I am using latest cocos2d 2.x with latest Kamcord version.
My application is in portrait mode, but I have some scenes where I use landscape mode by just rotating the portrait to 90 degrees.
My application is built for portrait only mode. I want to take the video of landscape screen, but when I share it on facebook/email it appears at 90 degrees to line of view.
Can I tell Kamcord where to take video in portrait mode and where to take in landscape mode, irrespective of my application orientation?
Are you using glRotate to rotate your OpenGL view? If so, then Kamcord won't know about your rotation. You can also email us directly at support#kamcord.com with your setup.
Related
I have successfully installed all the extension&support apps from sony and 2-3 example apps for example HelloSensor. I can select the apps to get cards from and see HelloSensor output.
But whenever I press the camera button and go to VR mode in emulator the device begin to show the camera app and not the selected HelloSensor app cards.
Does any one have any comments on that?
Regards
I'm not sure, what do you want to achieve. Pressing camera button starts the built-in camera application. So the behaviour you are describing is expected.
Maybe it is confusing for you, that the camera is not showing on the background, until the camera API is in use. That doesn't mean, that the glasses are not in AR mode. They are AR always, as the eyewear display is transparent.
Is famo.us currently suitable for landscape oriented development ? I'm especially concerned in making it to work on iPhone. As I saw unfortunately the iOS < 7.1 safari takes a quarter of the height just for the navigation bar. Hiding it completely involves adding the app (webpage) to the main screen.
Famo.us is most certainly suitable for landscape oriented Design. The sizing feature of 'undefined' for Famo.us surfaces and the origin constraints on modifiers allow for designs to fit any number of device sizes and orientations.
Detecting an orientation change using only Famo.us can be done using something similar to the following..
Engine.on('resize',function(){
size = context.getSize();
if (size[0] > size[1]) {
// landscape
} else {
// portrait
}
});
Right now there isn't a way to automagically hide browser chrome without saving to home screen with the proper meta tags for ios and android. Alternatively, a Famo.us app can be wrapped in Cordova and distributed on AppStore and Google's Play Store, and the app will display in full screen without browser chrome.
I was testing my cocos2d-iphone 1.0.1 game on an iPhone 4 with iOS version 4.3.3. It is a landscape mode game.
I recently updated Xcode to 4.5.2, and it comes with iOS simulator 6.0.
If I run my game on the simulator (Hardware set to retina iPhone 4), the device window rotates to the expected position, but the game itself seems to be rotated 90 degrees to the right. The touches also seem to be caught rotated. So basically, I have the device window in the correct orientation but the game itself is rotated.
When I run this on the iPhone 4, it all works just fine.
What could have happened?
This solved it: Cocos2D with iOS6 faulty rotation
Just had to use the Cocos2d 1.1 link, which is: https://github.com/cocos2d/cocos2d-iphone/blob/develop/templates/Xcode4_templates/cocos2d.xctemplate/AppDelegate.m
(Sorry I can't include the images. I don't have a high enough rep so i just provided links to the images)
As the title says, I am having problems with my app in landscape mode. I want the whole app to be in landscape mode so I selected only Landscape Left and Landscape Right in the Target Summary. I also put this:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
in my AppDelegate.m. I also went to my info.plist and put "Initial interface orientation to Landscape (left home button). However my orientation in the simulator and on the actual device are wrong. Here is a picture of what I have in my storyboard (what I want it to look like)
http://imageshack.us/photo/my-images/836/iphoneimage2.png/
But this is what it looks like in my simulator and on my device
http://imageshack.us/photo/my-images/440/iphoneimage.png/
Does anyone know how to fix this? Thanks
EDIT: If you are running Cocos2d 2.0 rc1 or rc0a, then the shouldAutorotateToInterfaceOrientation: method should be placed in the RootViewController.m file. If you are running Cocos2d 2.0, the the shouldAutorotateToInterfaceOrientation: should be placed in the AppDelegate.m file.
The method will already be in RootViewController.m if you used one of the templates in Cocos2d 2.0 rc1 or rc0a to create your app.
The method will already be in AppDelegate.m if you used Coco2d 2.0.
You just need to edit the method to only return the desired orientation you need.
Edit the method in your RootViewController.m or AppDelegate.m class, depending on which version of Cocos2d 2.0 you are using, to look like this to accommodate both landscape orientations:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}
On click of a Button
I have created a List that comes out on the next Screen
Now i want to set it as Landscape Portrait
If the Height in Resolution is greater than its Width how do I achieve it?
With Blackberry, you cannot set the device orientation to landscape/portrait, unless the user holds in that way and then you set it in the app.
You can set the device to landscape using the following code.
Ui.getUiEngineInstance().setAcceptableDirections(Display.DIRECTION_LANDSCAPE);
Remember, this code wont work if you are holding the device in portrait mode. Turn the device into landscape mode and then run this code and the app is set to landscape mode from then on.