this is NOT a how do I force orientation of my app question as it might look like.
My problem is probably very simple, but it is hard to describe it so here goes.
I am trying to implement iAd to my iphone game. This is not a problem, it was a 10 minute fix, just follow tutorials on the web. However, my game was programmed by a contractor since I can't program very well and he made the game translated to landscape orientation instead of oriented to landscape. This has leads to some problems for me when trying to rotate the ads correctly.
Bottom line is that CGRect which is what iAd uses does simply not have the transform function so no matter what I do the ads are standing on their side. This is quite natural since the app doesn't know that the game is meant to be played in landscape.
After a full day of research it seems that I need to put my iAd CGRect in a different view and rotate that view using the CGAffineTransformMakeRotation. My really big problem is that I am not good enough at Objective-C to actually do that.
So can you help me how I should be able to apply transform to my ad?
Code below compiles and shows the ad but standing on its side (when holding the game in landscape)
//iAD starts
// lower right:-136, 295, 320, 32 lower left:-136, 135, 320, 32 upper right:136, 295, 320, 32
// *Controller becomes a UIViewController
UIViewController *controller = [[UIViewController alloc] init];
controller.view.frame = CGRectMake(100, 100, 320, 32);
//controller.view.transform = CGAffineTransformMakeRotation(M_PI / 2.0); // turn 180 degrees
NSLog(#"*controller");
//adView becomes a CGRectZero called adView
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
//adView.frame = CGRectOffset(adView.frame, 0, 0);
adView.requiredContentSizeIdentifiers = [NSSet setWithObjects:ADBannerContentSizeIdentifierLandscape,ADBannerContentSizeIdentifierPortrait,nil];
adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
[self.view addSubview:adView];
adView.delegate=self;
//self.bannerIsVisible=NO;
// iAD ends
Best regards
Marcus
This should rotate as you are asking.
This code has worked for me in my iAd apps: Directly from Apple Source Code
.h
#import <UIKit/UIKit.h>
#import <iAd/iAd.h>
#interface TextViewController : UIViewController <ADBannerViewDelegate>
{
UIView *contentView;
ADBannerView *banner;
}
#property(nonatomic, retain) IBOutlet UIView *contentView;
#property(nonatomic, retain) IBOutlet ADBannerView *banner;
#end
.m
#import ".h"
#interface TextViewController()
// Layout the Ad Banner and Content View to match the current orientation.
// The ADBannerView always animates its changes, so generally you should
// pass YES for animated, but it makes sense to pass NO in certain circumstances
// such as inside of -viewDidLoad.
-(void)layoutForCurrentOrientation:(BOOL)animated;
// A simple method that creates an ADBannerView
// Useful if you need to create the banner view in code
// such as when designing a universal binary for iPad
-(void)createADBannerView;
#end
#implementation TextViewController
#synthesize contentView, banner;
-(void)viewDidLoad{
[super viewDidLoad];
// If the banner wasn't included in the nib, create one.
if(banner == nil)
{
[self createADBannerView];
}
[self layoutForCurrentOrientation:NO];
}
-(void)viewWillAppear:(BOOL)animated{
[super viewWillAppear:animated];
[self layoutForCurrentOrientation:NO];
}
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation{
return YES;
}
-(void)willAnimateRotationToInterfaceOrientation: (UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[self layoutForCurrentOrientation:YES];
}
-(void)createADBannerView{
// --- WARNING ---
// If you are planning on creating banner views at runtime in order to support iOS targets that don't support the iAd framework
// then you will need to modify this method to do runtime checks for the symbols provided by the iAd framework
// and you will need to weaklink iAd.framework in your project's target settings.
// See the iPad Programming Guide, Creating a Universal Application for more information.
// http://developer.apple.com/iphone/library/documentation/general/conceptual/iPadProgrammingGuide/Introduction/Introduction.html
// --- WARNING ---
// Depending on our orientation when this method is called, we set our initial content size.
// If you only support portrait or landscape orientations, then you can remove this check and
// select either ADBannerContentSizeIdentifierPortrait (if portrait only) or ADBannerContentSizeIdentifierLandscape (if landscape only).
NSString *contentSize;
if (&ADBannerContentSizeIdentifierPortrait != nil)
{
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation) ? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifierLandscape;
}
else
{
// user the older sizes
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation) ? ADBannerContentSizeIdentifier320x50 : ADBannerContentSizeIdentifier480x32;
}
// Calculate the intial location for the banner.
// We want this banner to be at the bottom of the view controller, but placed
// offscreen to ensure that the user won't see the banner until its ready.
// We'll be informed when we have an ad to show because -bannerViewDidLoadAd: will be called.
CGRect frame;
frame.size = [ADBannerView sizeFromBannerContentSizeIdentifier:contentSize];
frame.origin = CGPointMake(0.0f, CGRectGetMaxY(self.view.bounds));
// Now to create and configure the banner view
ADBannerView *bannerView = [[ADBannerView alloc] initWithFrame:frame];
// Set the delegate to self, so that we are notified of ad responses.
bannerView.delegate = self;
// Set the autoresizing mask so that the banner is pinned to the bottom
bannerView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleTopMargin;
// Since we support all orientations in this view controller, support portrait and landscape content sizes.
// If you only supported landscape or portrait, you could remove the other from this set.
bannerView.requiredContentSizeIdentifiers = (&ADBannerContentSizeIdentifierPortrait != nil) ?
[NSSet setWithObjects:ADBannerContentSizeIdentifierPortrait, ADBannerContentSizeIdentifierLandscape, nil] :
[NSSet setWithObjects:ADBannerContentSizeIdentifier320x50, ADBannerContentSizeIdentifier480x32, nil];
// At this point the ad banner is now be visible and looking for an ad.
[self.view addSubview:bannerView];
self.banner = bannerView;
[bannerView release];
}
-(void)layoutForCurrentOrientation:(BOOL)animated{
CGFloat animationDuration = animated ? 0.2f : 0.0f;
// by default content consumes the entire view area
CGRect contentFrame = self.view.bounds;
// the banner still needs to be adjusted further, but this is a reasonable starting point
// the y value will need to be adjusted by the banner height to get the final position
CGPoint bannerOrigin = CGPointMake(CGRectGetMinX(contentFrame),CGRectGetMaxY(contentFrame));
CGFloat bannerHeight = 0.0f;
// First, setup the banner's content size and adjustment based on the current orientation
if(UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
banner.currentContentSizeIdentifier = (&ADBannerContentSizeIdentifierLandscape != nil) ? ADBannerContentSizeIdentifierLandscape : ADBannerContentSizeIdentifier480x32;
else
banner.currentContentSizeIdentifier = (&ADBannerContentSizeIdentifierPortrait != nil) ? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifier320x50;
bannerHeight = banner.bounds.size.height;
// Depending on if the banner has been loaded, we adjust the content frame and banner location
// to accomodate the ad being on or off screen.
// This layout is for an ad at the bottom of the view.
if(banner.bannerLoaded)
{
contentFrame.size.height -= bannerHeight;
bannerOrigin.y -= bannerHeight;
}
else
{
bannerOrigin.y += bannerHeight;
}
// And finally animate the changes, running layout for the content view if required.
[UIView animateWithDuration:animationDuration
animations:^{
contentView.frame = contentFrame;
[contentView layoutIfNeeded];
banner.frame = CGRectMake(bannerOrigin.x, bannerOrigin.y, banner.frame.size.width, banner.frame.size.height);
}];
}
-(void)viewDidUnload{
self.contentView = nil;
banner.delegate = nil;
self.banner = nil;
}
-(void)dealloc{
[contentView release]; contentView = nil;
banner.delegate = nil;
[banner release]; banner = nil;
[super dealloc];
}
#pragma mark ADBannerViewDelegate methods
-(void)bannerViewDidLoadAd:(ADBannerView *)banner{
[self layoutForCurrentOrientation:YES];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
[self layoutForCurrentOrientation:YES];
}
-(BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave{
return YES;
}
-(void)bannerViewActionDidFinish:(ADBannerView *)banner{
}
#end
If the game is rotated, why don't you stop the rotation of the game?
I managed to do what I wanted by using a different ad SDK (mobfox) the rotation I wanted to do looks like this:
// MOBFOX Starts
// create the banner view just outside of the visible area
MobFoxBannerView *bannerView = [[MobFoxBannerView alloc] initWithFrame:
CGRectMake(-800, self.view.bounds.size.height - 240, 320, 50)];
bannerView.delegate = self; // triggers ad loading
//bannerView.backgroundColor = [UIColor darkGrayColor]; // fill horizontally
bannerView.transform = CGAffineTransformMakeRotation(M_PI / 2.0);
//bannerView.refreshAnimation = UIViewAnimationTransitionCurlDown;
[self.view addSubview:bannerView];
NSLog(#"MobFox: Ad initated and placed offscreen");
//
The transform = CGAffineTransformMakeRotation was not accepted by the iAd stuff and since I am too weak on objective-c to force it to my will. This is what I did.
Thanks for offering to help!
Related
I have a Universal app (iPhone/iPad) testing on IOS4.3. It has an iAd which I want to position at the bottom of the screen in both the orientations..
Below is the code;
- (void) viewWillAppear:(BOOL)animated {
adView_.requiredContentSizeIdentifiers = [NSSet setWithObjects: ADBannerContentSizeIdentifierPortrait, ADBannerContentSizeIdentifierLandscape, nil];
adView_.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
CGRect adFrame = adView_.frame;
adFrame.origin.y = self.view.frame.size.height-adView_.frame.size.height;
adView_.frame = adFrame;
adView_.delegate = self;
[webView addSubview:adView_];
[self.view bringSubviewToFront:adView_];
self.bannerIsVisible=NO;
[super viewWillAppear: animated];
}
Now for orienation handling, I have;
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (UIInterfaceOrientationIsLandscape(toInterfaceOrientation))
self.adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
else
self.adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
CGRect adFrame = adView_.frame;
adFrame.origin.y = self.view.frame.size.height-adView_.frame.size.height;
adView_.frame = adFrame;
[webView addSubview:adView_];
[self.view bringSubviewToFront:adView_];
self.bannerIsVisible=NO;
}
My issue is on app load (portrait), I am able to see the iAd clearly positioned at screen bottom.
But as soon as I change orientation to landscape, I cannot see the iAd. I see the message;
ADBannerView: WARNING A banner view (0x62534a0) has an ad but may be
obscured. This message is only printed once per banner view.
I guess I am doing something wrong inside willRotateToInterfaceOrientation
Please help me fix the issue.
Thank you.
Try moving your code to didRotateFromInterfaceOrientation. The new geometry is not set yet in willRotateToInterfaceOrientation.
In an iOS 4.2 application, I've programmatically created a window, view controller, UIView and two subviews: an EAGLView and an ADBannerView. My code is a combination of a standard EAGLView and Apple's BasicAdBanner code.
I'm able to see iAd banners, but am not able to "click" on them - on device or in simulator. The view controller implements ADBannerDelegate, and receives bannerViewDidLoadAd etc messages, but does not ever receive a bannerViewActionShouldBegin message.
The behaviour is not changed by replacing the EAGL view with a UITextView or only having the ADBannerView, so I'm assuming that my problem lies with the programmatic creation of the window or view controller. Any help would be appreciated.
In addition, my views don't rotate/resize automatically like the ad banner sample does, but that's a less pressing issue.
Code Follows-
AppDelegate:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Create the window programatically:
window = [[UIWindow alloc] initWithFrame:[UIScreen mainScreen].bounds];
// let's enable multitouch and user interaction
window.userInteractionEnabled=YES;
window.multipleTouchEnabled=YES;
window.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
window.autoresizesSubviews = YES;
controller = [GLViewController alloc];
window.rootViewController = controller;
[window addSubview:controller.view];
glView = [controller.glView retain];
[window makeKeyAndVisible];
return YES;
}
ViewController:
- (void)loadView
{
self.view = [[UIView alloc] initWithFrame:[UIScreen mainScreen].bounds];
}
-(void)viewDidLoad
{
[super viewDidLoad];
// I'd like to get device orientation notifications.
//[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
//[[NSNotificationCenter defaultCenter] addObserver:self
// selector:#selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];
// the GL VIEW I want.
glView = [[EAGLView alloc] initWithFrame:[UIScreen mainScreen].bounds];
glView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleBottomMargin;
glView.userInteractionEnabled=NO;
[self.view addSubview:glView];
// testing with a textview
//content = [[UITextView alloc] initWithFrame:[UIScreen mainScreen].bounds];
//content.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleBottomMargin;
//content.userInteractionEnabled=NO;
//[self.view addSubview:content];
if (self.banner==NULL)
[self createADBannerView];
[self layoutForCurrentOrientation:NO];
}
-(void)createADBannerView
{
// --- WARNING ---
// If you are planning on creating banner views at runtime in order to support iOS targets that don't support the iAd framework
// then you will need to modify this method to do runtime checks for the symbols provided by the iAd framework
// and you will need to weaklink iAd.framework in your project's target settings.
// See the iPad Programming Guide, Creating a Universal Application for more information.
// http://developer.apple.com/iphone/library/documentation/general/conceptual/iPadProgrammingGuide/Introduction/Introduction.html
// --- WARNING ---
// Depending on our orientation when this method is called, we set our initial content size.
// If you only support portrait or landscape orientations, then you can remove this check and
// select either ADBannerContentSizeIdentifierPortrait (if portrait only) or ADBannerContentSizeIdentifierLandscape (if landscape only).
NSString *contentSize;
if (&ADBannerContentSizeIdentifierPortrait != nil)
{
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation)
? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifierLandscape;
}
else
{
// user the older sizes
contentSize = UIInterfaceOrientationIsPortrait(self.interfaceOrientation)
? ADBannerContentSizeIdentifier320x50 : ADBannerContentSizeIdentifier480x32;
}
// Calculate the intial location for the banner.
// We want this banner to be at the bottom of the view controller, but placed
// offscreen to ensure that the user won't see the banner until its ready.
// We'll be informed when we have an ad to show because -bannerViewDidLoadAd: will be called.
CGRect frame;
frame.size = [ADBannerView sizeFromBannerContentSizeIdentifier:contentSize];
frame.origin = CGPointMake(0.0f, 0.0f);//CGRectGetMaxY(self.view.bounds)); // this can't be called until the view exists!
// Now to create and configure the banner view
ADBannerView *bannerView = [[ADBannerView alloc] initWithFrame:frame];
// Set the delegate to self, so that we are notified of ad responses.
bannerView.delegate = self;
bannerView.hidden = YES;
// Set the autoresizing mask so that the banner is pinned to the bottom
bannerView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleTopMargin;
// Since we support all orientations in this view controller, support portrait and landscape content sizes.
// If you only supported landscape or portrait, you could remove the other from this set.
bannerView.requiredContentSizeIdentifiers = [NSSet setWithObjects:ADBannerContentSizeIdentifierPortrait, ADBannerContentSizeIdentifierLandscape, nil];
//support for 4.0 and 4.1: //(&ADBannerContentSizeIdentifierPortrait != nil) ?[NSSet setWithObjects:ADBannerContentSizeIdentifierPortrait, ADBannerContentSizeIdentifierLandscape, nil]:[NSSet setWithObjects:ADBannerContentSizeIdentifier320x50, ADBannerContentSizeIdentifier480x32, nil];
// At this point the ad banner is now be visible and looking for an ad.
self.banner = bannerView;
[self.view addSubview:bannerView];
[bannerView release];
}
-(void)layoutForCurrentOrientation:(BOOL)animated
{
//CGFloat animationDuration = animated ? 0.2f : 0.0f;
// by default content consumes the entire view area
CGRect contentFrame = self.view.bounds;
// the banner still needs to be adjusted further, but this is a reasonable starting point
// the y value will need to be adjusted by the banner height to get the final position
CGPoint bannerOrigin = CGPointMake(CGRectGetMinX(contentFrame), CGRectGetMaxY(contentFrame));
CGFloat bannerHeight = 0.0f;
// First, setup the banner's content size and adjustment based on the current orientation
if(UIInterfaceOrientationIsLandscape(self.interfaceOrientation))
// if(UIDeviceOrientationIsLandscape([[UIDevice currentDevice] orientation]))
banner.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;//(&ADBannerContentSizeIdentifierLandscape != nil) ? ADBannerContentSizeIdentifierLandscape : ADBannerContentSizeIdentifier480x32;
else
banner.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;//(&ADBannerContentSizeIdentifierPortrait != nil) ? ADBannerContentSizeIdentifierPortrait : ADBannerContentSizeIdentifier320x50;
bannerHeight = banner.bounds.size.height;
// Depending on if the banner has been loaded, we adjust the content frame and banner location
// to accomodate the ad being on or off screen.
// This layout is for an ad at the bottom of the view.
if(banner.bannerLoaded)
{
// HMM this is going to be a problem for a GLView..
banner.hidden = NO;
contentFrame.size.height -= bannerHeight;
bannerOrigin.y -= bannerHeight;
NSLog(#"Banner will be %f x %f, content resized to %f x %f\n", banner.frame.size.width,bannerHeight,contentFrame.size.width,contentFrame.size.height);
}
else
{
banner.hidden = YES;
//bannerOrigin.y += bannerHeight;
NSLog(#"Banner will be offscreen, content resized to %f x %f\n", contentFrame.size.width,contentFrame.size.height);
}
//EDIT: contrary to my OP, this UIViewAnimateWithDuration code was not commented out!
// And finally animate the changes, running layout for the content view if required.
[UIView animateWithDuration:animationDuration
animations:^{
glView.frame = contentFrame;
[glView layoutIfNeeded];
banner.frame = CGRectMake(bannerOrigin.x, bannerOrigin.y, banner.frame.size.width, banner.frame.size.height);
}];
}
ADBannerViewDelegate:
-(void)bannerViewDidLoadAd:(ADBannerView *)banner
{
[self layoutForCurrentOrientation:YES];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
NSLog(#"Failed to receive and ad: %s %s %s\n",error.localizedFailureReason.UTF8String, error.localizedDescription.UTF8String, error.localizedRecoverySuggestion.UTF8String);
[self layoutForCurrentOrientation:YES];
}
-(BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave
{
// this indicates that the banner has been clicked.. confirm?
NSLog(#"banner clicked: will %s application\n",willLeave?"leave":"cover");
return YES;
}
Just to reiterate what forksandhope said,
Placing the ADView in a UIView, then modifying the frame size of both causes the ADView to become un-clickable.
To get around this, create a super UIView and add your UIView and ADView to this view.
For example:
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
// initialize the content UIView and/or UIViewController
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
// copy the content view to a class data member
_contentView = self.view;
// create the super UIView
self.view = [[UIView alloc] initWithFrame:_contentView.frame];
// add the content view to the super view
[self.view addSubview:_contentView];
if (self) {
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(willBeginBannerViewActionNotification:) name:BannerViewActionWillBegin object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didFinishBannerViewActionNotification:) name:BannerViewActionDidFinish object:nil];
}
return self;
}
Then when an ad is loaded, add the ADView to the super view:
- (void)showBannerView:(ADBannerView *)bannerView animated:(BOOL)animated
{
// ...
// add the AdView to the super view
[self.view addSubview:_adBanner.adBannerView];
// ...
}
Then layout your view as desired
- (void)layoutAnimated:(BOOL)animated
{
// ...
[UIView animateWithDuration:animated ? 0.4 : 0.0 animations:^{
_adBanner.adBannerView.frame = _bannerFrame;
[self.view layoutIfNeeded];
// update the content view AND NOT the super view
_contentView.frame = _contentFrame;
}];
// ...
}
Clarification:
It seems that problem is related to the code attempting to set or animate the content frame changes at the end of -layoutForCorrentOrientation(BOOL). if I only set the banner frame's location, I'm able to click the banner, but if I also attempt to set the glView's frame and recreate the surface, the banner does not respond to input.
//EDIT: contrary to my OP, this UIViewAnimateWithDuration code was not commented out!
// And finally animate the changes, running layout for the content view if required.
//[UIView animateWithDuration:animationDuration
// animations:^{
// glView.frame = contentFrame;
// [glView layoutIfNeeded];
banner.frame = CGRectMake(bannerOrigin.x, bannerOrigin.y, banner.frame.size.width, banner.frame.size.height);
// }];
APENDED:
In the end, the problem was that I have a top level UIView (controller.view) which has the glView and the banner as sub-views. Turns out I needed to call
[self.view setNeedsLayout]
to get this top level view to update its bounds so that it allowed button presses down to the banner! (credit goes to Ephraim's answer to a post on UIButtons not responding after rotations
I'm writing an iPhone app that (like most apps) supports auto-rotation: You rotate your phone, and its views rotate and resize appropriately.
But I am assigning a custom view to navigationItem.titleView (the title area of the navigation bar), and I can't get that view to resize correctly when the phone rotates.
I know what you're thinking, "Just set its autoresizingMask to UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight," but it's not that simple. Of course, if I don't set my view's autoresizingMask, then my view doesn't resize; and I want it to resize.
The problem is, if I do set its autoresizingMask, then it resizes correctly as long as that view is visible; but the titleView's size gets messed up in this scenario:
Run the app, with the phone held in portrait mode. Everything looks good.
Do something that causes the app to push another view onto the navigation stack. E.g. click a table row or button that causes a call to [self.navigationController pushViewController:someOtherViewController animated:YES].
While viewing the child controller, rotate the phone to landscape.
Click the "Back" button to return to the top-level view. At this point, the title view is messed up: Although you are holding the phone in landscape mode, the title view is still sized as if you were holding it in portrait mode.
Finally, rotate the phone back to portrait mode. Now things get even worse: The title view shrinks in size (since the navigation bar got smaller), but since it was already too small, now it is much too small.
If you want to reproduce this yourself, follow these steps (this is a bit of work):
Make an app using Xcode's "Navigation-based Application" wizard.
Set it up so that the top-level table view has rows that, when you click them, push a detail view onto the navigation stack.
Include this code in both the top-level view controller and the detail view controller:
- (BOOL)shouldAutorotateToInterfaceOrientation:
(UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
Include this code in only the top-level view controller:
- (void)viewDidLoad {
[super viewDidLoad];
// Create "Back" button
UIBarButtonItem *backButton = [[UIBarButtonItem alloc] initWithTitle:#"Master"
style:UIBarButtonItemStylePlain target:nil action:nil];
self.navigationItem.backBarButtonItem = backButton;
[backButton release];
// Create title view
UILabel* titleView = [[[UILabel alloc] initWithFrame:CGRectMake(0,0,500,38)] autorelease];
titleView.textAlignment = UITextAlignmentCenter;
titleView.text = #"Watch this title view";
// If I leave the following line turned on, then resizing of the title view
// messes up if I:
//
// 1. Start at the master view (which uses this title view) in portrait
// 2. Navigate to the detail view
// 3. Rotate the phone to landscape
// 4. Navigate back to the master view
// 5. Rotate the phone back to portrait
//
// On the other hand, if I remove the following line, then I get a different
// problem: The title view doesn't resize as I want it to when I:
//
// 1. Start at the master view (which uses this title view) in portrait
// 2. Rotate the phone to landscape
titleView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
self.navigationItem.titleView = titleView;
}
Finally, follow my repro steps.
So ... am I doing something wrong? Is there a way to make my titleView always resize correctly?
You should also set the contentMode of the UIImageView to get the titleView properly displayed in landscape and/or portrait mode :
imgView.contentMode=UIViewContentModeScaleAspectFit;
The whole sequence: (self is a UIViewController instance)
UIImageView* imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"myCustomTitle.png"]];
imgView.autoresizingMask=UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
imgView.contentMode=UIViewContentModeScaleAspectFit;
self.navigationItem.titleView = imgView;
[imgView release];
I had something similar - but it was returning (popping) to root view controller. Ultimately, I went with the following for popping:
[[self navigationController] setNavigationBarHidden:YES animated:NO];
[[self navigationController] popViewControllerAnimated:YES];
[[self navigationController] setNavigationBarHidden:NO animated:NO];
And it worked. There may have been a better way but - after all the hours I'd already spent on this issue - this was good enough for me.
I dealt with this same issue by keeping track of the customView's initial frame, then toggling between that and a scaled CGRect of the initial frame in a -setLandscape method on a UIButton subclass. I used the UIButton subclass as navigationItem.titleView and navigationItem.rightBarButtonItem.
In UIButton subclass -
- (void)setLandscape:(BOOL)value
{
isLandscape = value;
CGFloat navbarPortraitHeight = 44;
CGFloat navbarLandscapeHeight = 32;
CGRect initialFrame = // your initial frame
CGFloat scaleFactor = floorf((navbarLandscapeHeight/navbarPortraitHeight) * 100) / 100;
if (isLandscape) {
self.frame = CGRectApplyAffineTransform(initialFrame, CGAffineTransformMakeScale(scaleFactor, scaleFactor));
} else {
self.frame = initialFrame;
}
}
Then in the InterfaceOrientation delegates I invoked the -setLandscape method on the customViews to change their sizes.
In UIViewController -
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
[self updateNavbarButtonsToDeviceOrientation];;
}
- (void)updateNavbarButtonsToDeviceOrientation
{
ResizeButton *rightButton = (ResizeButton *)self.navigationItem.rightBarButtonItem.customView;
ResizeButton *titleView = (ResizeButton *)self.navigationItem.titleView;
if (self.interfaceOrientation == UIDeviceOrientationPortrait || self.interfaceOrientation == UIDeviceOrientationPortraitUpsideDown) {
[rightButton setLandscape:NO];
[titleView setLandscape:NO];
} else {
[rightButton setLandscape:YES];
[titleView setLandscape:YES];
}
}
(Answering my own question)
I got this working by manually keeping track of the titleView's margins (its distance from the edges of the navigtion bar) -- saving when the view disappears, and restoring when the view reappears.
The idea is, we aren't restoring the titleView to the exact size it had previously; rather, we are restoring it so that it has the same margins it had previously. That way, if the phone has rotated, the titleView will have a new, appropriate size.
Here is my code:
In my view controller's .h file:
#interface MyViewController ...
{
CGRect titleSuperviewBounds;
UIEdgeInsets titleViewMargins;
}
In my view controller's .m file:
/**
* Helper function: Given a parent view's bounds and a child view's frame,
* calculate the margins of the child view.
*/
- (UIEdgeInsets) calcMarginsFromParentBounds:(CGRect)parentBounds
childFrame:(CGRect)childFrame {
UIEdgeInsets margins;
margins.left = childFrame.origin.x;
margins.top = childFrame.origin.y;
margins.right = parentBounds.size.width -
(childFrame.origin.x + childFrame.size.width);
margins.bottom = parentBounds.size.height -
(childFrame.origin.y + childFrame.size.height);
return margins;
}
- (void)viewDidUnload {
[super viewDidUnload];
titleSuperviewBounds = CGRectZero;
titleViewMargins = UIEdgeInsetsZero;
}
- (void) viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
// Keep track of bounds information, so that if the user changes the
// phone's orientation while we are in a different view, then when we
// return to this view, we can fix the titleView's size.
titleSuperviewBounds = self.navigationItem.titleView.superview.bounds;
CGRect titleViewFrame = self.navigationItem.titleView.frame;
titleViewMargins = [self calcMarginsFromParentBounds:titleSuperviewBounds
childFrame:titleViewFrame];
}
- (void) viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
// Check for the case where the user went into a different view, then
// changed the phone's orientation, then returned to this view. In that
// case, our titleView probably has the wrong size, and we need to fix it.
if (titleSuperviewBounds.size.width > 0) {
CGRect newSuperviewBounds =
self.navigationItem.titleView.superview.bounds;
if (newSuperviewBounds.size.width > 0 &&
!CGRectEqualToRect(titleSuperviewBounds, newSuperviewBounds))
{
CGRect newFrame = UIEdgeInsetsInsetRect(newSuperviewBounds,
titleViewMargins);
newFrame.size.height =
self.navigationItem.titleView.frame.size.height;
newFrame.origin.y = floor((newSuperviewBounds.size.height -
self.navigationItem.titleView.frame.size.height) / 2);
self.navigationItem.titleView.frame = newFrame;
}
}
}
For IOS5 onwards, as this is an old question...This is how I accomplished the same issue with the title text not aligning properly.
[[UINavigationBar appearance] setTitleVerticalPositionAdjustment:2 forBarMetrics:UIBarMetricsLandscapePhone];
Tested on ios5/6 sims works fine.
This is what I did:
self.viewTitle.frame = self.navigationController.navigationBar.frame;
self.navigationItem.titleView = self.viewTitle;
The viewTitle is a view created in the xib, it takes the size of the navigationBar and after it has been added the titleView adjust the size to leave room to the back button. Rotations seem to work fine.
I had had same problem, but I seem to get workaround with following code.
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
UIView *urlField = self.navigationItem.leftBarButtonItem.customView;
CGRect frame = urlField.frame;
frame.size.width = 1000;
urlField.frame = frame;
}
In my case, the custom view is a UITextField, but I hope this will help you.
I got a problem to integrate iAd in my iPhone apps -- the banner ad is fine when it expends (see http://www.clingmarks.com/iAd1.png and http://www.clingmarks.com/iAd2.png), however, when I close it, it left a white blank screen (see http://www.clingmarks.com/iAd3.png). I couldn't figure out why. Here is how I integrate the ad:
Because I need to support other ads for lower version of iPhone OSes, I add a container view at the top of the apps, whose view controller is AdViewController. When the view is loaded, I create a AdBannerView programmatically and add it as a subview to the AdViewController.view. Here is the code in the viewDidLoad method:
Class adClass = (NSClassFromString(#"ADBannerView"));
if (adClass != nil) {
iAdView = [[ADBannerView alloc] initWithFrame:CGRectZero];
iAdView.frame = CGRectOffset(iAdView.frame, 0, -50);
iAdView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifier320x50];
iAdView.currentContentSizeIdentifier = ADBannerContentSizeIdentifier320x50;
iAdView.delegate = self;
iadViewIsVisible = NO;
[self.view addSubview:iAdView];
} else {
// init google adsense
}
Following are the delegate methods:
enter code here
- (void)bannerViewDidLoadAd:(ADBannerView *)banner {
if (!iadViewIsVisible) {
[UIView beginAnimations:#"animateAdBannerOn" context:NULL];
// banner is invisible now and moved out of the screen on 50 px
banner.frame = CGRectOffset(banner.frame, 0, 50);
[UIView commitAnimations];
iadViewIsVisible = YES;
}
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error {
if (iadViewIsVisible) {
[UIView beginAnimations:#"animateAdBannerOff" context:NULL];
// banner is visible and we move it out of the screen, due to connection issue
banner.frame = CGRectOffset(banner.frame, 0, -50);
[UIView commitAnimations];
iadViewIsVisible = NO;
}
}
Eventually I figured it out myself. It turns out the ADBannerView's parent view must be a fullscreen view. I my case above, I added AdBannerView to my adView, which is a view with size 320x50. When I changed its parent view to a fullscreen view, everything works. I am not sure if this is a bug in iAd, but certainly something tricky.
When the banner finishes, it moves itself to the top of the screen even if that means having a negative y coordinate. I center the banner when it finishes. In my case there is a view controller for just the banner, so it is only full screen when the ad is clicked.
-(void) bannerViewActionDidFinish:(UIView *)inBanner {
CGRect frame = [inBanner frame];
frame.origin.x = frame.size.width * 0.5;
frame.origin.y = frame.size.height * 0.5;
[inBanner setCenter:frame.origin];
}
Hey David! I know what you mean, I'm also using an own AdvertisementViewController which calls different ad networks.
So iAd is not in a full screen view but inside a 320x50 view.
Simply do this:
-(void) bannerViewActionDidFinish:(ADBannerView *)inBanner {
[self.view setFrame:CGRectMake(0.0f, 0.0f, 320.0f, 50.0f)];
}
So the outer view container (self.view) is resized to its original size. iAd is resizing it to fullscreen for displaying the ad when an iAd is shown.
I started by creating a universal window based app. Starting with the iPhone version I created a UIViewController and associated nib.
My App delegate:
rootViewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
[window makeKeyAndVisible];
[window addSubview:rootViewController.view];
return YES;
My RootViewController:
- (void)viewDidLoad {
[super viewDidLoad];
adBannerView = [[ADBannerView alloc] initWithFrame:CGRectZero()];
[self.view addSubview:adBannerView];
}
I've tried instanciating buttons instead of the adBanner and I get the same result.
My RootViewController's nib has not been changed since x-code created it for me.
My MainWindow_iPhone.xib also is stock.
What's causing this?
Update
After changing the app's orientation the adBannerView (or button...) will snap into the correct place at y=0. I've tried setting adBannerView's y location to 20 presumably to compensate for the status bar and that makes everything display correctly until I change orientation. Then everything moves down 20 pixels and will leave a 20 pixel space between the adBannerView and the status bar.
Try to add the next line in your viewDidLoad (right after [super viewDidLoad];):
self.view.frame = [[UIScreen mainScreen] applicationFrame];
CGRectZero is literally a zero rect (0, 0, 0, 0), so ADBannerView should never show up if it really has a width and height of 0. You probably want to try initWithFrame:self.view.frame or so…
You should set the size identifier before adding the view:
- (void)viewDidLoad {
[super viewDidLoad];
adBannerView = [[ADBannerView alloc] initWithFrame:CGRectZero()];
if(UIInterfaceOrientationIsPortrait([[UIDevice currentDevice] orientation]))
adBannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifier320x50;
else
adBannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifier480x32;
[self.view addSubview:adBannerView];
// now you can treat it like any other subview
// For example, if you want to move it to the bottom of the view, do this:
CGRect frame = adBannerView.frame;
frame.origin.y = self.view.frame.size.height - frame.size.height;
[adBannerView setFrame:frame];
}
Whenever the interface rotates, you should notify the banner to change its size.
Assuming you have access to WWDC videos (which is available for free), check video session 305. It demos adding the banner.