Game Center issue in iOS 6 - ios5

I am implementing Game Center in my app and I am having an issue trying to read the leaderboardCategory property in iOS 6.
Here's how I'm presenting the GKGameCenterViewController:
GKGameCenterViewController *gcViewController = [[GKGameCenterViewController alloc]init];
[gcViewController setLeaderboardCategory:currentLeaderboard];
[gcViewController setGameCenterDelegate:self];
[self presentViewController:gcViewController animated:YES completion:NULL];
[gcViewController release];
Then when the delegate is called, I check to see what the leaderboardCategory property shows:
-(void)gameCenterViewControllerDidFinish:(GKGameCenterViewController *)gameCenterViewController{
NSLog(#"%#", gameCenterViewController.leaderboardCategory);
}
The trouble is that no matter which leader boards I switch to before dismissing, it always shows the first one I passed in.
According to Apple's docs:
When the leaderboard is presented, the value of this property
determines which leaderboard content is displayed to the player. As
the player changes which leaderboard content they view, the
leaderboardCategory property is automatically updated. For example, to
preserve the player’s selections, you can read the leaderboardCategory
property after the screen is dismissed, and set that value the next
time you initialize the view controller.
Now, I tried using GKLeaderboardViewController as well, but with no success. However, when I use GKLeaderboardViewController in iOS 5 (GKGameCenterViewController isn't available before iOS 6), the "category" property is updated as Apple's docs suggest.
What am I missing?

Related

Keyboard shows then immediately hides itself when showing MFMessageComposeViewController

I am building a PhoneGap app using Cordova 2.2 for IOS. I am experiencing some bizarre behavior when calling out to a native obj-c plugin I have written to show the MFMessageComposeViewController.
The setup is very simple - I have a tap event attached to a UI element, that when pressed, will make a call to my PhoneGap plugin, pass with it a number and a text message, then show the MFMessageComposeViewController with the parameters pre-populated.
My javascript looks like this:
$(document).bind('deviceready', function(){
$(".theButton").tap(function(){
cordova.exec(function(){}, function() {}, "PhoneGapSms", "SendSms", [db.getItem("profile_sms"), db.getItem("profile_emergency")]);
});
});
And my obj-c code looks like this:
- (void)SendSms:(CDVInvokedUrlCommand*)command
{
CDVInvokedUrlCommand* myCommand = command;
MFMessageComposeViewController *picker = [[MFMessageComposeViewController alloc] init];
NSString* body = [command.arguments objectAtIndex:0];
NSString* toRecipientsString = [command.arguments objectAtIndex:1];
if(body != nil)
picker.body = body;
if(toRecipientsString != nil)
[picker setRecipients:[ toRecipientsString componentsSeparatedByString:#","]];
picker.messageComposeDelegate = self;
[self.viewController presentModalViewController:picker animated:YES];
[[UIApplication sharedApplication] setStatusBarHidden:YES];
[picker release];
}
So, all in all, very simple stuff.
My Problem is this:
When my iPhone is plugged into my Mac and the app is run from XCode, the Message Composer overlay appears great, with my values pre-populated. Image below demonstrating the SMS interface appears fine while plugged into XCode:
When my iPhone is unplugged from my Mac, and the app is run from the spring board, the Overlay slides up, the keyboard begins to slide up, then immediately slides down - making it impossible to type or send the message. This is what it looks like when not attached to the Mac/Xcode - the keyboard begins to slide up then immediately slides down (~ < 1 sec) leaving the following interface:
I can't for the life of me figure out what would cause the keyboard to hide when not running from XCode, but work perfectly well when it is.
Is there any way to 'force' the keyboard to display, or possibly put the whole modalviewcontroller as first responder in some form or fashion?
Any suggestions are appreciated!
Edit:
The keyboard WILL appear again if you click in the contact area
You must add MessageUI.framework to your Xcode project and include a
#import <MessageUI/MessageUI.h> in your header file.
try this code may be its helpful to you..
[self presentModalViewController:picker animated:YES];
//[self becomeFirstResponder];//try picker also instead of self
Also Refer this bellow tutorial and also check demo..
new-tutorial-developing-and-architecting-a-phonegap-application
SMSComposer
i hope this help you...
I encountered these symptoms with a Sencha Touch 2.2 and Cordova 2.6.0 setup (specifically, iOS 6+ devices).
The issue was with the web framework stealing focus away from the native SMS Composer modal, typically occurring after the first SMS Composer modal had been successfully displayed and closed.
A event.preventDefault() and event.stopPropagation() call once the event had been fired (or event.stopEvent() in Sencha land) resolved this.
Hope this helps,
-James
First: The most likely culprit, without seeing your code, is that your parent (presenting) view controller may have an action in its viewWillDisappear or viewDidDisappear that is affecting who has the "first" responder. These methods get called when presenting a view controller modally. It may be behaving differently on the simulator than the device due to timing - often really close timing conditions are different on the ARM device and the i386 processor.
Second: Does anywhere in your app register for the UIKeyboardWillShowNotification or the UIKeyboardDidShowNotification? If so, put breakpoints in the methods that are called as a result - it's possible some other controller in your view hierarchy is interfering with this one.
To answer your question...
Is there any way to 'force' the keyboard to display, or possibly put the whole modalviewcontroller as first responder in some form or fashion?
No to both. The only way to make the keyboard display is to call the becomeFirstResponder method of the input view. Since Apple doesn't expose the text view, you cannot send it messages. Setting the modalViewController as first responder would be setting the wrong object.
I found the same type of issue But Not Sure it will Solve your problem or not Just Have a Look on the Following Links :
1. http://community.phonegap.com/nitobi/topics/keyboard_is_not_triggerd_in_my_ios_build
2. https://github.com/phonegap/build/issues/31
If its not Solving your issue then you can Download the Sample code Here.
Link: https://github.com/phonegap/phonegap-plugins/tree/master/iPhone/SMSComposer

UIImagePickerControllerSourceTypeCamera crashes in IPHONE Simulator?

Is it a known issue that if you try to test your UIImagePickerController using the Camera as a source type then the simulator will crash?
I have the following code:
self.imgPicker = [[UIImagePickerController alloc] init];
self.imgPicker.allowsEditing = NO;
self.imgPicker.delegate = self;
[self.imgPicker setSourceType:UIImagePickerControllerSourceTypeCamera];
[self presentModalViewController:self.imgPicker animated:YES];
[imgPicker release];
Running this in simulator, I get an objc-exception-throw error on the stack # -[UIImagePickerController setSourceType:].
Now if I set the source type to the Photo Library though, everything runs smoothly and fine? What's the deal?
Simulator doesn't have the camera and can't simulate to take a picture (it would have been nice to use the isight but Apple has not been so kindly). However Your code is not safe because, for example, old ipod touch doesn't have a camera and in this case your app will crash on this device.
As Apple suggest in UIImagePickerController documentation:
To use an image picker controller
containing its default controls,
perform these steps:
1.Verify that the device is capable of picking content from the
desired source. Do this calling the
isSourceTypeAvailable: class method,
providing a constant from the
“UIImagePickerControllerSourceType”
enum.
2.Check which media types are available, for the source type you’re
using, by calling the
availableMediaTypesForSourceType:
class method. This lets you
distinguish between a camera that can
be used for video recording and one
that can be used only for still
images.
3.Tell the image picker controller to adjust the UI according to the
media types you want to make
available—still images, movies, or
both—by setting the mediaTypes
property.
4.Present the user interface by calling the
presentModalViewController:animated:
method of the currently active view
controller, passing your configured
image picker controller as the new
view controller.
5.When the user taps a button to pick a newly-captured or saved image
or movie, or cancels the operation,
dismiss the image picker using your
delegate object. For newly-captured
media, your delegate can then save it
to the Camera Roll on the device. For
previously-saved media, your delegate
can then use the image data according
to the purpose of your app.
So you have to call isSourceTypeAvailable and set your sourceType consistently.

Unable to add overlay to MPMoviePlayerController in SDK 4.1

This is a follow-on from: Overlay on top of Streaming MPMoviePlayerController
I've seen the various threads about checking for a new Window and then using that to apply my custom views to my fullscreen video however in SDK 4.1 this doesnt appear to be the case.
I have tried a timer and listening for UIWindowDidBecomeKeyNotification but in neither case does [[UIApplication sharedApplication] windows] ever contain more than 1 item.
I have tried adding my view to the players view property which works fine when displayed in place, but not when fullscreen, even if I add it in moviePlayBackDidEnterFullScreen event
I found a solution to this problem a few weeks ago:
It seems this method does not work on the iPad (I havent checked iPhone SDK 4>) so in order to get round it you can do the following.
After adding your video and setting to fullscreen you can add your controls directly to the UIWindow (e.g. [[[[UIApplication sharedApplication] windows] objectAtIndex:0] addSubView:myView]), they will then appear on top of your video video.
The only problem I have found with this is that they don't obey the orientation rules of the view and I have manually had to program the rotation code in the willRotateToInterfaceOrientation method of the view.

Setting MPMoviePlayer controlStyle to MPMovieControlStyleNone crashes app

I have an app which uses a manager to offer up the relevant custom view for a selected item when selected.
The selection is done through one of 3 parent custom views
TableView
PageControl
Gallery (essentially another TableView)
One of the custom views displays a view with an embedded MPMovieControl on it.
This works fine however for some reason in the Gallery view if I have set the controlStyle of the video set to MPControlStyleNone the app crashes, well it locks up the simulator and Xcodes debugger doesnt even notice, just assumes its still running.
This line is the culprit
player.controlStyle = MPMovieControlStyleNone;
Without it, it works fine, but then I obviously have the unrequired controls displayed
iOS 2.0 through iOS 3.1 uses movieControlMode. Everything newer uses controlStyle. Test for newer and fall back to older.
if ([movie respondsToSelector:#selector(setControlStyle:)]) {
movie.controlStyle = MPMovieControlStyleNone;
} else {
movie.movieControlMode = MPMovieControlModeHidden;
}
May be this will work.
[player setControlStyle:MPMovieControlStyleNone];
Run the program using the profiler and check for NSZombies. Most likely the app is crashing due to a wrong release count or an autorelease and the symptom is your movie crashing when it might be something related to you starting the movie and needing it later to find it was released.

iPhone: taking a picture programmatically

I'm trying to use the UIImagePickerController interface from OS 3.1, with the cameraOverlayView and takePicture, but I've clearly failed to understand how this works, and so I'm not getting the behaviour I want.
What I want to do is open the camera and take a picture automatically without having to having the user interact with the picker or edit the image. So I subclass UIImagePickerController (similar to the example in http://github.com/pmark/Helpful-iPhone-Utilities/tree/master/BTL%20Utilities/) and turn off all of the controls:
- (void)displayModalWithController:(UIViewController*)controller animated:(BOOL)animated {
self.sourceType = UIImagePickerControllerSourceTypeCamera;
self.showsCameraControls = NO;
self.navigationBarHidden = YES;
self.toolbarHidden = YES;
// Setting the overlay view up programmatically.
ipView = [[ImagePickerView alloc] init];
self.cameraOverlayView = ipView;
[controller presentModalViewController:self animated:NO];
}
In the overlayView, I've managed to force the takePicture method of UIImagePickerController to fire (I know this, because I can NSLog it, and I hear the sound of the camera taking a picture). The overlayView shows up just fine. However, the delegate method didFinishPickingMediaWithInfo: never gets called, and imagePickerControllerDidCancel doesn't get called either.
So, how do I either get the delegate methods to get called, or save the picture by overriding the takePicture method? (I have no idea how to capture the picture data here, and Google seems to have failed me). I can't help feeling that I've failed to understand how the guts of UIImagePickerController works, but the docs aren't overly helpful:
e.g.:
"You can provide a custom overlay view to display a custom picture-taking interface and you can initiate the taking of pictures from your code. Your custom overlay view can be displayed in addition to, or instead of, the default controls provided by the image picker interface."
or from showCameraControls:
"If you set this property to NO and provide your own custom controls, you can take multiple pictures before dismissing the image picker interface." - How do I dismiss the picker interface?
Note: the delegate is set properly in IB, so that's not the problem.
Thanks for any help you can provide!
I've found that you just have to wait "long enough" before calling takePicture, or it just silently fails. I don't have a good answer for how to determine the minimum value of "long enough" that will always work, but if you set a timer and wait five or ten seconds you should be okay. It would be nice if it returned some kind of an "I'm not ready to take a picture yet, sorry" error either directly from takePicture or through the delegate, but as far as I know it doesn't.
As an update to my own question: It turns out that I was trying to use takePicture too early. When I moved the action to a button on the overlay and sent takePicture from that button (once the picker was presented modally), the delegate methods fired as they should. I don't know if what I wanted is achievable - taking the image without having to press that button, automatically - but if it is, it will probably have to be done by sending takePicture sometime after I was trying to use it.
-(void)imageMethod:(id)sender{
imagePickerController = [[UIImagePickerController alloc]init];
imagePickerController.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
imagePopover=[[UIPopoverController alloc]initWithContentViewController:imagePickerController];
[imagePopover presentPopoverFromRect:importButton.frame inView:self.view permittedArrowDirections:UIPopoverArrowDirectionLeft animated:YES];
}