I have a Tabbar control (as the root control).
In the first tab, I have a split view, which I programmatically created like so:
UISplitViewController *split = [[[UISplitViewController alloc] init] autorelease];
split.navigationItem.title = #"All";
MasterSplitViewController *root = [[[MasterSplitViewController alloc] init] autorelease];
root.navigationItem.title = #"Areas";
root.detailViewController = detail;
UINavigationController *nav = [[[UINavigationController alloc] initWithRootViewController:root] autorelease];
split.tabBarItem = controller.tabBarItem;
split.viewControllers = [NSArray arrayWithObjects: nav, detail, nil];
split.delegate = detail;
Everything works fine, except... If I start the app in Landscape mode, then the layout breaks a bit on the Master view.
If the app starts in Portrait, then I rotate to Landscape, then it is fine.
The only scenario when it breaks is when the app starts in Landscape.
When this happens, I check the console and see this message:
Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. BUT I am not using a two-stage rotation anywhere!!
These 2 functions are overridden:
shouldAutorotateToInterfaceOrientation and willAnimateRotationToInterfaceOrientation
Please see the attached screen shot.
http://img97.imageshack.us/i/screenshot20110405at308.png/
Please help me. Any suggestion would be greatly appreciated. Thanks very much!!
I had this problem.
Add this code to AppDelegate.m.
self.tabBarController.selectedIndex = 0;
Related
I'm trying to create an app with a settings page just like IOS's native settings app. However I cannot find out how to create a UIBarButton that is left pointed. Basically I want a left pointed button on the top of a navigation bar, that you can set to call a function. I am using the engine cocos2d, if this helps. I am creating the entire app programmatically.
Here is my code for creating the UINavigationBar...
UINavigationBar *naviBarObj = [[[UINavigationBar alloc] initWithFrame:CGRectMake(0, 20, 320, 44)] autorelease];
[[[CCDirector sharedDirector] openGLView] addSubview:naviBarObj];
[naviBarObj release];
UINavigationItem *item = [[[UINavigationItem alloc] initWithTitle:#"Title"] autorelease];
UIBarButtonItem *back = [[[UIBarButtonItem alloc] initWithTitle:#"Back"
style:UIBarButtonItemStyleBordered
target:self
action:#selector(back)] autorelease];
item.leftBarButtonItem = back;
[naviBarObj setItems:[NSArray arrayWithObjects:item, nil] animated:YES];
Although this creates a square back button.
My goal is to create something like this
I am aware that a UINavigationItem
UINavigationItem *back2 = [[[UINavigationItem alloc] initWithTitle:#"Settings"] autorelease];
with [naviBarObj setItems:[NSArray arrayWithObjects:back,item, nil] animated:YES];
will create that effect, but unfortunately I am not currently using a UINavigationController class. This is all made in a CCLayer.
Thank You!!
One way would be to use a custom back image, but that would be kind of tedious.
Another way would be like exactly what you mentioned in your last part, to create another "dummy" previous navigation item with the title set to the text you want to be on your back button, and then adding both items to the UINavigationBar.
UINavigationItem *item = [[[UINavigationItem alloc] initWithTitle:#"Title"] autorelease];
UINavigationItem *back2 = [[[UINavigationItem alloc] initWithTitle:#"Settings"] autorelease];
[naviBarObj setItems:[NSArray arrayWithObjects:back2,item, nil] animated:YES];
However I don't think you will need a UINavigationController for these to happen. In order to handle your back button event, I suppose you can try making your CCLayer a delegate of UINavigationBar, ie. UINavigationBarDelegate:
#interface MyLayer : CCLayer <UINavigationBarDelegate> {
}
then setting the delegate of your UINavigationBar to that layer:
naviBarObj.delegate = self;
and finally implement didPopItem to get notified of the event when the button is clicked:
- (void) navigationBar:(UINavigationBar *)navigationBar didPopItem:(UINavigationItem *)item
{
[self back]; // or whatever
}
Let me know if this works.
I initialize my CCLayer using the following init code:
- (id)init {
if((self=[super init])) {
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
picker.wantsFullScreenLayout = YES;
picker.allowsEditing = NO;
picker.showsCameraControls = NO;
picker.navigationBarHidden = YES;
picker.toolbarHidden = YES;
picker.cameraViewTransform= CGAffineTransformMakeScale(1.3, 1.33);
[[[CCDirector sharedDirector] openGLView] addSubview:picker.view];
CCSprite *gold = [CCSprite sprite];
gold.position = ccp(150, 150);
[self addChild:gold];
}
return self;
}
The CCSprite was above the camera view before the camera shutter opens, but when the shutter opens, the CCSprite is overlapped by the camera.
Can I rearrange the order of these 2 objects / put the camera view to the back ?
Not without some extra work.
To understand this you have to consider that you're adding the camera view to the openGLView by Cocos2D. This makes the camera view a "child" view of the Cocos2D view. This is similar to adding a child node to a CCScene or CCLayer, and then wanting to have that node drawn behind the scene or layer. You can't do this without changing the way the view hierarchy is setup.
So you will have to modify Cocos2D's startup so that the openGLView is not added to the UIWindow directly, but to another UIView.
UIView* dummyView = [[UIView alloc] initWithFrame:[window bounds]];
[dummyView autorelease];
[dummyView addSubview:[CCDirector sharedDirector].openGLView];
rootViewController.view = dummyView;
You can then add the camera view to the dummyView (not the openGLView or you'll have the same problem as before) and perform sendSubviewToBack on it so that it is in the background.
You will also have to initialize the OpenGL view of Cocos2D with kEAGLColorFormatRGBA8 pixelFormat in order to provide an alpha channel.
EAGLView* glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGBA8
depthFormat:0
preserveBackbuffer:NO
sharegroup:nil
multiSampling:NO
numberOfSamples:0];
You also need to make the openGLView transparent:
[CCDirector sharedDirector].openGLView.opaque = NO;
Of course this only works if you don't render anything fullscreen on the cocos2d view. For example, if you provide a fullscreen background image for your Cocos2D view, nothing will show up because the background image is rendered on top of the camera view.
You can find a more detailed explanation in the second edition of my book. You can also download the book's source code from that link and see the examples of chapter 15. Or download Kobold2D and use the provided Cocos2D-With-UIKit-Views template project.
I am trying to integrate AdMob into my cocos2d Game and I having some problems. Basically the ad shows up but when I click on it, the banner disappears and the full view doesn't show up. I am using a slight modified version of the code found on google admob page. Here is my code:
-(void) addAdMobBanner{
NSLog(#"adding Admob");
controller = [[RootViewController alloc]init];
CGSize size = [[CCDirector sharedDirector] winSize];
controller.view.frame = CGRectMake(0,0,size.width,size.height);
// Create a view of the standard size at the bottom of the screen.
bannerView = [[GADBannerView alloc]
initWithFrame:CGRectMake(size.width/2+50,
size.height-GAD_SIZE_468x60.height,
GAD_SIZE_468x60.width,
GAD_SIZE_468x60.height)];
// Specify the ad's "unit identifier." This is your AdMob Publisher ID.
bannerView.adUnitID = #"xxxxxxxxxxxx";
// Let the runtime know which UIViewController to restore after taking
// the user wherever the ad goes and add it to the view hierarchy.
bannerView.rootViewController = controller;
[controller.view addSubview:bannerView];
[[[CCDirector sharedDirector] openGLView]addSubview : controller.view];
[bannerView loadRequest:[GADRequest request]];
}
Thanks guys
It doesn't work on a simulator but it works on the device, but if you are using in the landscape mode you have to transform it yourselves.
Okay, I've been trying to display the Game Center leaderboards in my Cocos2d iPhone game.
I have progressed and I got this piece of code:
- (void) showLeaderboard {
tempVC=[[UIViewController alloc] init];
GKLeaderboardViewController *leaderboardController = [[GKLeaderboardViewController alloc] init];
if (leaderboardController != nil)
{
leaderboardController.leaderboardDelegate = self;
[[[CCDirector sharedDirector] openGLView] addSubview:tempVC.view];
[tempVC presentModalViewController:leaderboardController animated: YES];
}
}
When I run that in the simulator, I see it becomes portrait mode, so I know something happened. BUT nothing appears. No leaderboards come out. What is wrong?
My application is already linked with the iTunes thingy.
I am authenticated at the beginning of the game sucessfully.
I already submitted scores (with a nice thing called GameKitHelper)
Go to the AppDelegate.m and change:
[window addSubview: viewController.view];
to
window.rootViewController = viewController;
then call it
GameKitHelper* gkHelper = [GameKitHelper sharedGameKitHelper];
[gkHelper showLeaderboard];
This works on cocos2d 1.0.0 RC1
I integrated Adwhirl into my app and activated iAd only. My app is in landscapeleft mode and I want to have all Ads in 320x50(48) mode. I managed to rotate the banner view and the iAd looks right.I did this in the following way:
AdWhirl *adView = [AdWhirlView requestAdWhirlViewWithDelegate:self];
[[[Director sharedDirector] openGLView] addSubview:adView];
CGAffineTransform transform = CGAffineTransformMakeTranslation(0, 150);
transform = CGAffineTransformTranslate(transform, 10, 10);
transform = CGAffineTransformRotate(transform, CC_DEGREES_TO_RADIANS(90));
[adView setTransform:transform];
It works fine in iOS4.2.
However,on device with iOS4.1,only left side of the banner view is clickable.I'm really confused about this behavior.Is there anyone having the same problem?
Any hint would be highly appreciated!
P.S.I tried to set frame,bounds,and center,but that does not solve the problem.