"Share Screen" iOS 6 - iphone

Can I show this "Share Screen" in my own app using iOS 6? Somebody that knows how?

I'm afraid you are all wrong. I'm sorry for being this negative, but your wrong answers forced me to waste time in going for futile solutions.... instead you can use this code to achive this screen:
NSString* someText = self.textView.text;
NSArray* dataToShare = #[someText]; // ...or whatever pieces of data you want to share.
UIActivityViewController* activityViewController =
[[UIActivityViewController alloc] initWithActivityItems:dataToShare
applicationActivities:nil];
[self presentViewController:activityViewController animated:YES completion:^{}];
The code is from Social.framework.
See this answer: Using Apple icons with iOS 6

Related

sending sms programmatically in ios 7

Im trying to send an sms programmatically and in ios 6 its works perfect but in ios 7 its not working. Its open a white view with nothing inside and just stuck my app!
my code looks like this:
MFMessageComposeViewController *messageVC = [[MFMessageComposeViewController alloc] init];
[messageVC setMessageComposeDelegate:self];
if ([MFMessageComposeViewController canSendText]) {
NSString *smsString = [NSString stringWithFormat:#"bla bla bla"];
messageVC.body = smsString;
messageVC.recipients = #[userPhone];
messageVC.messageComposeDelegate = self;
[self presentViewController:messageVC animated:YES completion:nil];
}
please help!! ios7 driving me crazy!
Your code works fine, but the message "Text messaging is not available" is given on devices that are not capable to send messages. I tested on an iPad Mini and it's working fine.

AirPrint and uiactionsheet - HOW?

I created an actionsheet that is called when a button on the navigation bar is pressed. It displays 3 buttons (send to email, print and cancel).
Now I don't know how to make the iPhone print the uiwebview when the "print" button in the actionsheet is pressed. Can anyone help me ? Or maybe has some sample code for me?
I am using the latest Xcode 4.3 with storyboard and programming for iphone.
Thanks in advance !
Use ActivitySheet instead...
UIImage *yourImage = [UIImage imageNamed:#"yourImage"]; //the image you want to print
NSArray *itemsToShare = #[yourImage];
UIActivityViewController *activityVC = [[UIActivityViewController alloc] initWithActivityItems:itemsToShare applicationActivities:nil];
activityVC.excludedActivityTypes = #[ UIActivityTypeCopyToPasteboard, UIActivityTypeAssignToContact, UIActivityTypeSaveToCameraRoll, UIActivityTypeMail, UIActivityTypeMessage, UIActivityTypePostToFacebook, UIActivityTypePostToTwitter, UIActivityTypePostToWeibo]; //or whichever you don't need >>> in this case we just have AirPrint
[self presentViewController:activityVC animated:YES completion:nil];

Access Photo Library via Objective-C/Xcode in iOS

I'm writing an iPhone application. I'm wondering if I can get a list of files/filenames of the photos stored in the iPhone library (or those in the simulator).
Essentially, I'm asking if I can get the filenames of the photos stored on the iPhone or simulator.
I appreciate any help, thanks!
EDIT:
image = [UIImage imageNamed:#"/Users/Library/Application Support/iPhone Simulator/5.0/Media/DCIM/100APPLE/IMG_0002.jpg"];
imageView.image = image;
doesn't work, unfortunately.
You simply have to use the UIImagePickerController.
It gives something like that:
-(IBAction) getPhoto:(id) sender {
UIImagePickerController * picker = [[UIImagePickerController alloc] init];
// Don't forget to add UIImagePickerControllerDelegate in your .h
picker.delegate = self;
if((UIButton *) sender == choosePhotoBtn) {
picker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum;
} else {
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
}
[self presentModalViewController:picker animated:YES];
}
This is something of a duplicate of a SO question asked already here - Get list of all photo albums and thumbnails for each album
From that answer:
Take a look at AssetsLibrary framework.
Note that if you have access to the iOS 6 Beta, you'll want to note the changes taking place for accessing those assets. Can say no more per NDA.
Using this methods, you can easily implement that.
https://www.dropbox.com/sh/trmg44a93hwq35x/AACAVGY6VKEDR0tDUOqoxd-Ba?dl=0

Select Multiple Images from Photo Library

I am going to ask that one question that perhaps has been already asked a million times.
I am making an app for iPad and want to give users the ability to multi-select images from their photo-library. I already have a working code for user to select one image at a time. (not what I need)
I have already downloaded and looked into ELC image picker sample code but that code is not compatible with iOS 5 or Xcode 4. i.e. it has ARC and compile problems left and right, its using release and dealloc all over the place.
I am just frustrated that apple hasn't already created a built in-api for us developers for this most commonly requested functionality in most of our iPhone/ipad apps. (not one but multi-select pics)
Is there any other sample code available? Trust me, I have been googling for a while.
Ok, I have this figured out. The problem with Assets Library is that it gives you all the GEO data of the image. What that means for your users using your app is that they will get a prompt saying that your app is trying to access their location. Infact all you are trying to do is let them choose multiple images from their photo-album. Most users will be turned off thinking its a piracy issue. The best approach is to use apples api of imagePickerController. I know it lets you choose one pic at a time but if you add the following code, it will let you choose multiple pictures.
The way I am doing is let the users keep selecting pictures they want, keep saving those files in the app documents directory, till they hit the done button. See here my sample code and hopefully it will save you the pain of going through Assets Library
-(IBAction)selectExitingPicture
{
//Specially for fing iPAD
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary;
imagePicker.mediaTypes = [NSArray arrayWithObject:(NSString *)kUTTypeImage];
popoverController = [[UIPopoverController alloc] initWithContentViewController:imagePicker];
[popoverController presentPopoverFromRect:CGRectMake(0.0, 0.0, 400.0, 300.0)
inView:self.view
permittedArrowDirections:UIPopoverArrowDirectionAny
animated:YES];
}
//Done button on top
- (void)navigationController:(UINavigationController *)navigationController
willShowViewController:(UIViewController *)viewController
animated:(BOOL)animated
{
//NSLog(#"Inside navigationController ...");
if (!doneButton)
{
doneButton = [[UIBarButtonItem alloc] initWithTitle:#"Done"
style:UIBarButtonItemStyleDone
target:self action:#selector(saveImagesDone:)];
}
viewController.navigationItem.rightBarButtonItem = doneButton;
}
- (IBAction)saveImagesDone:(id)sender
{
//NSLog(#"saveImagesDone ...");
[popoverController dismissPopoverAnimated:YES];
}
-(void)imagePickerController:(UIImagePickerController *)picker
didFinishPickingImage : (UIImage *)image
editingInfo:(NSDictionary *)editingInfo
{
//DONT DISMISS
//[picker dismissModalViewControllerAnimated:YES];
//[popoverController dismissPopoverAnimated:YES];
IMAGE_COUNTER = IMAGE_COUNTER + 1;
imageView.image = image;
// Get the data for the image
NSData* imageData = UIImageJPEGRepresentation(image, 1.0);
// Give a name to the file
NSString* incrementedImgStr = [NSString stringWithFormat: #"UserCustomPotraitPic%d.jpg", IMAGE_COUNTER];
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString* documentsDirectory = [paths objectAtIndex:0];
// Now we get the full path to the file
NSString* fullPathToFile2 = [documentsDirectory stringByAppendingPathComponent:incrementedImgStr];
// and then we write it out
[imageData writeToFile:fullPathToFile2 atomically:NO];
}
//Now use this code to get to user selected pictures. Call it from wherever you want in your code
NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask ,YES);
NSString* documentsPath = [paths objectAtIndex:0];
NSString* dataFile = [documentsPath stringByAppendingPathComponent:#"UserCustomPotraitPic1.jpg"];
NSData *potraitImgData = [NSData dataWithContentsOfFile:dataFile];
backgroundImagePotrait = [UIImage imageWithData:potraitImgData];
Apple has provided api for this. It is called ALAssetsLibrary.
Using this you can select multiple images/ videos and other operations that you do using photo application on iOS device.
As in documentation Apple says:
Assets Library Framework
Introduced in iOS 4.0, the Assets Library framework
(AssetsLibrary.framework) provides a query-based interface for
retrieving photos and videos from the user’s device. Using this
framework, you can access the same assets that are normally managed by
the Photos application, including items in the user’s saved photos
album and any photos and videos that were imported onto the device.
You can also save new photos and videos back to the user’s saved
photos album.
Here are few links where you can learn more. Now to use it you can search for ALAssetsLibrary.
Assets Library Reference
http://www.fiveminutes.eu/accessing-photo-library-using-assets-library-framework-on-iphone/
Starting with iOS 14, multiple image selection is now supported in the new Photos picker. Here is sample code from Apple: Selecting Photos and Videos in iOS.
I use ALAssetsLibrary and rolled my own UI. The problem with UIImagePickerController is that it says you are supposed to dismiss the view controller in the didFinishPickingMediaWithInfo callback, so hacking multiple selection by not dismissing may run into problems. I know I did when I first tried it. I can't recall exactly what went wrong, but there were cases where UIImagePickerController simply stopped working if I didn't dismiss it like the docs say.

game center not working on ipod/iphone

Hi all
Working on a universal build for an iphone/ipod/ipad app. I was trying to get game center working within this app. I now have the game center working on the ipad but for some reason it still wont work on the ipod/iphone and i have no idea why.
highScoreVC=[[UIViewController alloc] init];
GKLeaderboardViewController *leaderboardController = [[[GKLeaderboardViewController alloc] init] autorelease];
if (leaderboardController != nil)
{
leaderboardController.leaderboardDelegate = self;
[[[CCDirector sharedDirector] openGLView] addSubview:highScoreVC.view];
[highScoreVC presentModalViewController:leaderboardController animated: YES];
}
this is my code for displaying the leaderboard and it does work everytime for ipad but as i said not for other devices. the code is still being called the same as for ipad so i have no clue why it is not displaying. any ideas why this would be? cheers
As far as I'm concerned, [GKLeaderboardViewController init] will return nil if the device is not authenticated with Game Center by that point. Are you sure you are correctly authenticated on the devices causing problems?
I suspect there may be some issues with how your UIKit items for Game Center are being displayed if they are working fine on the iPad but not iPhone/iPod. I experienced similar sounding issues when converting an app to universal.
If you create a new standalone iPhone/iPod project just for testing does game center display fine?
ok i got it working in the end.
cocos2d 0.99.5 has indeed made some changes that to how this works. the following code displays the leaderboard correctly
-(UIViewController*) getRootViewController{
return (UIViewController*)([(BubbleDreamsAppDelegate*) [[UIApplication sharedApplication] delegate] viewController]);
}
and then
highScoreVC = [self getRootViewController];
GKLeaderboardViewController *leaderboardController = [[[GKLeaderboardViewController alloc] init] autorelease];
if (leaderboardController != nil)
{
leaderboardController.leaderboardDelegate = self;
[highScoreVC presentModalViewController:leaderboardController animated: YES];
}
hope this helps anyone that gets stuck with same problem