Blocking touches in cocos2d - iphone

Is there a way to totally block touches in cocos2d (assume, file or something is loading and I don't want user to be able press anything) ?

Manually you need to remove touches for menu and layer.
//Cocos2d 2.0
menu.touchEnabled = NO;
layer.touchEnabled = NO;
//Cocos2d 1.0
menu.isTouchEnabled = NO;

ignore all interactions:
[[UIApplication sharedApplication] beginIgnoringInteractionEvents];
to unignore use:
[[UIApplication sharedApplication] endIgnoringInteractionEvents];

Related

What is the best way to get the current orientation for setting views

I want to detect the current orientation for setting the view,
which will be the better way for it from the below methods and how ?
[[UIDevice currentDevice]orientation]
[[UIApplication sharedApplication] statusBarOrientation]
You can use [[UIApplication sharedApplication] statusBarOrientation] to detect device orientation.
This method returns orientation value for all cases but if you use
[[UIDevice currentDevice]orientation]
sometimes you get unknown orientation.
I hope that works for you.
you can use below code:
if (UIInterfaceOrientationIsLandscape([[UIDevice currentDevice] orientation]))
{
NSLog(#"-Landscape");
}
else
{
NSLog(#"-Portrait");
}

Custom iPhone KeyBoard for SDK 4 (iOS4 OS)

Old SDK solution:
- (void)modifyKeyboard:(NSNotification *)notification
{
UIView *firstResponder = [[[UIApplication sharedApplication] keyWindow] performSelector:#selector(firstResponder)];
for (UIWindow *keyboardWindow in [[UIApplication sharedApplication] windows])
for (UIView *keyboard in [keyboardWindow subviews])
if([[keyboard description] hasPrefix:#"<UIKeyboard"] == YES)
{
MyFancyKeyboardView *customKeyboard = [[MyFancyKeyboardView alloc] initWithFrame: CGRectMake(0, 0, keyboard.frame.size.width, keyboard.frame.size.height);
[keyboard addSubview: customKeyboard];
[customKeyboard release];
}
}
Following the above method, I now find that the iOS4 is different. It will not work. I am sure this is due to differences in naming subviews (or the sort). Does anyone know how to get around this same problem, for the iphone SDK 4?
You can have a look at this post:
http://www.neoos.ch/news/46-development/54-uikeyboardtypenumberpad-and-the-missing-return-key
It resolves the issue and works for all version of the SDK
Yes. iOS 4 supports custom input views—you can swap your own MyFancyKeyboardView in for any UIResponder-inheriting class (e.g. UITextField and UITextView)'s keyboard by setting the responder's inputView property.
The 4.1 SDK now has a UIKeyboardTypeDecimalPad which is what you're trying to do, right?
for ios 5, it seems that doesn't work. but when I change the code like this :
change UIKeyboard to UIPeripheralHostView
it works. I hope it's useful for some other developer.

MPMoviePlayer dismiss when pressed

I have a MPMoviePlayer setup to play an intro movie to my application. That works just great, the only problem is that it lasts for 14 seconds, and I want to give my users a chance to skip the intro by pressing anywhere on the movie.
I have hidden the movie controls, as they are not needed.
Code:
NSString *introPath = [[NSBundle mainBundle] pathForResource:#"intro" ofType:#"mov"];
intro = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:introPath]];
[intro setMovieControlMode:MPMovieControlModeHidden];
[intro play];
Thank you!
EDIT: My initial solution won't work, because the movie is shown in a second window, layered on top of the app's main window (it's very rare to have more than one window in the view hierarchy on the iPhone). This solution, based on Apple's MoviePlayer sample code, does work:
. . .
// assuming you have prepared your movie player, as in the question
[self.intro play];
NSArray* windows = [[UIApplication sharedApplication] windows];
// There should be more than one window, because the movie plays in its own window
if ([windows count] > 1)
{
// The movie's window is the one that is active
UIWindow* moviePlayerWindow = [[UIApplication sharedApplication] keyWindow];
// Now we create an invisible control with the same size as the window
UIControl* overlay = [[[UIControl alloc] initWithFrame:moviePlayerWindow.frame]autorelease];
// We want to get notified whenever the overlay control is touched
[overlay addTarget:self action:#selector(movieWindowTouched:) forControlEvents:UIControlEventTouchDown];
// Add the overlay to the window's subviews
[moviePlayerWindow addSubview:overlay];
}
. . .
// This is the method we registered to be called when the movie window is touched
-(void)movieWindowTouched:(UIControl*)sender
{
[self.intro stop];
}
NB: You must save the reference to the movie player in an instance variable, and it's most convenient to declare a property that we can use to access it. That's why is use self.intro instead of just intro in the example. If you don't know how to declare an instance variable and a property, there is plenty of information on this site and elsewhere.
**** ORIGINAL ANSWER BELOW
(Doesn't work in this case, but in many similar scenarios, so I'll leave it as a warning and/or inspiring example.)
. . . if nothing else works I'd recommend subclassing UIWindow and making sure that your app delegate instantiates that instead of a normal UIWindow. You can intercept touches in that class and send a notification or cancel the movie directly (if you've stored a pointer to the MPMoviePlayer in an ivar on your window subclass).
#interface MyWindow : UIWindow {
}
#end
#implementation MyWindow
// All touch events get passed through this method
-(UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
// The screen has been touched, send a notification or stop the movie
return [super hitTest:point withEvent:event];
}
#end

Loading Multiple Movies in iPhone MPMoviePlayerController

-(void)initAndPlayMovie:(NSURL *)movieURL
{
// Initialize a movie player object with the specified URL
MPMoviePlayerController *mp = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
if (mp)
{
self.moviePlayer = mp;
[mp release];
[self.moviePlayer play];
}
}
Here, in above code, We can pass just one movie URL. Isn't it possible to pass multiple urls to it?
So, Movie Player will load second url after playing first one.
Is it possible? How can we do that?
Right now, when I try to pass other url, after finishing first one.
- (void) moviePlayBackDidFinish:(NSNotification*)notification
{
[self initAndPlayMovie:secondURL];
}
The Device First change its orientation while loading and after loading Device again come back to landscape mode.
How to resolve this problem?
You might want to change the orientation by changing the statusBar orientation before you start playing videos and change it back after you are done with all.
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationLandscapeRight animated:YES];
You should be able to call setContentURL just as the first movie is about to close to change to another movie. Check endPlaybackTime and fire off your method to invoke setContentURL one second prior to the movie ending.

Detecting when camera's iris is open on iPhone

For a cutom camera overlay I need to find out, when the iris is opened, because my overlay will allways shown while the iris is close (and then animating to open).
Any ideas ?
You can listen for the PLCameraViewIrisAnimationDidEndNotification notification. Since this is not officially documented, you might be in violation of the Apple TOS, but I think so long as you write your code so that it's defensive against the possibility that the name or contract of this notification might change (so in the future you might not get the event) you'll probably be ok. In other words, use a timer or other technique to ensure that the thing you want done when the iris is open will definitely happen eventually even if you never get the notification...
Trivial example without the defensive programming. (Of course, you can register an interest only for this specific notification as well, see the docs for the notification center.)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(notificationCallback:)
name:nil
object:nil
];
- (void) notificationCallback:(NSNotification *) notification {
if ([[notification name] isEqualToString:#"PLCameraViewIrisAnimationDidEndNotification"]) {
NSLog(#"Iris open");
// we don't need to listen any more
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
}
It seems that PLCameraViewIrisAnimationDidEndNotification no longer gets notified in iOS5.
I can't figure out what is a suitable solution when the iris has finished opening, there must another option rather than using a 3 second timer.
Check here: https://devforums.apple.com/message/561008#561008
I have a ViewController (ALImagePickerController) which holds, initializes and presents the UIImagePickerController as a child view controller (I have another child view controller for presenting the taken image which is not shown here) and I present (as a modal) the ALImagePickerController when I want to use the camera. So during this the viewDidAppear of the ViewContoller I add an animation to bring in the camera overlay gracefully as the shutter animation disappears.
#interface ALImagePickerController ()
#property (nonatomic) UIImagePickerController *cameraController;
#property (nonatomic) CameraOverlayView *overlayView;
....
#end
#implementation ALImagePickerController
....
- (void)viewDidLoad {
[super viewDidLoad];
[UIApplication sharedApplication].statusBarHidden = YES;
self.cameraController = [UIImagePickerController new];
self.cameraController.sourceType = UIImagePickerControllerSourceTypeCamera;
self.cameraController.delegate = self;
self.cameraController.allowsEditing = NO;
self.cameraController.showsCameraControls = NO;
....
self.overlayView = [CameraOverlayView new];
....
self.overlayView.alpha = 0;
self.cameraController.cameraOverlayView = self.overlayView;
....
// add as child view controller
[self addChildViewController:self.cameraController];
[self.view addSubview:self.cameraController.view];
[self.cameraController didMoveToParentViewController:self];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[UIApplication sharedApplication].statusBarHidden = NO;
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
// smoothly bring in the overlay as the native camera shutter animation opens.
[UIView animateWithDuration:0.2 delay:0.3 options:UIViewAnimationCurveEaseOut animations:^{
self.overlayView.alpha = 1.f;
} completion:nil];
}
....
#end
The way I solved this problem is I initialize all the elements with the hidden property set to YES, then call a 3-second delayed selector after I call the camera, where I set all the elements to hidden = NO. It's not an ideal solution but it seems to work, and any lag after the iris is opened is negligible.
You should already know when the camera is ready to take a picture. At least the way I use a custom camera overlay, I init the view with something like self.sourceType = UIImagePickerControllerSourceTypeCamera; and the other usual setup, and the camera is ready (or "iris is open") at that point.
In summary, if one is using a custom camera overlay the way I am used to using it, one will know when the iris is open because it is under your control.