton release];
[attackButton release];
[super dealloc];
}
-(void)initJoystickAndButtons {
CGSize screenSize = [CCDirector sharedDirector].winSize;
//---DELETED MOST OF THE ABOVE METHOD AS NOT NEEDED FOR THIS QUESTION----//
-(void) update:(ccTime)deltaTime {
CCArray *listOfGameObjects =
[sceneSpriteBatchNode children];
for (GameCharacter *tempChar in listOfGameObjects) {
[tempChar updateStateWithDeltaTime:deltaTime andListOfGameObjects:listOfGameObjects];
}
}
-(void) createObjectOfType: (GameObjectType)objectType
withHealth:(int)initialHealth atLocation:(CGPoint)spawnLocation withZValue:(int)ZValue {
if (objectType == kEnemyType1BT) {
CCLOG(#"creating the 1BT");
TBT *tBT = [[TBT alloc] initWithSpriteFrameName:#"BT_anim_1.png"];
[tBT setCharacterHealth:initialHealth];
[tBT setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:tBT
z:ZValue
tag:k1BTtagValue];
[tBT release];}
if (objectType == kEnemyType3BT){
CCLOG(#"creating the radar enemy");
BBT *bBT = [[BBT alloc] initWithSpriteFrameName:#"BT_anim_1.png"];
[bBT setCharacterHealth:initialHealth];
[bBT setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:bBT
z:ZValue
tag:k3BTtagValue];
[bBT release];
}
if (objectType == kEnemyType2BT){
CCLOG(#"creating the radar enemy");
MBT *mBT = [[MBT alloc] initWithSpriteFrameName:#"BT_anim_1.png"];
[mBT setCharacterHealth:initialHealth];
[mBT setPosition:spawnLocation];
[sceneSpriteBatchNode addChild:mBT
z:ZValue
tag:k2BTtagValue];
[mBT release];
}
}
//--PROBLEM I HAVE IS BELOW--//
-(void)addEnemy {
int x = (arc4random() % 3);
TBT *tBT = (TBT*)
[sceneSpriteBatchNode getChildByTag:kEnemyType1BT];
//--Just using one object(sprite) to begin with--//
if (x>0) {
CCLOG(#"RANDOM KSTATETEST!!!!!!");
[tBT changeState:kStatetest]; <---it is not changing state to kStatetest
}
-(id)init {
self = [super init];
if (self !=nil) {
CGSize screenSize = [CCDirector sharedDirector]. winSize;
self.TouchEnabled = YES;
srandom(time(NULL));
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"scene1atlas.plist"]; // 1
sceneSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"scene1atlas.png"]; // 2
} else {
[[CCSpriteFrameCache sharedSpriteFrameCache]
addSpriteFramesWithFile:#"scene1atlasiPhone.plist"]; // 1
sceneSpriteBatchNode =
[CCSpriteBatchNode batchNodeWithFile:#"scene1atlasiPhone.png"];// 2
}
[self addChild:sceneSpriteBatchNode z:0]; // 3
[self initJoystickAndButtons]; // 4
BC *viking = [[BC alloc]
initWithSpriteFrame:[[CCSpriteFrameCache
sharedSpriteFrameCache]
spriteFrameByName:#"BCmoving_anim_1.png"]];
//[viking setJoystick:leftJoystick];
[viking setJumpButton:jumpButton];
[viking setAttackButton:attackButton];
[viking setPosition:ccp(screenSize.width * 0.19f,
screenSize.height * 0.19f)];
[viking setCharacterHealth:3];
[sceneSpriteBatchNode
addChild:viking
z:kVikingSpriteZValue
tag:kVikingSpriteTagValue]; heatlh is set to 100
[self schedule:#selector(addEnemy) interval:1.0f];
[self createObjectOfType:kEnemyType1BT withHealth:3 atLocation:ccp(screenSize.width * 0.0439f, screenSize.height * 0.822f) withZValue:10];
[self createObjectOfType:kEnemyType3BT withHealth:3 atLocation:ccp(screenSize.width * 0.0439f, screenSize.height * 0.45f) withZValue:10];
[self createObjectOfType:kEnemyType2BT withHealth:3 atLocation:ccp(screenSize.width * 0.0439f, screenSize.height * 0.638f) withZValue:10];
//Sets up the schedular call that will fire the update method in GamePlayLayer.m every frame.
[self scheduleUpdate];
}
return self;
}
#end
//----------------- below is one of my objects header files--------------//
#import <Foundation/Foundation.h>
#import "GameCharacter.h"
#interface TBT : GameCharacter{
CCAnimation *tiltingAnim;
CCAnimation *transmittingAnim;
CCAnimation *loseLifeAnim;
CCAnimation *throwingAnim;
CCAnimation *afterThrowingAnim;
CCAnimation *shootPhaserAnim;
GameCharacter *vikingCharacter;
id <GamePlayLayerDelegate> delegate;
}
#property (nonatomic,assign) id <GamePlayLayerDelegate> delegate;
#property (nonatomic, retain) CCAnimation *tiltingAnim;
#property (nonatomic, retain) CCAnimation *transmittingAnim;
//#property (nonatomic, retain) CCAnimation *takingAHitAnim;
#property (nonatomic, retain) CCAnimation *loseLifeAnim;
#property (nonatomic, retain) CCAnimation *throwingAnim;
#property (nonatomic,retain) CCAnimation *afterThrowingAnim;
#property (nonatomic,retain) CCAnimation *shootPhaserAnim;
-(void)initAnimations;
#end
//-----------------below is the .m file for one of my objects--------------//
#import "TBT.h"
#implementation TBT
#synthesize delegate;
#synthesize tiltingAnim;
#synthesize transmittingAnim;
#synthesize loseLifeAnim;
#synthesize throwingAnim;
#synthesize afterThrowingAnim;
#synthesize shootPhaserAnim;
-(void) dealloc {
delegate = nil;
[tiltingAnim release];
[transmittingAnim release];
[loseLifeAnim release];
[throwingAnim release];
[afterThrowingAnim release];
[shootPhaserAnim release];
[super dealloc];
}
-(void)shootPhaser {
CGPoint phaserFiringPosition;
PhaserDirection phaserDir;
CGRect boundingBox = [self boundingBox];
CGPoint position = [self position];
float xPosition = position.x + boundingBox.size.width * 0.542f;
float yPosition = position.y + boundingBox.size.height * 0.25f;
if ([self flipX]) {
CCLOG(#"TBT Facing right, Firing to the right");
phaserDir = kDirectionRight;
} else {
CCLOG(#"TBT Facing left, Firing to the left");
xPosition = xPosition * -1.0f;
phaserDir = kDirectionLeft;
}
phaserFiringPosition = ccp(xPosition, yPosition);
[delegate createPhaserWithDirection:phaserDir andPosition:phaserFiringPosition];
}
-(void)changeState:(CharacterStates)newState {
[self stopAllActions];
id action = nil;
[self setCharacterState:newState];
switch (newState) {
case kStatespawning:
CCLOG(#"TBT->Changing State to Spwaning");
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"BT_anim_1.png"]];
break;
case kStateIdle:
CCLOG(#"TBT->schaning state to idle");
[self setDisplayFrame:
[[CCSpriteFrameCache sharedSpriteFrameCache]
spriteFrameByName:#"BT_anim_1.png"]];
break;
case kStatetest:
CCLOG(#"TBT->Changing State to test");
action = [CCSequence actions : [CCDelayTime actionWithDuration:1.5f],[CCAnimate actionWithAnimation:transmittingAnim], nil];
break;
default:
CCLOG(#"unhandled state %d in TBT", newState);
break;
}
if (action !=nil) {
[self runAction:action];
}
}
-(void)updateStateWithDeltaTime: (ccTime)deltaTime andListOfGameObjects:(CCArray*)listOfGameObjects {
if (characterState == kStateDead)
return;
if ((([self numberOfRunningActions] == 0) && (characterState != kStateDead)) ) {
CCLOG(#"TBT Going to Idle");
[self changeState:kStateIdle];
return;
}
}
-(void)initAnimations {
[self setTiltingAnim:[self loadPlistForAnimationWithName:#"tiltingAnim" andClassName:NSStringFromClass([self class])]];
[self setTransmittingAnim:[self loadPlistForAnimationWithName:#"transmittingAnim" andClassName:NSStringFromClass([self class])]];
}
-(id) initWithSpriteFrameName:(NSString*)frameName{
if ((self=[super init])) {
if ((self = [super initWithSpriteFrameName:frameName])) {
CCLOG(#"### TBT initialized");
[self initAnimations];
characterHealth = 3.0f;
gameObjectType = kEnemyType1BT;
[self changeState:kStatespawning];
}}
return self;
}
#end
Finally found out that all I needed was to add the following code to my TBT gameCharacters-(void)updateStateWithDeltaTime: method...
if (characterState == kStateTest) {
if (characterState != kStateTest) {
[self changeState:kStateTest];
return;
}
now it works fine.
Thanks again to Mikael for trying to help me.

layer in menu singleton not displaying

I have made a singleton to handle menu changes (navigating through menu hierarchy) in my game. I don't know why the menu is not displaying. Please see my MenuManager classes singleton below.
MenuManager.h:
#interface MenuManager : NSObject
{
MenuLayerTypes currentMenuLayer;
CCLayer* runningLayer;
CCLayer* oldLayer;
}
+(MenuManager*)sharedMenuManager;
-(void)runMenuWithID:(MenuLayerTypes)menuLayerID;
#end
MenuManager.m:
#import "MenuManager.h"
#implementation MenuManager
static MenuManager* _sharedMenuManager = nil;
+(MenuManager*)sharedMenuManager
{
#synchronized([MenuManager class])
{
if (!_sharedMenuManager)
[[self alloc] init];
return _sharedMenuManager;
}
return nil;
}
+(id)alloc
{
#synchronized ([MenuManager class])
{
NSAssert(_sharedMenuManager == nil,
#"Attempted to allocated a second instance of the Menu Manager singleton");
_sharedMenuManager = [super alloc];
return _sharedMenuManager;
}
return nil;
}
-(id)init
{
self = [super init];
if (self != nil)
{
Layer = kMainMenuLayer; // default menu type
}
return self;
}
-(void)runMenuWithID:(MenuLayerTypes)menuLayerID {
//MenuLayerTypes oldMenuLayer = currentMenuLayer;
currentMenuLayer = menuLayerID;
oldLayer.tag = 321;
switch (menuLayerID)
{
case kMainMenuLayer:
CCLOG(#"main menu layer");
runningLayer = [MainMenuLayer node];
oldLayer = runningLayer;
break;
case kSettingsLayer:
runningLayer = [SettingsLayer node];
oldLayer = runningLayer;
break;
case kAckLayer:
runningLayer = [AckLayer node];
oldLayer = runningLayer;
break;
default:
CCLOG(#"Unknown ID");
return;
break;
}
MainMenuScene* mainMenuScene = (MainMenuScene *)[[CCDirector sharedDirector] runningScene];
// checks to see if a menu layer is already displayed before replacing it
if (![mainMenuScene getChildByTag:321]) {
[mainMenuScene addChild:runningLayer];
}
else {
[mainMenuScene removeChildByTag:321];
[mainMenuScene addChild:runningLayer];
}
}
#end
Also in the init of the MainMenuScene:
[[MenuManager sharedMenuManager] runMenuWithID:kMainMenuLayer];
How can I solve this display issue?

Swipe Gesture used in application

I have issue regarding using swipe gesture.
Problem is that I want to perform both right and left swipe while holding click changing direction to left-right.
Can I use CCTouch methods for this condition? If yes then how can i use this? Is there another way to do this?
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
...
...
[self createSwipeRecognizerView];
return YES;
}
-(void) createSwipeRecognizerView {
//NSLog(#"Creating Swipe Recognizer");
UIGestureRecognizer *recognizer;
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(screenDidswipe)];
// swipeRightOnTable is the callback method in my case
swipeRecognizer = (UISwipeGestureRecognizer *)recognizer;
// select swipe direction
swipeRecognizer.direction = UISwipeGestureRecognizerDirectionUp;
[self.navController.view addGestureRecognizer:recognizer];
recognizer.delegate = self;
[recognizer release];
}
-(BOOL) gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
{
if([[MyGame sharedGameObject].layer isKindOfClass:[MyGameScreen class]])
return YES;
return NO;
}
-(void) screenDidswipe
{
MyGame *sGame = [MyGame sharedGameObject];
if([sGame.layer isKindOfClass:[MyGameScreen class]])
{
[(MyGameScreen*)(sGame.layer) screenDidswipe];
}
}

UITableView is not reloading

here is the situation:
I have a "UITableViewController" which loads objects with RestKits "RKFetchedResultsTableController". After clicking on a cell I switch to a detail UITableViewController also driven by a "RKFetchedResultsTableController" which gives me a corresponding answer text for the selected object.
The problem is now, if I go back to the first "UITableViewController" and select another object in the table the old answer text from the previous selected object is in the detail table. If I use the "pullToRefresh" function the table gets refreshed and the correct answer is loading.
Why is the old answer from the previous object still in the tableView and not the correct answer for the new selected Object even if I tell [tableController loadTable] in the viewWillAppear method.
AppDelegate:
#
interface AppDelegate ()
#property (nonatomic, strong, readwrite) RKObjectManager *objectManager;
#property (nonatomic, strong, readwrite) RKManagedObjectStore *objectStore;
#end;
#implementation AppDelegate
#synthesize window = _window, isAuthenticated;
#synthesize objectManager;
#synthesize objectStore;
- (void)initializeRestKit
{
//self.objectManager = [RKObjectManager managerWithBaseURLString:#"http://falling-ocean-1302.herokuapp.com"];
self.objectManager = [RKObjectManager managerWithBaseURLString:#"http://falling-ocean-1302.herokuapp.com"];
self.objectManager.serializationMIMEType = RKMIMETypeJSON;
self.objectManager.acceptMIMEType = RKMIMETypeJSON;
self.objectStore = [RKManagedObjectStore objectStoreWithStoreFilename:#"MMmtvzme.sqlite"];
self.objectManager.objectStore = self.objectStore;
self.objectManager.mappingProvider = [MMMappingProvider mappingProviderWithObjectStore:self.objectStore];
self.objectManager.client.cachePolicy = RKRequestCachePolicyNone;
RKLogConfigureByName("RestKit", RKLogLevelTrace);
RKLogConfigureByName("RestKit/Network", RKLogLevelTrace);
RKLogConfigureByName("RestKit/ObjectMapping", RKLogLevelTrace);
RKLogConfigureByName("RestKit/Network/Queue", RKLogLevelTrace);
// Enable automatic network activity indicator management
objectManager.client.requestQueue.showsNetworkActivityIndicatorWhenBusy = YES;
[objectManager.router routeClass:[MMRequest class] toResourcePath:#"/requests" forMethod:RKRequestMethodPOST];
[objectManager.router routeClass:[MMRequest class] toResourcePath:#"/requests" forMethod:RKRequestMethodDELETE];
[objectManager.router routeClass:[MMAnswer class] toResourcePath:#"/requests/:request_id/answers" forMethod:RKRequestMethodPOST];
}
Ok this is the code from the first UITableViewController
#interface MMMyRequestList ()
#property (nonatomic, strong) RKFetchedResultsTableController *tableController;
#end
#implementation MMMyRequestList
#synthesize tableController;
- (void)viewDidLoad
{
[super viewDidLoad];
[self configureRKTableController];
[self configureCellMapping];
[self useCustomNib];
}
- (void)configureRKTableController{
self.tableController = [[RKObjectManager sharedManager] fetchedResultsTableControllerForTableViewController:self];
self.tableController.autoRefreshFromNetwork = YES;
self.tableController.pullToRefreshEnabled = YES;
self.tableController.resourcePath = #"/requests";
self.tableController.variableHeightRows = YES;
NSSortDescriptor *descriptor = [NSSortDescriptor sortDescriptorWithKey:#"request_id" ascending:NO];
self.tableController.sortDescriptors = [NSArray arrayWithObject:descriptor];
tableController.canEditRows = YES;
}
- (void)configureCellMapping{
RKTableViewCellMapping *cellMapping = [RKTableViewCellMapping cellMapping];
cellMapping.cellClassName = #"MMRequestCell";
cellMapping.reuseIdentifier = #"MMRequest";
cellMapping.rowHeight = 100.0;
[cellMapping mapKeyPath:#"title" toAttribute:#"requestLabel.text"];
[cellMapping mapKeyPath:#"user.first_name" toAttribute:#"userLabel.text"];
cellMapping.onSelectCellForObjectAtIndexPath = ^(UITableViewCell *cell, id object, NSIndexPath* indexPath)
{
MMMyRequestListAnswer * uic = [self.storyboard instantiateViewControllerWithIdentifier:#"MMMyRequestListAnswer"];
MMRequest *request = [self.tableController objectForRowAtIndexPath:indexPath];
if ([uic respondsToSelector:#selector(setRequest:)]) {
[uic setRequest:request];
}
[self.navigationController pushViewController:uic animated:YES];
};
[tableController mapObjectsWithClass:[MMRequest class] toTableCellsWithMapping:cellMapping];
}
- (void)useCustomNib{
[self.tableView registerNib:[UINib nibWithNibName:#"MMRequestCell" bundle:nil] forCellReuseIdentifier:#"MMRequest"];
}
- (void)objectLoader:(RKObjectLoader*)objectLoader didFailWithError:(NSError*)error {
UIAlertView* alert = [[UIAlertView alloc] initWithTitle:#"Error"
message:[error localizedDescription]
delegate:nil
cancelButtonTitle:#"OK" otherButtonTitles:nil];
[alert show];
NSLog(#"Hit error: %#", error);
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
/**
Load the table view!
*/
[tableController loadTable];
}
After clicking on a cell the Detail UIViewController come into action
interface MMMyRequestListAnswer ()
#property (nonatomic, strong) RKFetchedResultsTableController *tableController;
#end
#implementation MMMyRequestListAnswer
#synthesize tableHeaderView, requestTextLabel;
#synthesize request;
#synthesize tableController;
- (void)viewDidLoad
{
[super viewDidLoad];
[self configureRKTableController];
[self configureCellMapping];
[self useCustomNib];
}
- (void)configureRKTableController{
self.tableController = [[RKObjectManager sharedManager] fetchedResultsTableControllerForTableViewController:self];
self.tableController.autoRefreshFromNetwork = YES;
self.tableController.pullToRefreshEnabled = YES;
self.tableController.resourcePath = [NSString stringWithFormat:#"/requests/%i/answers", [self.request.request_id intValue]];
self.tableController.variableHeightRows = YES;
NSSortDescriptor *descriptor = [NSSortDescriptor sortDescriptorWithKey:#"answer_id" ascending:NO];
self.tableController.sortDescriptors = [NSArray arrayWithObject:descriptor];
}
- (void)configureCellMapping{
RKTableViewCellMapping *cellMapping = [RKTableViewCellMapping cellMapping];
cellMapping.cellClassName = #"MMRequestAnswerCell";
cellMapping.reuseIdentifier = #"MMAnswer";
cellMapping.rowHeight = 80.0;
[cellMapping mapKeyPath:#"text" toAttribute:#"answerLabel.text"];
[cellMapping mapKeyPath:#"user.first_name" toAttribute:#"userLabel.text"];
[tableController mapObjectsWithClass:[MMAnswer class] toTableCellsWithMapping:cellMapping];
}
- (void)useCustomNib{
[self.tableView registerNib:[UINib nibWithNibName:#"MMRequestAnswerCell" bundle:nil] forCellReuseIdentifier:#"MMAnswer"];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
/**
Load the table view!
*/
[tableController loadTable];
}
The Object Mapping is handled in this Class:
#implementation MMMappingProvider
#synthesize objectStore;
+ (id)mappingProviderWithObjectStore:(RKManagedObjectStore *)objectStore {
return [[self alloc] initWithObjectStore:objectStore];
}
- (id)initWithObjectStore:(RKManagedObjectStore *)theObjectStore {
self = [super init];
if (self) {
self.objectStore = theObjectStore;
[self setObjectMapping:[self requestObjectMapping] forResourcePathPattern:#"/requests" withFetchRequestBlock:^NSFetchRequest *(NSString *resourcePath) {
NSFetchRequest *fetchRequest = [MMRequest fetchRequest];
return fetchRequest;
}];
[self setObjectMapping:[self answerObjectMapping] forResourcePathPattern:#"/requests/:request_id/answers" withFetchRequestBlock:^NSFetchRequest *(NSString *resourcePath) {
NSFetchRequest *fetchRequest = [MMAnswer fetchRequest];
fetchRequest.sortDescriptors = [NSArray arrayWithObject:[NSSortDescriptor sortDescriptorWithKey:#"answer_id" ascending:YES]];
return fetchRequest;
}];
[self setSerializationMapping:[self.requestObjectMapping inverseMapping] forClass:[MMRequest class]];
[self setSerializationMapping:[self.answerObjectMapping inverseMapping] forClass:[MMAnswer class]];
[self setSerializationMapping:[self.userObjectMapping inverseMapping] forClass:[MMUser class]];
}
return self;
}
- (RKManagedObjectMapping *)userObjectMapping {
RKManagedObjectMapping *mapping = [RKManagedObjectMapping mappingForEntityWithName:#"MMUser" inManagedObjectStore:self.objectStore];
mapping.primaryKeyAttribute = #"user_id";
[mapping mapAttributes:#"first_name", nil];
[mapping mapKeyPathsToAttributes:
#"id", #"user_id",
nil];
return mapping;
}
- (RKManagedObjectMapping *)answerObjectMapping {
RKManagedObjectMapping *mapping = [RKManagedObjectMapping mappingForEntityWithName:#"MMAnswer" inManagedObjectStore:self.objectStore];
mapping.primaryKeyAttribute = #"answer_id";
[mapping mapAttributes:#"text",#"request_id",#"user_id", nil];
[mapping mapKeyPathsToAttributes:
#"id", #"answer_id",
nil];
[mapping mapKeyPath:#"user" toRelationship:#"user" withMapping:[self userObjectMapping]];
[mapping mapKeyPath:#"request" toRelationship:#"request" withMapping:[self requestObjectMapping]];
return mapping;
}
- (RKManagedObjectMapping *)requestObjectMapping {
RKManagedObjectMapping *mapping = [RKManagedObjectMapping mappingForEntityWithName:#"MMRequest" inManagedObjectStore:self.objectStore];
mapping.primaryKeyAttribute = #"request_id";
[mapping mapAttributes:#"title",#"user_id", nil];
[mapping mapKeyPathsToAttributes:
#"id", #"request_id",
nil];
[mapping mapKeyPath:#"user" toRelationship:#"user" withMapping:[self userObjectMapping]];
return mapping;
}
OK Figured it out!!! Some digging revealed that I was loading my UITableviewcontroller BEFORE the mapping provider.
The fix was, to take [self initialiserestkit] method in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
and put it before any of the code in this method (i.e. make [self initialiserestkit] the first line of the didfinishlaunchingwithoptions method.
Issue solved. Now the tableview is loaded AFTER the mappings so everything works as it should.