iAd Landscape Strange View Behavior - iphone

I have an iAd which displays at the top of a fullscreen subview of the main view. The iAd works normally in portrait mode, and I have handled rotation of the iAd banner view into landscape mode. The issue occurs when the iAd is tapped by the user in landscape mode. The test advertisement displays in portrait, sideways on the phone, and when the user taps the x to dismiss the iAd, the banner view and its parent view are pushed offscreen. The iAd behaves normally in portrait mode (i.e. tapping it and closing it results in the view containing the banner to be displayed normally).
Things I have tried:
- (void)bannerViewActionDidFinish:(ADBannerView *)banner{
NSLog(#"Ad was closed, show the adView again");
if(UIInterfaceOrientationIsLandscape(currentInterfaceOrientation)){
[self animateRotationToLandscape:0.3f];
}
else{
[self animateRotationToPortrait:0.3f];
}
}
-(void)animateRotationToPortrait:(NSTimeInterval)duration{
self.adView.currentContentSizeIdentifier =
ADBannerContentSizeIdentifierPortrait;
BOOL iPad = NO;
#ifdef UI_USER_INTERFACE_IDIOM
iPad = (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad);
#endif
if (iPad) {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:duration];
proUpgradeDescription.frame = CGRectMake(82,313,604,110);
proUpgradePrice.frame = CGRectMake(313,576,142,28);
closeButton.frame = CGRectMake(348,834,72,37);
purchaseButton.frame = CGRectMake(313,431,142,142);
[UIView commitAnimations];
}
else{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:duration];
proUpgradeDescription.frame = CGRectMake(20,80,280,70);
proUpgradePrice.frame = CGRectMake(88,322,142,28);
closeButton.frame = CGRectMake(123,403,72,37);
purchaseButton.frame = CGRectMake(88,172,142,142);
[UIView commitAnimations];
}
}
Which calls code that I use to animate rotation of the display for portrait and landscape mode. This code has no effect.
If anyone has any ideas as to why the test advertisements don't rotate correctly and why they push the parent view controller off the screen I would greatly appreciate it.

I don't know if this addresses all of your problems, but according to the answer on this question, the test ads are only in portrait, and real ads will show up in both orientations.

I know the question is a little old so I'm posting here just in case someone runs into the same problem (I did).
ADBannerView messes with the frame and transform properties of the parent view so all you have to do is to reset them to their original values after it has finished (in bannerViewActionDidFinish:).
I still don't understand why it doesn't put back everything the way it was after it has finished. We shouldn't have to do this.

This drove me nuts too. Delivering only landscape full page ads to the iPad and portrait to the iPhone and not saying so is asking for trouble. I gave up using the iAdSuite code, which caused the Landscape iPad ad to leave the screen in Landscape even when the device was in portrait!
This is my code for banner ads. It is all in the first view controller loaded. It aims to put the banner at the bottom of the screen.
In the header file:
#import "iAd/ADBannerView.h"
#property (strong, nonatomic) ADBannerView* adView;
#interface myViewController : UIViewController <ADBannerViewDelegate,
in viewDidLoad
CGRect contentFrame = self.view.bounds;
CGRect bannerFrame = CGRectZero;
bannerFrame.size = [adView sizeThatFits:contentFrame.size];
bannerFrame.origin.y = contentFrame.size.height-bannerFrame.size.height;
adView = [[ADBannerView alloc] initWithFrame:bannerFrame];
[adView setDelegate:self];
[self.view addSubview:adView];
Then
-(void)viewWillLayoutSubviews {
CGRect contentFrame = self.view.bounds;
CGRect bannerFrame=CGRectZero;
bannerFrame.size = [adView sizeThatFits:contentFrame.size];
if (adView.bannerLoaded) {bannerFrame.origin.y = contentFrame.size.height-bannerFrame.size.height;}
else {bannerFrame.origin.y = contentFrame.size.height;}
[adView setFrame:bannerFrame];}
Then to handle the callbacks from iAd we need to tell the view to redo its layout if something changes:
- (void)bannerViewDidLoadAd:(ADBannerView *)banner{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];}
This seems to handle the orientation correctly on both iPad and iPhone except for the test full page ads. However, the screen assume correct orientation after the test ad is dismissed so I am hoping it is all OK.

Related

setNavigationBarHidden with animation not working on iPad

I use the following code in my app when user click on a button :
[self.navigationController setNavigationBarHidden:NO animated:YES];
The appearance animates normally on iPhone but not on iPad. Do you know why ?
The best solution here may be to put self.navigationBar.hidden = NO; in the -viewWillAppear: method of the UIViewController where you dont wish to have the bar perpetually hidden.
EDIT:
i found this, may help you;
if( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad )
{
CGRect rect = self.navigationController.navigationBar.frame;
rect.origin.y = rect.origin.y < 0 ?
rect.origin.y + rect.size.height
: rect.origin.y - rect.size.height;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.2];
self.navigationController.navigationBar.frame = rect;
[UIView commitAnimations];
}
else
{
[self.navigationController setNavigationBarHidden:shouldHide animated:YES];
}
Are you sure you're invoking this in the context of the Main Thread ?
Do check the other code you have written along with the properties of your view. I use this fragment in my universal apps and it works fine on both the iPhone and iPad. So looks like some other setting (probably autosizing properties??) of your views are causing this.
This code is working fine for me. I try with navigation templete for iphone and then that project upgrade for the ipad for two specific device. and run in ipad. Then navigation bar is hide/show with same animation like iphone app does.
try this. May you get more idea.
Thanks,
MinuMaster

Rotating a UIAlertView

I've created a custom UIAlertView (by subclassing it and messing around with its show function) that has some custom subviews and is of non-standard size.
It works ok when I create and display it, however, when the device is rotated, the alert rotates and then returns to its default size.
Any ideas what functions to override - or should I tweak the UIViewController?
thanks,
Peter
Not sure if force rotating the UIAlertView fits the Apple GUI guidelines, but you can rotate it by defining the status bar (status bar and UIAlertView sticks together)
application.statusBarOrientation = UIInterfaceOrientationLandscapeRight;
application.statusBarOrientation = UIInterfaceOrientationLandscapeLeft;
But UIAlertView is a UIView just like many others, so try this :
- (void)didPresentAlertView:(UIAlertView *)alertView
{
[UIView beginAnimations:#"" context:nil];
[UIView setAnimationDuration:0.1];
alertView.transform = CGAffineTransformRotate(alertView.transform, degreesToRadian(90));
[UIView commitAnimations];
}

interfaceorientation remains same after removeFromSuperview and again addSubview

I am switching between views using view animations, its works but I am having an issue with interface orientation.
I have two views on window.
authenticationViewCont
mainViewCont
Both have a button, when button clicked on authenticationViewCont I remove it and show mainViewCont and vice versa.
Once I addSubview the authenticationViewCont.view and putting device in portrait mode then removed it by removeFromSuperview then I change device orientation to landscape in my hands then again addSubview the authenticationViewCont. It first displayed animating in portrait and changing orientation after animation.
-(void)mainToAuthentication {
CGRect originalFrame = authenticationViewCont.view.frame;
CGRect modifiedFrame = originalFrame;
modifiedFrame.origin.y = originalFrame.size.height;
// made view out from screen
authenticationViewCont.view.frame = modifiedFrame;
// add sub view on top of other views
[self.window addSubview:authenticationViewCont.view];
// transiting view from bottom to center of screen
[UIView animateWithDuration:0.5
animations:^{ authenticationViewCont.view.frame = originalFrame; }
completion:^(BOOL finished){ mainViewCont.view removeFromSuperview; }];
}
-(void)authenticationToMain {
CGRect originalFrame = mainViewCont.view.frame;
CGRect modifiedFrame = originalFrame;
modifiedFrame.origin.y = -originalFrame.size.height;
// made view out from screen
mainViewCont.view.frame = modifiedFrame;
// add sub view on top of other views
[self.window addSubview:mainViewCont.view];
// transiting view from top to center of screen
[UIView animateWithDuration:0.5
animations:^{ mainViewCont.view.frame = originalFrame; }
completion:^(BOOL finished){ authenticationViewCont.view removeFromSuperview; }];
}
How can I make it to display in current interface orientation instead of old interface orientation in which it was removeFromSuperview?
I think the problem here is that you are initialliy adding one viewController.view ontop of another then removing the old one.
The problem with window only expects one rootViewController. So the window will only pass rotation events onto the first controller. Meaning your second viewController will not get rotation events until the completionsBlock gets called.
The way I would get around this is to put this switching code inside of a rootViewController that is on the window. Then whenever you do your switching you can pass in the current rotation of the rootviewController and have your authenticationViewController set itself up based on the orientation you pass it

iAd left white blank screen after closed

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.

Is there a documented way to set the iPhone orientation?

I have an app where I would like to support device rotation in certain views but other don't particularly make sense in Landscape mode, so as I swapping the views out I would like to force the rotation to be set to portrait.
There is an undocumented property setter on UIDevice that does the trick but obviously generates a compiler warning and could disappear with a future revision of the SDK.
[[UIDevice currentDevice] setOrientation:UIInterfaceOrientationPortrait];
Are there any documented ways to force the orientation?
Update: I thought I would provide an example as I am not looking for shouldAutorotateToInterfaceOrientation as I have already implemented that.
I want my app to support landscape and portrait in View 1 but only portrait in View 2. I have already implemented shouldAutorotateToInterfaceOrientation for all views but if the user is in landscape mode in View 1 and then switches to View 2, I want to force the phone to rotate back to Portrait.
This is long after the fact, but just in case anybody comes along who isn't using a navigation controller and/or doesn't wish to use undocumented methods:
UIViewController *c = [[UIViewController alloc]init];
[self presentModalViewController:c animated:NO];
[self dismissModalViewControllerAnimated:NO];
[c release];
It is sufficient to present and dismiss a vanilla view controller.
Obviously you'll still need to confirm or deny the orientation in your override of shouldAutorotateToInterfaceOrientation. But this will cause shouldAutorotate... to be called again by the system.
If you want to force it to rotate from portrait to landscape here is the code. Just note that you need adjust the center of your view. I noticed that mine didn't place the view in the right place. Otherwise, it worked perfectly. Thanks for the tip.
if(UIInterfaceOrientationIsLandscape(self.interfaceOrientation)){
[UIView beginAnimations:#"View Flip" context:nil];
[UIView setAnimationDuration:0.5f];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.bounds = CGRectMake(0.0f, 0.0f, 480.0f, 320.0f);
self.view.center = CGPointMake(160.0f, 240.0f);
[UIView commitAnimations];
}
From what I can tell, the setOrientation: method doesn't work (or perhaps works no longer). Here's what I'm doing to do this:
first, put this define at the top of your file, right under your #imports:
#define degreesToRadian(x) (M_PI * (x) / 180.0)
then, in the viewWillAppear: method
[[UIApplication sharedApplication] setStatusBarHidden:YES animated:NO];
if (self.interfaceOrientation == UIInterfaceOrientationPortrait) {
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.bounds = CGRectMake(0.0, 0.0, 480, 320);
}
if you want that to be animated, then you can wrap the whole thing in an animation block, like so:
[UIView beginAnimations:#"View Flip" context:nil];
[UIView setAnimationDuration:1.25];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[[UIApplication sharedApplication] setStatusBarHidden:YES animated:NO];
if (self.interfaceOrientation == UIInterfaceOrientationPortrait) {
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90));
self.view.bounds = CGRectMake(0.0, 0.0, 480, 320);
}
[UIView commitAnimations];
Then, in your portrait mode controller, you can do the reverse - check to see if its currently in landscape, and if so, rotate it back to Portrait.
I was having an issue where I had a UIViewController on the screen, in a UINavigationController, in landscape orientation. When the next view controller is pushed in the flow, however, I needed the device to return to portrait orientation.
What I noticed, was that the shouldAutorotateToInterfaceOrientation: method isn't called when a new view controller is pushed onto the stack, but it is called when a view controller is popped from the stack.
Taking advantage of this, I am using this snippet of code in one of my apps:
- (void)selectHostingAtIndex:(int)hostingIndex {
self.transitioning = YES;
UIViewController *garbageController = [[[UIViewController alloc] init] autorelease];
[self.navigationController pushViewController:garbageController animated:NO];
[self.navigationController popViewControllerAnimated:NO];
BBHostingController *hostingController = [[BBHostingController alloc] init];
hostingController.hosting = [self.hostings objectAtIndex:hostingIndex];
[self.navigationController pushViewController:hostingController animated:YES];
[hostingController release];
self.transitioning = NO;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation {
if (self.transitioning)
return (toInterfaceOrientation == UIInterfaceOrientationPortrait);
else
return YES;
}
Basically, by creating an empty view controller, pushing it onto the stack, and immediately popping it off, it's possible to get the interface to revert to the portrait position. Once the controller has been popped, I just push on the controller that I intended to push in the first place. Visually, it looks great - the empty, arbitrary view controller is never seen by the user.
There is a simple way to programmatically force iPhone to the necessary orientation - using two of already provided answers by kdbdallas, Josh :
//will rotate status bar
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight];
//will re-rotate view according to statusbar
UIViewController *c = [[UIViewController alloc]init];
[self presentModalViewController:c animated:NO];
[self dismissModalViewControllerAnimated:NO];
[c release];
works like a charm :)
EDIT:
for iOS 6 I need to add this function:
(works on modal viewcontroller)
- (NSUInteger)supportedInterfaceOrientations
{
return (UIInterfaceOrientationMaskLandscapeLeft | UIInterfaceOrientationMaskLandscapeRight);
}
I've been digging and digging looking for a good solution to this. Found this blog post that does the trick: remove your outermost view from the key UIWindow and add it again, the system will then re-query the shouldAutorotateToInterfaceOrientation: methods from your viewcontrollers, enforcing the correct orientation to be applied.
See it : iphone forcing uiview to reorientate
This is no longer an issue on the later iPhone 3.1.2 SDK. It now appears to honor the requested orientation of the view being pushed back onto the stack. That likely means that you would need to detect older iPhone OS versions and only apply the setOrientation when it is prior to the latest release.
It is not clear if Apple's static analysis will understand that you are working around the older SDK limitations. I personally have been told by Apple to remove the method call on my next update so I am not yet sure if having a hack for older devices will get through the approval process.
Josh's answer works fine for me.
However, I prefer posting an "orientation did change, please update UI" notification. When this notification is received by a view controller, it calls shouldAutorotateToInterfaceOrientation:, allowing you to set any orientation by returning YES for the orientation you want.
[[NSNotificationCenter defaultCenter] postNotificationName:UIDeviceOrientationDidChangeNotification object:nil];
The only problem is that this forces a re-orientation without an animation. You would need to wrap this line between beginAnimations: and commitAnimations to achieve a smooth transition.
Hope that helps.
FWIW, here's my implementation of manually setting orientation (to go in your app's root view controller, natch):
-(void)rotateInterfaceToOrientation:(UIDeviceOrientation)orientation{
CGRect bounds = [[ UIScreen mainScreen ] bounds ];
CGAffineTransform t;
CGFloat r = 0;
switch ( orientation ) {
case UIDeviceOrientationLandscapeRight:
r = -(M_PI / 2);
break;
case UIDeviceOrientationLandscapeLeft:
r = M_PI / 2;
break;
}
if( r != 0 ){
CGSize sz = bounds.size;
bounds.size.width = sz.height;
bounds.size.height = sz.width;
}
t = CGAffineTransformMakeRotation( r );
UIApplication *application = [ UIApplication sharedApplication ];
[ UIView beginAnimations:#"InterfaceOrientation" context: nil ];
[ UIView setAnimationDuration: [ application statusBarOrientationAnimationDuration ] ];
self.view.transform = t;
self.view.bounds = bounds;
[ UIView commitAnimations ];
[ application setStatusBarOrientation: orientation animated: YES ];
}
coupled with the following UINavigationControllerDelegate method (assuming you're using a UINavigationController):
-(void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated{
// rotate interface, if we need to
UIDeviceOrientation orientation = [[ UIDevice currentDevice ] orientation ];
BOOL bViewControllerDoesSupportCurrentOrientation = [ viewController shouldAutorotateToInterfaceOrientation: orientation ];
if( !bViewControllerDoesSupportCurrentOrientation ){
[ self rotateInterfaceToOrientation: UIDeviceOrientationPortrait ];
}
}
That takes care of rotating the root view according to whether an incoming UIViewController supports the current device orientation. Finally, you'll want to hook up rotateInterfaceToOrientation to actual device orientation changes in order to mimic standard iOS functionality. Add this event handler to the same root view controller:
-(void)onUIDeviceOrientationDidChangeNotification:(NSNotification*)notification{
UIViewController *tvc = self.rootNavigationController.topViewController;
UIDeviceOrientation orientation = [[ UIDevice currentDevice ] orientation ];
// only switch if we need to (seem to get multiple notifications on device)
if( orientation != [[ UIApplication sharedApplication ] statusBarOrientation ] ){
if( [ tvc shouldAutorotateToInterfaceOrientation: orientation ] ){
[ self rotateInterfaceToOrientation: orientation ];
}
}
}
Finally, register for UIDeviceOrientationDidChangeNotification notifications in init or loadview like so:
[[ NSNotificationCenter defaultCenter ] addObserver: self
selector: #selector(onUIDeviceOrientationDidChangeNotification:)
name: UIDeviceOrientationDidChangeNotification
object: nil ];
[[ UIDevice currentDevice ] beginGeneratingDeviceOrientationNotifications ];
This works for me (thank you Henry Cooke):
The aim for me was to deal with landscape orientations changes only.
init method:
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(orientationChanged:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
- (void)orientationChanged:(NSNotification *)notification {
//[[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications];
UIDeviceOrientation orientation = [UIDevice currentDevice].orientation;
CGRect bounds = [[ UIScreen mainScreen ] bounds ];
CGAffineTransform t;
CGFloat r = 0;
switch ( orientation ) {
case UIDeviceOrientationLandscapeRight:
r = 0;
NSLog(#"Right");
break;
case UIDeviceOrientationLandscapeLeft:
r = M_PI;
NSLog(#"Left");
break;
default:return;
}
t = CGAffineTransformMakeRotation( r );
UIApplication *application = [ UIApplication sharedApplication ];
[ UIView beginAnimations:#"InterfaceOrientation" context: nil ];
[ UIView setAnimationDuration: [ application statusBarOrientationAnimationDuration ] ];
self.view.transform = t;
self.view.bounds = bounds;
[ UIView commitAnimations ];
[ application setStatusBarOrientation: orientation animated: YES ];
}
I have an app where I would like to support device rotation in certain views but other don't particularly make sense in Landscape mode, so as I swapping the views out I would like to force the rotation to be set to portrait.
I realise that the above original post in this thread is very old now, but I had a similar problem to it - ie. all of the screens in my App are portrait only, with the exception of one screen, which can be rotated between landscape and portrait by the user.
This was straightforward enough, but like other posts, I wanted the App to automatically return to portrait regardless of the current device orientation, when returning to the previous screen.
The solution I implemented was to hide the Navigation Bar while in landscape mode, meaning that the user can only return to previous screens whilst in portrait. Therefore, all other screens can only be in portrait.
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)pInterfaceOrientation {
BOOL lHideNavBar = self.interfaceOrientation == UIInterfaceOrientationPortrait ? NO : YES;
[self.navigationController setNavigationBarHidden:lHideNavBar animated:YES];
}
This also has the added benefit for my App in that there is more screen space available in landscape mode. This is useful because the screen in question is used to display PDF files.
Hope this helps.
I solved this quite easily in the end. I tried every suggestion above and still came up short, so this was my solution:
In the ViewController that needs to remain Landscape (Left or Right), I listen for orientation changes:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(didRotate:)
name:UIDeviceOrientationDidChangeNotification object:nil];
Then in didRotate:
- (void) didRotate:(NSNotification *)notification
{ if (orientationa == UIDeviceOrientationPortrait)
{
if (hasRotated == NO)
{
NSLog(#"Rotating to portait");
hasRotated = YES;
[UIView beginAnimations: #"" context:nil];
[UIView setAnimationDuration: 0];
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(-90));
self.view.bounds = CGRectMake(0.0f, 0.0f, 480.0f, 320.0f);
self.view.frame = CGRectMake(0.0f, 0.0f, 480.0f, 320.0f);
[UIView commitAnimations];
}
}
else if (UIDeviceOrientationIsLandscape( orientationa))
{
if (hasRotated)
{
NSLog(#"Rotating to lands");
hasRotated = NO;
[UIView beginAnimations: #"" context:nil];
[UIView setAnimationDuration: 0];
self.view.transform = CGAffineTransformIdentity;
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(0));
self.view.bounds = CGRectMake(0.0f, 0.0f, 320.0f, 480.0f);
self.view.frame = CGRectMake(0.0f, 0.0f, 320.0f, 480.0f);
[UIView commitAnimations];
}
}
Keep in mind any Super Views/Subviews that use autoresizing, as the view.bounds/frame are being reset explicitly...
The only caveat to this method for keeping the view Landscape, is the inherent animation switching between orientations that has to occur, when it would be better to have it appear to have no change.
iOS 6 solution:
[[[self window] rootViewController] presentViewController:[[UIViewController alloc] init] animated:NO completion:^{
[[[self window] rootViewController] dismissViewControllerAnimated:NO completion:nil];
}];
The exact code depends per app and also where you place it (I used it in my AppDelegate). Replace [[self window] rootViewController] with what you use. I was using a UITabBarController.
I found a solution and wrote something in french (but code are in english). here
The way is to add the controller to the window view (the controller must possess a good implementation of the shouldRotate.... function).
If you are using UIViewControllers, there is this method:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
Return NO for the view controllers containing the views you don't want to rotate.
More info here
I don't think this is possible to do at run-time, though you could of course just apply a 90 degree transform to your UI.
This is what I use. (You get some compile warnings but it works in both the Simulator and the iPhone)
[[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight];
[[UIDevice currentDevice] setOrientation:UIInterfaceOrientationLandscapeRight];