How to handle UIImagePickerController overlay rotation in landscape? - iphone

You cannot subclass UIImagePickerController, but surely there is clean(not saying obvious or easy) way to keep camera feed as background of UIViewController and just make UIImagePickerController overlay to rotate like it would respond to shouldAutorotateToInterfaceOrientation: ?
I just want to UIImagePicker stay in its beloved portrait orientation, but I want rotate my UI buttons that I put into camera overlay. What I have now, is changing each element's orientation with CGAffineTransformMakeRotation() so it always stays at the same place, but rotates around each center.
I downloaded Layar app and the somehow achieved it... camera feed stays and UI buttons rotates (like UIViewController's style).
edit: I have to use iOS 5.1 and Xcode 4.2
edit2: for now I have this int DIRECTION and depending on what is the current orientation of the device I assign from 0 to 3, so I can decide with what angle to rotate all UI buttons. I do this inside shouldAutorotateToInterfaceOrientation: which is returning only YES for portrait and upside portrait.

You have to put constraints on the buttons and picker view.
Use this link to study AutoLayout concept by Ray Wenderlich
Hope this will help but you have to go through it thoroughly.

Related

Rotating camera view on iOS

I've read few questions here on stack and I'm in a dead-end. I want to have device (iPhone/iPad) camera as a background, to one of my ViewControllers. I'm using Storyboard and UINavigationsViewController, so I'm modyfing a child ViewController. As far as I read, this means that I cannot force this "child" to start in specific orientation (first problem).
Secondly, I decided to go with UIImagePickerController, but as I got it right - you cannot rotate this component, right?
So basically my question is where to go from here, to achieve camera view on background no matter what device orientation? It surely can be done, because Vuforia i.e. has it (and they are using UIImagePickerController with EAGLView).
You have two options to do that task:
1) You can use Eaglview to render the frames of camera device in background.
2) You can use caeagllayer to do the same.
To draw on that layer you have to use drawableproperties and CaTransformationMatrix

Qualcomm AR Camera overlay view

I am using NinevehGL framework and Qualcomm AR in order to intract with 3D object , but I faced with a problem which is I can not overlay any view , button , text on the camera !!! or better to say add any view to subview !!
for example [self.view addSubView:myImage];
but when camera starts , nothing adds !
I would be grateful if you tell me how to do so ..
You need to make sure that your views are positioned correctly (center, bounds, and transform). It's a bit tricky because the AR camera is always displayed in landscape right orientation if you're using the default orientation.
You can display it in portrait orientation, but then you need to modify the values while configuring video background. I suggest to use the default landscape right orientation.

Flip the iPhone screen with a button

how do I implement a button that will flip the screen 180deg for my game (if the user wishes to play it with the iPhone upside-down), and have it affect all of my 5 different views?
You should apply a transform to the parent view (your UIWindow). The rotation can be made using CGAffineTransformMakeRotation().
It might be better to actually allow the device orientation to cause the rotation though. In App settings set that the app supports autorotation and then in the UIViewController return tru to -(BOOL)shouldAutorotateToInterfaceOrientation when the rotation passed in is UIInterfaceOrientationPortraitUpsideDown
Look at shouldAutorotateToInterfaceOrientation. And maybe [myView setNeedsDisplay]; could help.
It sounds like you just want to use the build in automatic orientation rotation. You may need to tell your app in the build settings that it supports the upsidedown orientation and as dasdom mentioned you need to implement shouldAutorotateToInterfaceOrientation in all of your view controllers.
There is no way to force the phone into an orientation on-demand.
If you are looking to just rotate a view you can apply a CGAffineTransform.

Background UIImageView that doesn't get rotated

I have this UINavigationController-based iPad app that supports all 4 orientations. When I rotate the device, I'd like the background image to stay still and only have the UI on top of it get rearranged/rotated.
I've succeeeded by returning NO to the UIViewController shouldAutorotateToInterfaceOrientation: and handle the orientation myself using UIDeviceOrientationDidChangeNotification
Since only the current view gets rotated (and not the whole window), the UINavigationController push animation doesn't get adjusted. So when you're holding the iPad in landscape right, it pushes the view from the bottom. When you're holding it upside-down, it pushes the view from the left (it should always be from the right).
Any better way to have that background image remain steady while rotating everything else? Or fixing the UINavigationController push animation? I'd like to stick with the controllers if possible (ie not having to play around with manually animating view frames, etc).
As you have seen, UINavigationControllers are very particular about orientation.
I think you are probably better off rotating the background every time the interface is rotated.

Portrait Orientation is losing touch input

I'm making a universal apps with auto rotation, and I'm only using landscape left and right. When I rotate the iPhone to the portrait down position, I can see what looks like a window underneath the app rotating and I no longer get touch events.
In all the shouldAutoRotate functions I'm making sure only return true for landscape, and the info.plist only allows landscape left and right.
Sounds like your view is not correctly resizing after an orientation change. Easy way to check this is to set the background color to something non-white.