I would like to defer auto rotating the user interface until the device has settled on an orientation for a number of seconds, rather than driving the user insane and flicking willy nilly whenever they tilt the device a few degrees off axis by mistake.
the closest i can get to this (which is by no means what I want, as it locks the UI) is:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
[NSThread sleepForTimeInterval:2.0];
return YES;
}
what i would like to do is use something like this - which works in principle, by checking the console log, but i need the appropriate line of code that has been commented out.
-(void) deferredAutorotateToInterfaceOrientation:(NSTimer *) timer {
autoRotationTimer = nil;
UIInterfaceOrientation interfaceOrientation = (UIInterfaceOrientation)[timer.userInfo integerValue];
NSLog(#"switching to new orientation %d now",interfaceOrientation);
// replace this with code to induce manual orientation switch here.
//[self forceAutoRotateToInterfaceOrientation:interfaceOrientation];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
[autoRotationTimer invalidate];
autoRotationTimer = [NSTimer scheduledTimerWithTimeInterval:2.0 target:self
selector:#selector(deferredAutorotateToInterfaceOrientation:) userInfo:[NSNumber numberWithInt:(int)interfaceOrientation ] repeats:NO];
NSLog(#"denying autorotate, deffering switch to orientation %d by 2 seconds",interfaceOrientation);
return NO;
}
I realize there are sometimes many ways to do things, so if this approach is not the most efficient, and someone can suggest another way to do this, I am all ears. My main criteria is I want to delay the onset of autorotation, whilst keeping a responsive user interface if indeed they have only leaned to the left slightly because they are in a bus that just went around a corner etc.
EDIT: I found a solution which may not be app store friendly, however i am a few weeks away from completion, and someone may answer this in the meantime. this works calls an undocumented method. the (UIPrintInfoOrientation) typecast is just to suppress the compiler warning, and does not affect the value being passed.
-(void ) forceUIOrientationInterfaceOrientation:(UIDeviceOrientation) interfaceMode {
[(id)[UIDevice currentDevice] setOrientation:(UIPrintInfoOrientation) interfaceMode];
}
full implementation which includes re-entrance negation is as follows:
- (void)viewDidLoad {
[super viewDidLoad];
acceptNewAutoRotation = YES;
}
-(void ) forceUIOrientationInterfaceOrientation:(UIDeviceOrientation) interfaceMode {
[(id)[UIDevice currentDevice] setOrientation:(UIPrintInfoOrientation) interfaceMode];
}
-(void) deferredAutorotateToInterfaceOrientation:(NSTimer *) timer {
autoRotationTimer = nil;
acceptNewAutoRotation = YES;
[self forceUIOrientationInterfaceOrientation:[[UIDevice currentDevice] orientation]];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
[autoRotationTimer invalidate];
if (acceptNewAutoRotation) {
autoRotationTimer = nil;
acceptNewAutoRotation = NO;
return YES;
} else {
autoRotationTimer = [NSTimer scheduledTimerWithTimeInterval:2.0 target:self
selector:#selector(deferredAutorotateToInterfaceOrientation:) userInfo:[NSNumber numberWithInt:(int)interfaceOrientation ] repeats:NO];
return NO;
}
}
To do this with public APIs, you probably would have to forget about autorotation, and do all your own view transforms manually based on filtered (not just delayed!) accelerometer input.
I have not tested this and it may not work at all but you can try this out:
start out self.rotate = NO; then:
- (void)shouldRotateTo:(UIInteraceOrientation *)interfaceOrientation {
self.rotate = YES;
// or test interfaceOrientation and assign accordingly.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
bool rot = self.rotate;
self.rotate = NO
[self performSelector:selector(shouldRotateTo:) withObject:[NSNumber numberWithInt:interfaceOrientation] afterDelay:2.0];
return rot;
}
Parameter interfaceOrientation is an enum (UIInteraceOrientation) so wrap it in an NSNumber when passing.
Related
I have my NSTimer embedded in a class that plays image sequences. Basically it loops and changes a UIImageView. Everything goes well if I let the image sequence finish but... on it's own if I try to stop the timer while it is playing I get a sigabrt. Edit: No longer a sigabrt but now a DeAlloc I can't explain.
The "stop" at the end of a frame sequence is the same stop I am calling mid sequence.
So what might cause an NSTimer to break mid function and DeAlloc. More to the point what might I look at to fix it.
Thanks.
I am using some example code from here: http://www.modejong.com/iOS/PNGAnimatorDemo.zip
Edit: I'll add what I believe to be the pertinent code here.
// Invoke this method to start the animation
- (void) startAnimating
{
self.animationTimer = [NSTimer timerWithTimeInterval: animationFrameDuration target: self selector: #selector(animationTimerCallback:) userInfo: NULL repeats: TRUE];
[[NSRunLoop currentRunLoop] addTimer: animationTimer forMode: NSDefaultRunLoopMode];
animationStep = 0;
if (avAudioPlayer != nil)
[avAudioPlayer play];
// Send notification to object(s) that regestered interest in a start action
[[NSNotificationCenter defaultCenter]
postNotificationName:ImageAnimatorDidStartNotification
object:self];
}
- (void) animationTimerCallback: (NSTimer *)timer {
if (![self isAnimating])
return;
NSTimeInterval currentTime;
NSUInteger frameNow;
if (avAudioPlayer == nil) {
self.animationStep += 1;
// currentTime = animationStep * animationFrameDuration;
frameNow = animationStep;
} else {
currentTime = avAudioPlayer.currentTime;
frameNow = (NSInteger) (currentTime / animationFrameDuration);
}
// Limit the range of frameNow to [0, SIZE-1]
if (frameNow < 0) {
frameNow = 0;
} else if (frameNow >= animationNumFrames) {
frameNow = animationNumFrames - 1;
}
[self animationShowFrame: frameNow];
// animationStep = frameNow + 1;
if (animationStep >= animationNumFrames) {
[self stopAnimating];
// Continue to loop animation until loop counter reaches 0
if (animationRepeatCount > 0) {
self.animationRepeatCount = animationRepeatCount - 1;
[self startAnimating];
}
}
}
- (void) stopAnimating
{
if (![self isAnimating])
return;
[animationTimer invalidate];
self.animationTimer = nil;
animationStep = animationNumFrames - 1;
[self animationShowFrame: animationStep];
if (avAudioPlayer != nil) {
[avAudioPlayer stop];
avAudioPlayer.currentTime = 0.0;
self->lastReportedTime = 0.0;
}
// Send notification to object(s) that regestered interest in a stop action
[[NSNotificationCenter defaultCenter]
postNotificationName:ImageAnimatorDidStopNotification
object:self];
}
Edit2: So I commented out an NSAssert in DeAlloc, commenting that out shed a bit more light. Now getting to self.animationTimer = nil; and saying *** -ImageAnimator setAnimationTimer:]: Message sent to deallocated instance.
DeAlloc is being called right when I invalidate the timer... so I'm a bit confused here.
I have a solution which is working but not optimal.
I just added another function to set the frame it's on to the last frame and it ends the sequence as I need.
But it doesn't solve the question of why it's doing it's crashing if I try to stop the sequence mid run.
Well, I wrote this code so I can assure you that it should be working just fine :) You need to invoke stopAnimating before you are done with the view, the only way you would have got the assert in dealloc is if the view was deallocated while it was still animating. That should not happen, which is exactly why there way an assert there. There is also a big comment explaining the assert, what is unclear about that?
- (void)dealloc {
// This object can't be deallocated while animating, this could
// only happen if user code incorrectly dropped the last ref.
NSAssert([self isAnimating] == FALSE, #"dealloc while still animating");
self.animationURLs = nil;
self.imageView = nil;
self.animationData = nil;
self.animationTimer = nil;
[super dealloc];
}
Just call:
[view stopAnimating];
Before you remove the view from its superview and everything will be just fine.
I animate 2 views, each one with its CAAnimationGroup that contains 2 CAAnimations. They are launched at the same time (if computing time is negligible), and have the same duration.
How may I do to know when both grouped animation is finished.
I put the - (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag delegate method, but... What may I test ? Sounds simple, but I don't see the way of doing this.
You can use two variables to track whether the animations have completed:
BOOL firstAnimFinished;
BOOL secondAnimFinished;
then in your animationDidStop delegate you check which animation is calling the method and set the flags appropriately. The catch is that you'll need to add a key to identify the animations when they call the delegate (the animations you created will not be the ones calling the delegate, which is a subject for another question/rant). For example:
// when you create the animations
[firstAnmim setValue: #"FirstAnim" ForKey: #"Name"];
[secondAnmim setValue: #"SecondAnim" ForKey: #"Name"];
// Your delegate
- (void)animationDidStop:(CAAnimation*)theAnimation finished:(BOOL)flag {
NSString* name = [theAnimation valueForKey: #"Name"];
if ([name isEqualToString: #"FirstAnim"]) {
firstAnimFinished = YES;
} else if ([name isEqualToString: #"SecondAnim"]) {
secondAnimFinished = YES;
}
if (firstAnimFinished && secondAnimFinished) {
// ALL DONE...
}
}
I want to get a pointer reference to UIKeyboard *keyboard to the keyboard on screen so that I can add a transparent subview to it, covering it completely, to achieve the effect of disabling the UIKeyboard without hiding it.
In doing this, can I assume that there's only one UIKeyboard on the screen at a time? I.e., is it a singleton? Where's the method [UIKeyboard sharedInstance]. Brownie points if you implement that method via a category. Or, even more brownie points if you convince me why it's a bad idea to assume only one keyboard and give me a better solution.
Try this:
// my func
- (void) findKeyboard {
// Locate non-UIWindow.
UIWindow *keyboardWindow = nil;
for (UIWindow *testWindow in [[UIApplication sharedApplication] windows]) {
if (![[testWindow class] isEqual:[UIWindow class]]) {
keyboardWindow = testWindow;
break;
}
}
// Locate UIKeyboard.
UIView *foundKeyboard = nil;
for (UIView *possibleKeyboard in [keyboardWindow subviews]) {
// iOS 4 sticks the UIKeyboard inside a UIPeripheralHostView.
if ([[possibleKeyboard description] hasPrefix:#"<UIPeripheralHostView"]) {
possibleKeyboard = [[possibleKeyboard subviews] objectAtIndex:0];
}
if ([[possibleKeyboard description] hasPrefix:#"<UIKeyboard"]) {
foundKeyboard = possibleKeyboard;
break;
}
}
}
How about using -[UIApplication beginIgnoringInteractionEvents]?
Also, another trick to get the view containing the keyboard is to initialize a dummy view with CGRectZero and set it as the inputAccessoryView of your UITextField or UITextView. Then, get its superview. Still, such shenanigans is private/undocumented, but I've heard of apps doing that and getting accepted anyhow. I mean, how else would Instagram be able to make their comment keyboard interactive (dismiss on swipe) like the Messages keyboard?
I found that developerdoug's answer wasn't working on iOS 7, but by modifying things slightly I managed to get access to what I needed. Here's the code I used:
-(UIView*)findKeyboard
{
UIView *keyboard = nil;
for (UIWindow* window in [UIApplication sharedApplication].windows)
{
for (UIView *possibleKeyboard in window.subviews)
{
if ([[possibleKeyboard description] hasPrefix:#"<UIPeripheralHostView"])
{
keyboard = possibleKeyboard;
break;
}
}
}
return keyboard;
}
From what I could make out, in iOS 7 the keyboard is composed of a UIPeripheralHostView containing two subviews: a UIKBInputBackdropView (which provides the blur effect on whatever's underneath the keyboard) and a UIKeyboardAutomatic (which provides the character keys). Manipulating the UIPeripheralHostView seems to be equivalent to manipulating the entire keyboard.
Discaimer: I have no idea whether Apple will accept an app that uses this technique, nor whether it will still work in future SDKs.
Be aware, Apple has made it clear that applications which modify private view hierarchies without explicit approval beforehand will be rejected. Take a look in the Apple Developer Forums for various developers' experience on the issue.
If you're just trying to disable the keyboard (prevent it from receiving touches), you might try adding a transparent UIView that is the full size of the screen for the current orientation. If you add it as a subview of the main window, it might work. Apple hasn't made any public method of disabling the keyboard that I'm aware of - you might want to use one of your support incidents with Apple, maybe they will let you in on the solution.
For an app I am currently developing I am using a really quick and easy method:
Add this in the header file:
// Add in interface
UIWindow * _window;
// Add as property
#property (strong, nonatomic) IBOutlet UIView * _keyboard;
Then add this code in the bottom of the keyboardWillShow function:
-(void) keyboardWillShow: (NSNotification *) notification {
.... // other keyboard will show code //
_window = [UIApplication sharedApplication].windows.lastObject;
[NSTimer scheduledTimerWithTimeInterval:0.05
target:self
selector:#selector(allocateKeyboard)
userInfo:nil
repeats:NO];
}
This code look for when the keyboard is raised and then allocates the current window. I have then added a timer to allocate the keyboard as there were some issues when allocated immediately.
- (void)allocateKeyboard {
if (!_keyboard) {
if (_window.subviews.count) {
// The keyboard is always the 0th subview
_keyboard = _window.subviews[0];
}
}
}
We now have the keyboard allocated which gives you direct "access" to the keyboard as the question asks.
Hope this helps
Under iOS 8 it appears you have to jump down the chain more than in the past. The following works for me to get the keyboard, although with custom keyboards available and such I wouldn't rely on this working unless you're running in a controlled environment.
- (UIView *)findKeyboard {
for (UIWindow* window in [UIApplication sharedApplication].windows) {
UIView *inputSetContainer = [self viewWithPrefix:#"<UIInputSetContainerView" inView:window];
if (inputSetContainer) {
UIView *inputSetHost = [self viewWithPrefix:#"<UIInputSetHostView" inView:inputSetContainer];
if (inputSetHost) {
UIView *kbinputbackdrop = [self viewWithPrefix:#"<_UIKBCompatInput" inView:inputSetHost];
if (kbinputbackdrop) {
UIView *theKeyboard = [self viewWithPrefix:#"<UIKeyboard" inView:kbinputbackdrop];
return theKeyboard;
}
}
}
}
return nil;
}
- (UIView *)viewWithPrefix:(NSString *)prefix inView:(UIView *)view {
for (UIView *subview in view.subviews) {
if ([[subview description] hasPrefix:prefix]) {
return subview;
}
}
return nil;
}
I would like to make a custom orientation lock button for a reader app of mine, and I was thinking it wouldn't be too bad to whip up, but alas I am the one getting whipped.
To start off I do have this method:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return YES;
}
And then I was thinking that I could handle the actual locking in an action method like this:
- (IBAction) screenLock:(id)sender{
if([UIDevice currentDevice].orientation == UIDeviceOrientationPortrait){
[[UIDevice currentDevice] setOrientation:UIInterfaceOrientationPortrait];
}else{
[[UIDevice currentDevice] setOrientation:UIInterfaceOrientationLandscapeRight];
}
}
But alas, this code will not hold sway over the former that instructs the view to rotate...
Am I going about this all wrong? What is a better way to do it? I just want to have local, easy way to have my users lock the orientation of their screen. I guess it would be using a boolean value where they hit a button to lock and then hit again to unlock...
Thoughts?
Thanks!!
shouldAutorotateToInterfaceOrientation ripples up your view hierarchy so your logic needs to be put into your app delegate (or as the most senior ViewController that might return YES). Put a BOOL property in your appDelegate and set it via your lock button (e.g. target pointers/delegates (AppDelegate)) then in your appDelegate do something like this:
#define ROTATION_MASTER_ENABLED 1
//Setting MASTER_ROTATION_LOCK_ENABLED to 0 will stop the device rotating
//Landscape UP>landscape DOWN and Portrait UP>Portrait DOWN,
//This is not generally desired or app store safe, default = 1
-(BOOL)compareOrientation:(UIInterfaceOrientation)interfaceOrientation
{
UIInterfaceOrientation actual = [[UIDevice currentDevice] orientation];
if(UIInterfaceOrientationIsLandscape(interfaceOrientation) && UIInterfaceOrientationIsLandscape(actual))return YES;
else if(UIInterfaceOrientationIsPortrait(interfaceOrientation)&& UIInterfaceOrientationIsPortrait(actual))return YES;
else return NO;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
if(!MASTER_ROTATION_LOCK_ENABLED)return NO;
else if(self.rotationEnabled || [self compareOrientation:interfaceOrientation])return YES;
return NO;//self.rotationEnabled is a BOOL
}
In my program I'm moving things based on rotation, but I'm not rotating the entire view. I'm Using :
static UIDeviceOrientation previousOrientation = UIDeviceOrientationPortrait;
- (void)applicationDidFinishLaunching:(UIApplication *)application {
[window addSubview:viewController.view];
[window makeKeyAndVisible];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(didRotate:)
name:#"UIDeviceOrientationDidChangeNotification" object:nil];
}
- (void) didRotate:(NSNotification *)notification{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
[self doRotationStuff:orientation: previousOrientation];
previousOrientation = orientation;
}
This works as long as, when the program is launched, the device orientation is portrait, but not if the initial orientation is landscape or upside down, because [self doRotationStuff] makes changes relative to the difference from the previous orientation.
Is there a way to detect the orientation either at launch, or right before the device is rotated?
Depending on your circumstances, a simpler option may be the interfaceOrientation property of the UIViewController class. This is correct before a rotation.
Updated:
So, from the comment discussion, it appears that you can't rely on [UIDevice currentDevice].orientation until the orientation actually changes for the first time. If so, you could probably hack it by getting raw accelerometer readings.
#define kUpdateFrequency 30 // Hz
#define kUpdateCount 15 // So we init after half a second
#define kFilteringFactor (1.0f / kUpdateCount)
- (void)applicationDidFinishLaunching:(UIApplication *)app
{
[UIAccelerometer sharedAccelerometer].updateInterval = (1.0 / kUpdateFrequency);
[UIAccelerometer sharedAccelerometer].delegate = self;
accelerometerCounter = 0;
...
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)accel
{
// Average out the first kUpdateCount readings
// acceleration_[xyz] are ivars typed float
acceleration_x = (float)accel.x * kFilteringFactor + acceleration_x * (1.0f - kFilteringFactor);
acceleration_y = (float)accel.y * kFilteringFactor + acceleration_y * (1.0f - kFilteringFactor);
acceleration_z = (float)accel.z * kFilteringFactor + acceleration_z * (1.0f - kFilteringFactor);
accelerometerCounter++;
if (accelerometerCounter == kUpdateCount)
{
[self initOrientation];
[UIAccelerometer sharedAccelerometer].delegate = nil;
}
}
- (void)initOrientation
{
// Figure out orientation from acceleration_[xyz] and set up your UI...
}
Original response:
Does [UIDevice currentDevice].orientation return the correct orientation during applicationDidFinishLaunching:? If so, you can set up your initial UI according to that orientation.
If that property doesn't get set until some later time, you might try experimenting with performSelector:afterDelay: to initialize the UI after a small delay.
This code sample is from Kendall's answer below, added here for completeness:
[self performSelector:#selector(getOriented) withObject:nil afterDelay:0.0f];
I'm not sure if a zero-second delay is sufficient -- this means the code for getOriented will run during the first pass through the event run loop. You may need to wait longer for the accelerometer readings to register on UIDevice.
Mort, these answers seem somewhat of a red herring; I can't see why you can't use the following built-in method for a UIViewController class:
-(void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {}
This method gets called automatically after a rotation has occurred (rather than with shouldAutorotateToInterfaceOrientation which only tells you it's about to happen). Handily, the variable 'fromInterfaceOrientation' contains the previous orientation. As the documentation also says, you can assume that the interfaceOrientation property of the view has already been set to the new orientation, so you then have one method with access to the old orientation and the new!
If I've missed something and you've already dismissed being able to use this method, my apologies! It just seems odd that you're creating and storing a variable for the "previous orientation" when it's provided for free in the above method.
Hope that helps!
Use this for the orientation of the UI if you need to determine what way are you pointing.
Not 100% sure this is right but going off the top of my head:
[[[UIApplication sharedApplication] statusBar] orientation]
Here's one way to get the orientation when the app first loads and the UIDeviceOrientation is set to UIDeviceOrientationUnknown. You can look at the transform property of the rotated view.
if(toInterface == UIDeviceOrientationUnknown) {
CGAffineTransform trans = navigationController.view.transform;
if(trans.b == 1 && trans.c == -1)
toInterface = UIDeviceOrientationLandscapeLeft;
else if(trans.b == -1 && trans.c == 1)
toInterface = UIDeviceOrientationLandscapeRight;
else if(trans.a == -1 && trans.d == -1)
toInterface = UIDeviceOrientationPortraitUpsideDown;
else
toInterface = UIDeviceOrientationPortrait;
}
A more complete example on how to obtain device orientation from accelerator readings can be found here
As the solution relies on accelerator readings, it wouldn't work on the simulator, so you'll have to work on the device... still looking myself for a solution that works on the simulator.
In response to your comment, I thought I could better put code here than in a comment (though really Daniel deserves credit here):
in applicationDidFinishLaunching:
[self performSelector:#selector(getOriented) withObject:nil afterDelay:0.0f];
Then you just need the method to call:
- (void) getOriented
{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
// save orientation somewhere
}