As is known to all, the iOS5 has AirPlay feature to let the iPad2 out put the screen in the TV. There is a game(RealRacing 2 HD) which enable this feature to make the 3D graphic to output on the tv and 2D graphic still display on iPad. How can this game do that? The game' demonstrate is here
How can I out put my game like Real Racing 2 HD?
Ok, I will answer my own question.
All I have done is follow the sample on this
When airplay function is ON, the UIScreen will auto generate a external screen, we can manage the EAGLView, separating some to add to the external screen and others add to main screen.
Hope my exp can help some one.
Related
I have searched everywhere and tried mixing and matching different bits of code but I haven't found anything that works or anyone with the same question.
Basically I want to be able to create video demos of iPhone apps that include standard UIKit elements and also the image coming from the camera (video preview layer). I don't want to use airPlay or iOS simulator to project onto the desktop then capture because I want to be able to make videos outside in public. I have successfully been able to video capture the screen with this code but with the video preview layer being blank. I read that its because its using openGL and what I'm capturing is from the CPU, not the GPU. I have successfully used GPUImage from Brad Larson to capture the video preview layer but it doesn't capture the rest of the UIView. I have seen code that combines both and converts to an image but I'm not sure if that would be too slow for realtime video capture. Can someone point me in the right direction?
It might not be the cleanest solution, but it will work nonetheless: did you consider jailbreaking? I hope Apple does sue me for this one but if you really want to record your screen then simply install a screen recorder. Enough options can be found: http://www.google.be/search?q=iphone+jailbreak+record+screen
And if you don't like it: recover your phone for a previous backup.
(for the record: I'm against jailbreaking and posting this from a productivity point of view)
I have a very rare problem on iOS (iphone).
i developed the site yolieva.de with a videoclip which also runs on ios. but it plays in the background because on top is the navigation with z-index. but it is not accessible from ios. kind of disabled because of the videoclip. you may want to try it with an iphone and you see you cant click through the site…
how to solve this? i want to keep the navigation above the video
I think this has something to do with how iOS deals with the videoclip, so I am not sure that you can do anything about it directly.
Why don't you make the div containing the flash player (id player) smaller on the iphone?
In fact, on the iphone your flash video is not shown in place, there is anyway a change of view, so there is no need of having it full screen either. Of course, you should make your flash player div smaller only for iOS, not other browsers, where it is fine that it is full screen...
i want to make my game universal. but when i try it on ipad, my background layer only covers 1/4 of the screen, but the sprites can go the entire screen. also the sizes of sprites are too small, didn't scale up.
when i see the apple doc, it says i have to "if else" to detect device every time use coordinate. but there are just so much code to be modified.
so is there any way to solve this? like just change in one place?
When you make your game universal, You have to rename your resources to support the ipad size.. meaning : sprite-ipad.png
It is not suppose to scale up when you choose universal app.. You can to redo the sprites..
As cocos2d auto handles the coordinates of the sprites when it is on different devices, it should be all over the device..
If you do not wish to redo the images, you can just choose to build for iphone.. It would be able to scale up when the player downloads it on the ipad..
This is no typical programming question.
I am currently developing an app using the latest SDK. This app will use the UIImagePickerController for taking pictures with the built-in camera.
I know the new iPhone 4 has 2 cameras built in. But the simulator doesn't support the camera in any way, so there's is now way to test the camera controller on a new iPhone. I do have a iPhone 3G to test my app with.
But what I want to know now, if someone can provide me a screenshot of the UIImagePickerController in camera mode running on his iPhone 4? But I really need an image from the UIImagePickerController not from the common camera application on the iPhone, because those two image pickers aren't the same! I can see this on my iPhone 3G: the built-in camera application and the UIImagePickerController are having a totally different UI.
Why I am asking for that? Because I want to know if there is a built-in switch in UIImagePickerController to switch between the front and rear camera. I know there is such a switch if you want to take a picture using the common iPhone 4 camera application, but I don't know if this switch also exists in UIImagePickerController from the SDK.
Thanks for your help!
C YA
Here you go. I managed to catch it with the zoom control and focus square.
I have two of my apps rejected by Apple and sitting on the "shelves of approval" for 2 months, because both apps were using UIImagePickerController and I dared to add a rectangle on top of the UIImagePickerController, using something as
[picker.view addSubView:rectangle];
On the other hand, applications like CameraZoom and others, ditch the UIImagePickerController regular appearance completely and has its own interface, with custom graphics and sliders on top of the camera preview and even with the ability to zoom the preview image in real-time.
My question is: how can one do that and not be crucified by Apple?
thanks for any insight!
As far as I know, it's been hit and miss. Some apps get through, some don't, and it's really quite annoying (as is app approval in general).
In SDK 3.1, there is a new Camera Overlay concept, where you can overlay your own view on top of the camera view. You can find more documentation on the iPhone Developer website (since it is 3.1, it is under NDA).