UIWebView - Enabling Action Sheets on <img> tags - iphone

Is it just me or has the action sheet on <img> tags been disabled in UIWebView? In Safari, e.g, when you want to save an image locally, you touch and hold on the image to get an action sheet shown. But it's not working in my custom UIWebView. I mean, it is still working for <a> tags, i.e, when I touch and hold on html links, an action sheet shows up. But not for the <img> tags.
I've tried things like putting img { -webkit-touch-callout: inherit; } in css, which didn't work. On the other hand, when I double-tap and hold on the images, a copy-balloon shows up.
So the question is, has the default action sheet callout for <img> tags been disabled for UIWebView? Is so, is there a way to re-enable it? I've googled around and saw many Q&As on how to disable it in UIWebView, so is it just me who aren't seeing the popup?
Thanks in advance!

Yes apple has disabled this feature (among others) in UIWebViews and kept it for Safari only.
However you can recreate this yourself by extending this tutorial, http://www.icab.de/blog/2010/07/11/customize-the-contextual-menu-of-uiwebview/.
Once you've finished this tutorial you'll want to add a few extra's so you can actually save images (which the tutorial doesn't cover).
I added an extra notification called #"tapAndHoldShortNotification" after 0.3 seconds which calls a method with just the disable callout code in it (to prevent both the default and your own menu popping while the page is still loading, a little bug fix).
Also to detect images you'll need to extend the JSTools.js, here's mine with the extra functions.
function MyAppGetHTMLElementsAtPoint(x,y) {
var tags = ",";
var e = document.elementFromPoint(x,y);
while (e) {
if (e.tagName) {
tags += e.tagName + ',';
}
e = e.parentNode;
}
return tags;
}
function MyAppGetLinkSRCAtPoint(x,y) {
var tags = "";
var e = document.elementFromPoint(x,y);
while (e) {
if (e.src) {
tags += e.src;
break;
}
e = e.parentNode;
}
return tags;
}
function MyAppGetLinkHREFAtPoint(x,y) {
var tags = "";
var e = document.elementFromPoint(x,y);
while (e) {
if (e.href) {
tags += e.href;
break;
}
e = e.parentNode;
}
return tags;
}
Now you can detect the user clicking on images and actually find out the images url they are clicking on, but we need to change the -(void)openContextualMenuAtPoint: method to provide extra options.
Again here's mine (I tried to copy Safari's behaviour for this):
- (void)openContextualMenuAt:(CGPoint)pt{
// Load the JavaScript code from the Resources and inject it into the web page
NSString *path = [[NSBundle mainBundle] pathForResource:#"JSTools" ofType:#"js"];
NSString *jsCode = [NSString stringWithContentsOfFile:path encoding:NSUTF8StringEncoding error:nil];
[webView stringByEvaluatingJavaScriptFromString:jsCode];
// get the Tags at the touch location
NSString *tags = [webView stringByEvaluatingJavaScriptFromString:
[NSString stringWithFormat:#"MyAppGetHTMLElementsAtPoint(%i,%i);",(NSInteger)pt.x,(NSInteger)pt.y]];
NSString *tagsHREF = [webView stringByEvaluatingJavaScriptFromString:
[NSString stringWithFormat:#"MyAppGetLinkHREFAtPoint(%i,%i);",(NSInteger)pt.x,(NSInteger)pt.y]];
NSString *tagsSRC = [webView stringByEvaluatingJavaScriptFromString:
[NSString stringWithFormat:#"MyAppGetLinkSRCAtPoint(%i,%i);",(NSInteger)pt.x,(NSInteger)pt.y]];
UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:nil delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:nil];
selectedLinkURL = #"";
selectedImageURL = #"";
// If an image was touched, add image-related buttons.
if ([tags rangeOfString:#",IMG,"].location != NSNotFound) {
selectedImageURL = tagsSRC;
if (sheet.title == nil) {
sheet.title = tagsSRC;
}
[sheet addButtonWithTitle:#"Save Image"];
[sheet addButtonWithTitle:#"Copy Image"];
}
// If a link is pressed add image buttons.
if ([tags rangeOfString:#",A,"].location != NSNotFound){
selectedLinkURL = tagsHREF;
sheet.title = tagsHREF;
[sheet addButtonWithTitle:#"Open"];
[sheet addButtonWithTitle:#"Copy"];
}
if (sheet.numberOfButtons > 0) {
[sheet addButtonWithTitle:#"Cancel"];
sheet.cancelButtonIndex = (sheet.numberOfButtons-1);
[sheet showInView:webView];
}
[selectedLinkURL retain];
[selectedImageURL retain];
[sheet release];
}
(NOTES: selectedLinkURL and selectedImageURL are declared in the .h file to let them be accessed throughout the class, for saving or opening the link latter.
So far we've just been going back over the tutorials code making changes but now we will move into what the tutorial doesn't cover (it stops before actually mentioning how to handle saving the images or opening the links).
To handle the users choice we now need to add the actionSheet:clickedButtonAtIndex: method.
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex{
if ([[actionSheet buttonTitleAtIndex:buttonIndex] isEqualToString:#"Open"]){
[webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:selectedLinkURL]]];
}
else if ([[actionSheet buttonTitleAtIndex:buttonIndex] isEqualToString:#"Copy"]){
[[UIPasteboard generalPasteboard] setString:selectedLinkURL];
}
else if ([[actionSheet buttonTitleAtIndex:buttonIndex] isEqualToString:#"Copy Image"]){
[[UIPasteboard generalPasteboard] setString:selectedImageURL];
}
else if ([[actionSheet buttonTitleAtIndex:buttonIndex] isEqualToString:#"Save Image"]){
NSOperationQueue *queue = [NSOperationQueue new];
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:#selector(saveImageURL:) object:selectedImageURL];
[queue addOperation:operation];
[operation release];
}
}
This checks what the user wants to do and handles /most/ of them, only the "save image" operation needs another method to handle that. For the progress I used MBProgressHub.
Add an MBProgressHUB *progressHud; to the interface declaration in the .h and set it up in the init method (of whatever class you're handling the webview from).
progressHud = [[MBProgressHUD alloc] initWithView:self.view];
progressHud.customView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Tick.png"]] autorelease];
progressHud.opacity = 0.8;
[self.view addSubview:progressHud];
[progressHud hide:NO];
progressHud.userInteractionEnabled = NO;
And the -(void)saveImageURL:(NSString*)url; method will actually save it to the image library.
(A better way would be to do the download through an NSURLRequest and update the progress hud in MBProgressHUDModeDeterminate to deflect how long it'll actually take to download, but this is a more hacked together implementation then that)
-(void)saveImageURL:(NSString*)url{
[self performSelectorOnMainThread:#selector(showStartSaveAlert) withObject:nil waitUntilDone:YES];
UIImageWriteToSavedPhotosAlbum([UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:url]]], nil, nil, nil);
[self performSelectorOnMainThread:#selector(showFinishedSaveAlert) withObject:nil waitUntilDone:YES];
}
-(void)showStartSaveAlert{
progressHud.mode = MBProgressHUDModeIndeterminate;
progressHud.labelText = #"Saving Image...";
[progressHud show:YES];
}
-(void)showFinishedSaveAlert{
// Set custom view mode
progressHud.mode = MBProgressHUDModeCustomView;
progressHud.labelText = #"Completed";
[progressHud performSelector:#selector(hide:) withObject:[NSNumber numberWithBool:YES] afterDelay:0.5];
}
And of cause add [progressHud release]; to the dealloc method.
Hopefully this shows you how to add some of the options to a webView that apple left out.
Of cause though you can add more things to this like a "Read Later" option for instapaper or a "Open In Safari" button.
(looking at the length of this post I'm seeing why the original tutorial left out the finial implementation details)
Edit: (updated with more info)
I was asked about the detail I glossed over at the top, the #"tapAndHoldShortNotification", so this is clarifying it.
This is my UIWindow subclass, it adds the second notification to cancel the default selection menu (this is because when I tried the tutorial it showed both menus).
- (void)tapAndHoldAction:(NSTimer*)timer {
contextualMenuTimer = nil;
UIView* clickedView = [self hitTest:CGPointMake(tapLocation.x, tapLocation.y) withEvent:nil];
while (clickedView != nil) {
if ([clickedView isKindOfClass:[UIWebView class]]) {
break;
}
clickedView = clickedView.superview;
}
if (clickedView) {
NSDictionary *coord = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithFloat:tapLocation.x],#"x",
[NSNumber numberWithFloat:tapLocation.y],#"y",nil];
[[NSNotificationCenter defaultCenter] postNotificationName:#"TapAndHoldNotification" object:coord];
}
}
- (void)tapAndHoldActionShort:(NSTimer*)timer {
UIView* clickedView = [self hitTest:CGPointMake(tapLocation.x, tapLocation.y) withEvent:nil];
while (clickedView != nil) {
if ([clickedView isKindOfClass:[UIWebView class]]) {
break;
}
clickedView = clickedView.superview;
}
if (clickedView) {
NSDictionary *coord = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithFloat:tapLocation.x],#"x",
[NSNumber numberWithFloat:tapLocation.y],#"y",nil];
[[NSNotificationCenter defaultCenter] postNotificationName:#"TapAndHoldShortNotification" object:coord];
}
}
- (void)sendEvent:(UIEvent *)event {
NSSet *touches = [event touchesForWindow:self];
[touches retain];
[super sendEvent:event]; // Call super to make sure the event is processed as usual
if ([touches count] == 1) { // We're only interested in one-finger events
UITouch *touch = [touches anyObject];
switch ([touch phase]) {
case UITouchPhaseBegan: // A finger touched the screen
tapLocation = [touch locationInView:self];
[contextualMenuTimer invalidate];
contextualMenuTimer = [NSTimer scheduledTimerWithTimeInterval:0.8 target:self selector:#selector(tapAndHoldAction:) userInfo:nil repeats:NO];
NSTimer *myTimer;
myTimer = [NSTimer scheduledTimerWithTimeInterval:0.2 target:self selector:#selector(tapAndHoldActionShort:) userInfo:nil repeats:NO];
break;
case UITouchPhaseEnded:
case UITouchPhaseMoved:
case UITouchPhaseCancelled:
[contextualMenuTimer invalidate];
contextualMenuTimer = nil;
break;
}
} else { // Multiple fingers are touching the screen
[contextualMenuTimer invalidate];
contextualMenuTimer = nil;
}
[touches release];
}
The notification is then handled like this:
// in -viewDidLoad
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(stopSelection:) name:#"TapAndHoldShortNotification" object:nil];
- (void)stopSelection:(NSNotification*)notification{
[webView stringByEvaluatingJavaScriptFromString:#"document.documentElement.style.webkitTouchCallout='none';"];
}
It's only a little change but it fixes the annoying little bug where you get 2 menus appear (the standard one and yours).
Also you could easily add iPad support by sending the touches location as the notification fires and then showing the UIActionSheet from that point, though this was written before the iPad so doesn't include support for that.

After struggling for, like 2 or 3 days non-stop on this problem, it seems like the position is computed "relatively" to the UIWebView's "TOP-LEFT" corner (I am programing for iOS 7).
So, to make this work, when you get the position, on the controller where your WebView is (i'll put a snippet of my code below), don't add the "scroll-offset"
SNIPPET - ContextualMenuAction:
- (void)contextualMenuAction:(NSNotification*)notification {
// Load javascript
[self loadJavascript];
// Initialize the coordinates
CGPoint pt;
pt.x = [[[notification object] objectForKey:#"x"] floatValue];
pt.y = [[[notification object] objectForKey:#"y"] floatValue];
// Convert point from window to view coordinate system
pt = [self.WebView convertPoint:pt fromView:nil];
// Get PAGE and UIWEBVIEW dimensions
CGSize pageDimensions = [self.WebView documentSize];
CGSize webviewDimensions = self.WebView.frame.size;
/***** If the page is in MOBILE version *****/
if (webviewDimensions.width == pageDimensions.width) {
}
/***** If the page is in DESKTOP version *****/
else {
// convert point from view to HTML coordinate system
CGSize viewSize = [self.WebView frame].size;
// Contiens la portion de la page visible depuis la webview (en fonction du zoom)
CGSize windowSize = [self.WebView windowSize];
CGFloat factor = windowSize.width / viewSize.width;
CGFloat factorHeight = windowSize.height / viewSize.height;
NSLog(#"factor: %f", factor);
pt.x = pt.x * factor; // ** logically, we would add the offset **
pt.y = pt.y * factorHeight; // ** logically, we would add the offset **
}
NSLog(#"x: %f and y: %f", pt.x, pt.y);
NSLog(#"WINDOW: width: %f height: %f", [self.WebView windowSize].width, [self.WebView windowSize].height);
NSLog(#"DOCUMENT: width: %f height: %f", pageDimensions.width, pageDimensions.height);
[self openContextualMenuAt:pt];
}
SNIPPET - in openContextualMenuAt:
To load the correct JS function:
- (void)openContextualMenuAt:(CGPoint)pt {
// Load javascript
[self loadJavascript];
// get the Tags at the touch location
NSString *tags = [self.WebView stringByEvaluatingJavaScriptFromString:[NSString stringWithFormat:#"getHTMLTagsAtPoint(%li,%li);",(long)pt.x,(long)pt.y]];
...
}
SNIPPET - in JSTools.js:
This is the function I use to get the element touched
function getHTMLTagsAtPoint(x,y) {
var tags = ",";
var element = document.elementFromPoint(x,y);
while (element) {
if (element.tagName) {
tags += element.tagName + ',';
}
element = element.parentNode;
}
return tags;
}
SNIPPET - loadJavascript
I use this one to inject my JS code in the webview
-(void)loadJavascript {
[self.WebView stringByEvaluatingJavaScriptFromString:
[NSString stringWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"JSTools" ofType:#"js"] encoding:NSUTF8StringEncoding error:nil]];
}
This part (everything I did to overrride the default UIActionSheet) is HEAVILY (should I say completely) based on
this post
#Freerunning's answer is complete (i did almost everything he said in my other classes, like on the post my code is based on), the snippets i posted is just to show you more "completely" how my code is.
Hope this helps! ^^

First of all thanks to Freerunnering for the great solution!
But you can do this with an UILongPressGestureRecognizer instead of a custom LongPressRecognizer. This makes things a bit easier to implement:
In the Viewcontroller Containing the webView:
Add UIGestureRecognizerDelegate to your ViewController
let mainJavascript = "function MyAppGetHTMLElementsAtPoint(x,y) { var tags = \",\"; var e = document.elementFromPoint(x,y); while (e) { if (e.tagName) { tags += e.tagName + ','; } e = e.parentNode; } return tags; } function MyAppGetLinkSRCAtPoint(x,y) { var tags = \"\"; var e = document.elementFromPoint(x,y); while (e) { if (e.src) { tags += e.src; break; } e = e.parentNode; } return tags; } function MyAppGetLinkHREFAtPoint(x,y) { var tags = \"\"; var e = document.elementFromPoint(x,y); while (e) { if (e.href) { tags += e.href; break; } e = e.parentNode; } return tags; }"
func viewDidLoad() {
...
let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(CustomViewController.longPressRecognizerAction(_:)))
self.webView.scrollView.addGestureRecognizer(longPressRecognizer)
longPressRecognizer.delegate = self
...
}
func longPressRecognizerAction(sender: UILongPressGestureRecognizer) {
if sender.state == UIGestureRecognizerState.Began {
let tapPostion = sender.locationInView(self.webView)
let tags = self.webView.stringByEvaluatingJavaScriptFromString("MyAppGetHTMLElementsAtPoint(\(tapPostion.x),\(tapPostion.y));")
let href = self.webView.stringByEvaluatingJavaScriptFromString("MyAppGetLinkHREFAtPoint(\(tapPostion.x),\(tapPostion.y));")
let src = self.webView.stringByEvaluatingJavaScriptFromString("MyAppGetLinkSRCAtPoint(\(tapPostion.x),\(tapPostion.y));")
print("tags: \(tags)\nhref: \(href)\nsrc: \(src)")
// handle the results, for example with an UIDocumentInteractionController
}
}
// Without this function, the customLongPressRecognizer would be replaced by the original UIWebView LongPressRecognizer
func gestureRecognizer(gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWithGestureRecognizer otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
And thats it!

Related

SpriteKit App Using Excessive CPU

I wrote a SpriteKit app last year targeting 10.10 (Yosemite). Everything ran fine, but when I upgraded to El Capitan this year it freezes in one particular spot. It's a tough problem to diagnose because there is a lot of code so I'll try to be as descriptive as possible. I've also created a YOUTUBE screen recording of the issue.
App's Purpose
The app is basically a leaderboard that I created for a tournament at the school that I teach at. When the app launches, it goes to the LeaderboardScene scene and displays the leaderboard.
The app stays in this scene for the rest of the time. The sword that says "battle" is a button. When it is pressed it creates an overlay and shows the two students that will be facing each other in video form (SKVideoNode).
The videos play continuously and the user of the app eventually clicks on whichever student wins that match and then the overlay is removed from the scene and the app shows the leaderboard once again.
Potential Reasons For High CPU
Playing video: Normally the overlay shows video, but I also created an option where still images are loaded instead of video just in case I had a problem. Whether I load images or video, the CPU usage is super high.
Here's some of the code that is most likely causing this issue:
LeaderboardScene.m
//when the sword button is pressed it switches to the LB_SHOW_VERSUS_SCREEN state
-(void) update:(NSTimeInterval)currentTime {
switch (_leaderboardState) {
...
case LB_SHOW_VERSUS_SCREEN: { //Case for "Versus Screen" overlay
[self showVersusScreen];
break;
}
case LB_CHOOSE_WINNER: {
break;
}
default:
break;
}
}
...
//sets up the video overlay
-(void) showVersusScreen {
//doesn't allow the matchup screen to pop up until the producer FLASHING actions are complete
if ([_right hasActions] == NO) {
[self addChild:_matchup]; //_matchup is an object from the Matchup.m class
NSArray *producers = #[_left, _right];
[_matchup createRound:_round WithProducers:producers VideoType:YES]; //creates the matchup with VIDEO
//[_matchup createRound:_round WithProducers:producers VideoType:NO]; //creates the matchup without VIDEO
_leaderboardState = LB_CHOOSE_WINNER;
}
}
Matchup.m
//more setting up of the overlay
-(void) createRound:(NSString*)round WithProducers:(NSArray*)producers VideoType:(bool)isVideoType {
SKAction *wait = [SKAction waitForDuration:1.25];
[self loadSoundsWithProducers:producers];
[self runAction:wait completion:^{ //resets the overlay
_isVideoType = isVideoType;
[self removeAllChildren];
[self initBackground];
[self initHighlightNode];
[self initOutline];
[self initText:round];
if (_isVideoType)
[self initVersusVideoWithProducers:producers]; //this is selected
else
[self initVersusImagesWithProducers:producers];
[self animationSequence];
_currentSoundIndex = 0;
[self playAudio];
}];
}
...
//creates a VersusSprite object which represents each of the students
-(void) initVersusVideoWithProducers:(NSArray*)producers {
Producer *left = (Producer*)[producers objectAtIndex:0];
Producer *right = (Producer*)[producers objectAtIndex:1];
_leftProducer = [[VersusSprite alloc] initWithProducerVideo:left.name LeftSide:YES];
_leftProducer.name = left.name;
_leftProducer.zPosition = 5;
_leftProducer.position = CGPointMake(-_SCREEN_WIDTH/2, _SCREEN_HEIGHT/3);
[self addChild:_leftProducer];
_rightProducer = [[VersusSprite alloc] initWithProducerVideo:right.name LeftSide:NO];
_rightProducer.name = right.name;
_rightProducer.zPosition = 5;
_rightProducer.xScale = -1;
_rightProducer.position = CGPointMake(_SCREEN_WIDTH + _SCREEN_WIDTH/2, _SCREEN_HEIGHT/3);
[self addChild:_rightProducer];
}
VersusSprite.m
-(instancetype) initWithProducerVideo:(NSString*)fileName LeftSide:(bool)isLeftSide {
if (self = [super init]) {
_isVideo = YES;
_isLeftSide = isLeftSide;
self.name = fileName;
[self initVideoWithFileName:fileName]; //creates videos
[self addProducerLabel];
}
return self;
}
...
//creates the videos for the VersusSprite
-(void) initVideoWithFileName:(NSString*)fileName {
NSArray *paths = NSSearchPathForDirectoriesInDomains (NSDesktopDirectory, NSUserDomainMask, YES);
NSString *desktopPath = [paths objectAtIndex:0];
NSString *resourcePath = [NSString stringWithFormat:#"%#/vs", desktopPath];
NSString *videoPath = [NSString stringWithFormat:#"%#/%#.mp4", resourcePath, fileName];
NSURL *fileURL = [NSURL fileURLWithPath:videoPath];
AVPlayer *avPlayer = [[AVPlayer alloc] initWithURL:fileURL];
_vid = [SKVideoNode videoNodeWithAVPlayer:avPlayer];
//[_vid setScale:1];
[self addChild:_vid];
[_vid play];
avPlayer.actionAtItemEnd = AVPlayerActionAtItemEndNone;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playerItemDidReachEnd:)
name:AVPlayerItemDidPlayToEndTimeNotification
object:[avPlayer currentItem]];
}
//used to get the videos to loop
- (void)playerItemDidReachEnd:(NSNotification *)notification {
AVPlayerItem *p = [notification object];
[p seekToTime:kCMTimeZero];
}
UPDATE
The issue has been identified and is very specific to my project, so it probably won't help anyone else unfortunately. When clicking on the "sword" icon that says "Battle", the scene gets blurred and then the overlay is put on top of it. The blurring occurs on a background thread as you'll see below:
[self runAction:[SKAction waitForDuration:1.5] completion:^{
[self blurSceneProgressivelyToValue:15 WithDuration:1.25];
}];
I'll have to handle the blur in another way or just remove it altogether.

YouTube video playback broken on iOS6 (works fine on iOS5)

In my app, I have a button which, when pressed, lets you watch a youtube video (a movie trailer). Within the app, without launching safari. Below you can see a code snippet. This code works pefrectly fine under iOS5. However, in iOS 6, the UIButton in findButtonInView is always nil. Any ideas what might be the reason?
youtubeWebView.delegate = self;
youtubeWebView.backgroundColor = [UIColor clearColor];
NSString* embedHTML = #" <html><head> <style type=\"text/css\"> body {background-color: transparent; color: white; }</style></head><body style=\"margin:0\"><embed id=\"yt\" src=\"%#?version=3&app=youtube_gdata\" type=\"application/x-shockwave-flash\"width=\"%0.0f\" height=\"%0.0f\"></embed></body></html>";
NSURL *movieTrailer;
if(tmdbMovie) movieTrailer = tmdbMovie.trailer;
else movieTrailer = [NSURL URLWithString:movie.trailerURLString];
NSString *html = [NSString stringWithFormat:embedHTML,
movieTrailer,
youtubeWebView.frame.size.width,
youtubeWebView.frame.size.height];
[youtubeWebView loadHTMLString:html baseURL:nil];
[self addSubview:youtubeWebView];
- (void)webViewDidFinishLoad:(UIWebView *)_webView {
isWatchTrailerBusy = NO;
[manager displayNetworkActivityIndicator:NO];
//stop the activity indicator and enable the button
UIButton *b = [self findButtonInView:_webView];
//TODO this returns null in case of iOS 6, redirect to the youtube app
if(b == nil) {
NSURL *movieTrailer;
if(tmdbMovie) {
movieTrailer = tmdbMovie.trailer;
} else {
movieTrailer = [NSURL URLWithString:movie.trailerURLString];
}
[[UIApplication sharedApplication] openURL:movieTrailer];
} else {
[b sendActionsForControlEvents:UIControlEventTouchUpInside];
}
}
- (UIButton *)findButtonInView:(UIView *)view {
UIButton *button = nil;
if ([view isMemberOfClass:[UIButton class]]) {
return (UIButton *)view;
}
if (view.subviews && [view.subviews count] > 0) {
for (UIView *subview in view.subviews) {
button = [self findButtonInView:subview];
if (button) return button;
}
}
return button;
}
Apple changed how YouTube videos are handled in iOS6. I also was using the findButtonInView method but that no longer works.
I've discovered the following seems to work (untested in iOS < 6):
- (void)viewDidLoad
{
[super viewDidLoad];
self.webView.mediaPlaybackRequiresUserAction = NO;
}
- (void)playVideo
{
self.autoPlay = YES;
// Replace #"y8Kyi0WNg40" with your YouTube video id
[self.webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:[NSString stringWithFormat:#"%#%#", #"http://www.youtube.com/embed/", #"y8Kyi0WNg40"]]]];
}
// UIWebView delegate
- (void)webViewDidFinishLoad:(UIWebView *)webView {
if (self.autoPlay) {
self.autoPlay = NO;
[self clickVideo];
}
}
- (void)clickVideo {
[self.webView stringByEvaluatingJavaScriptFromString:#"\
function pollToPlay() {\
var vph5 = document.getElementById(\"video-player\");\
if (vph5) {\
vph5.playVideo();\
} else {\
setTimeout(pollToPlay, 100);\
}\
}\
pollToPlay();\
"];
}
dharmabruce solution works great on iOS 6, but in order to make it work on iOS 5.1, I had to substitute the javascript click() with playVideo(), and I had to set UIWebView's mediaPlaybackRequiresUserAction to NO
Here's the modified code:
- (void)viewDidLoad
{
[super viewDidLoad];
self.webView.mediaPlaybackRequiresUserAction = NO;
}
- (void)playVideo
{
self.autoPlay = YES;
// Replace #"y8Kyi0WNg40" with your YouTube video id
[self.webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:[NSString stringWithFormat:#"%#%#", #"http://www.youtube.com/embed/", #"y8Kyi0WNg40"]]]];
}
// UIWebView delegate
- (void)webViewDidFinishLoad:(UIWebView *)webView {
if (self.autoPlay) {
self.autoPlay = NO;
[self clickVideo];
}
}
- (void)clickVideo {
[self.webView stringByEvaluatingJavaScriptFromString:#"\
function pollToPlay() {\
var vph5 = document.getElementById(\"video-player-html5\");\
if (vph5) {\
vph5.playVideo();\
} else {\
setTimeout(pollToPlay, 100);\
}\
}\
pollToPlay();\
"];
}
I have solved the problems with dharmabruce and JimmY2K. solutions, with the fact that it only works the first time a video is played, as mentioned by Dee
Here is the code(including event when a video ends):
- (void)embedYouTube:(NSString *)urlString frame:(CGRect)frame {
videoView = [[UIWebView alloc] init];
videoView.frame = frame;
videoView.delegate = self;
[videoView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:urlString]]];// this format: http://www.youtube.com/embed/xxxxxx
[self.view addSubview:videoView];
//https://github.com/nst/iOS-Runtime-Headers/blob/master/Frameworks/MediaPlayer.framework/MPAVController.h
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(playbackDidEnd:)
name:#"MPAVControllerItemPlaybackDidEndNotification"//#"MPAVControllerPlaybackStateChangedNotification"
object:nil];
}
- (void)webViewDidFinishLoad:(UIWebView *)webView {
//http://stackoverflow.com/a/12504918/860488
[videoView stringByEvaluatingJavaScriptFromString:#"\
var intervalId = setInterval(function() { \
var vph5 = document.getElementById(\"video-player\");\
if (vph5) {\
vph5.playVideo();\
clearInterval(intervalId);\
} \
}, 100);"];
}
- (void)playbackDidEnd:(NSNotification *)note
{
[videoView removeFromSuperview];
videoView.delegate = nil;
videoView = nil;
}
Untested and not sure if that is the problem here, becasue I don't know the URL you're using. But I stumbled right about following:
As of iOS 6, embedded YouTube URLs in the form of http://www.youtube.com/watch?v=oHg5SJYRHA0 will no longer work. These URLs are for viewing the video on the YouTube site, not for embedding in web pages. Instead, the format that should be used is described here: https://developers.google.com/youtube/player_parameters.
from http://thetecherra.com/2012/09/12/ios-6-gm-released-full-changelog-inside/
I'm working on this same general problem and I'll share the approach I've come up with. I have some remaining kinks to work out for my particular situation, but the general approach may work for you, depending on your UI requirements.
If you structure your HTML embed code so that the YouTube player covers the entire bounds of the UIWebView, that UIWebView effectively becomes a big play button - a touch anywhere on it's surface will make the video launch into the native media player. To create your button, simply cover the UIWebView with a UIView that has userInteractionEnabled set to NO. Does it matter what the size the UIWebView is in this situation? Not really, since the video will open into the native player anyway.
If you want the user to perceive an area of your UI as being where the video is going to "play", then you can grab the thumbnail for the video from YouTube and position that wherever. If need be, you could put a second UIWebView behind that view, so if the user touches that view, the video would also launch - or just spread the other UIWebView out so that it is "behind" both of these views.
If you post a screenshot of your UI, I can make some more specific suggestions, but the basic idea is to turn the UIWebView into a button by putting a view in front of it that has user interaction disabled.
I've found that the code below works for both iOS5 & iOS6. In my example, I have a text field that contains the url to the video. I first convert the formats to the same starting string 'http://m...". Then I check to see if the the format is the old format with the 'watch?v=' and then replace it with the new format. I've tested this on an iPhone with iOS5 and in the simulators in iOS5 & iOS6:
-(IBAction)loadVideoAction {
[activityIndicator startAnimating];
NSString *urlString = textFieldView.text;
urlString = [urlString stringByReplacingOccurrencesOfString:#"http://www.youtube" withString:#"http://m.youtube"];
urlString = [urlString stringByReplacingOccurrencesOfString:#"http://m.youtube.com/watch?v=" withString:#""];
urlString = [NSString stringWithFormat:#"%#%#", #"http://www.youtube.com/embed/", urlString];
[webView loadRequest:[NSURLRequest requestWithURL:[NSURL URLWithString:urlString]]];
}
- (void)webViewDidFinishLoad:(UIWebView *)webView
{
[activityIndicator stopAnimating];
}
I believe the problem is that when webViewDidFinishLoad was triggered, the UIButton was not added to the view yet. I implemented a small delay to find the button after the callback is returned and it works for me on ios5 and ios6. drawback is that there is no guarantee the UIButton is ready to be found after the delay.
- (void)autoplay {
UIButton *b = [self findButtonInView:webView];
[b sendActionsForControlEvents:UIControlEventTouchUpInside]; }
- (void)webViewDidFinishLoad:(UIWebView *)_webView {
[self performSelector:#selector(autoplay) withObject:nil afterDelay:0.3]; }
I had to use the url http://www.youtube.com/watch?v=videoid this is the only way it will work for me
- (void) performTapInView: (UIView *) view {
BOOL found = NO;
if ([view gestureRecognizers] != nil) {
for (UIGestureRecognizer *gesture in [view gestureRecognizers]) {
if ([gesture isKindOfClass: [UITapGestureRecognizer class]]) {
if ([gesture.view respondsToSelector: #selector(_singleTapRecognized:)]) {
found = YES;
[gesture.view performSelector: #selector(_singleTapRecognized:) withObject: gesture afterDelay: 0.07];
break;
}
}
}
}
if (!found) {
for (UIView *v in view.subviews) {
[self performTapInView: v];
}
}
}
#pragma mark - UIWebViewDelegate methods
- (void) webViewDidFinishLoad: (UIWebView *) webView {
if (findWorking) {
return;
}
findWorking = YES;
[self performTapInView: webView];
}

i have a problem in UIImageView's animating

-(IBAction) change {
self.imageView.animationImages = myImages;
self.imageView.animationDuration = 2;
if(self.imageView.isAnimating == NO){
[self.imageView startAnimating];
NSLog(#"if bool = %d", self.imageView.isAnimating);
}
else {
self.imageView stopAnimating];
NSLog(#"else bool = %d", self.imageView.isAnimating);
}
}
hello, i'm studying iOS programming.
but i have a question.
i have a button and when i click the button, then this method will be called.
first i click the button, then this code will start the if statement. that's what i want.
i click the button again, i think that will execute the else statement.
but it always execute the if statement only.
why is that?
i really don't know why is that. please help me
I think setting the properties like animationImages or animationDuration will stop the animation, so that by clicking, you every time stop and then just after (re)start it in the if part. Try setting these two properties outside the action method you wrote, and just let the if/else sequence.
-(IBAction) change {
// set these two anywhere else
//self.imageView.animationImages = myImages;
//self.imageView.animationDuration = 2;
if(self.imageView.isAnimating == NO){
[self.imageView startAnimating];
NSLog(#"if bool = %d", self.imageView.isAnimating);
}
else {
self.imageView stopAnimating];
NSLog(#"else bool = %d", self.imageView.isAnimating);
}
}

how to handle tiling of images on the fly

I am writing an app which would tile the images 256 * 256 and write those tile files back in the directory. I am updating my URL each time if there are any updates and tile those images back and store in the iphone folder. I am worried about two main things :
1) Memory consumption -- will the memory consumption for 5 images of size 200 KB a lot ?
2) How fast I can process my app if I have to tile 5 different URL with images at the same time ?
I have written a code to tile and save in the directory for one URL and would like to do the same for 5 URLs. Is it recommended to go with this approach or if anyone has a different approach?
- (void)viewDidLoad
{
[super viewDidLoad];
NSString *URLString = #"http://www.abc.com/abc.html?event=123";
NSURL *url = [[NSURL alloc] initWithString:URLString];
NSData * dataImage = [NSData dataWithContentsOfURL:url];
NSString *directoryPath = [[NSBundle mainBundle] bundlePath];
UIImage *big = [UIImage imageWithData:dataImage];
[self saveTilesOfSize:(CGSize){256,256} forImage:big toDirectory:directoryPath usingPrefix:#"image_124_"];
TileView *tv = [[TileView alloc] initWithFrame:(CGRect){{0,0}, (CGSize){5000,5000}}];
[tv setTileTag:#"image_110_"];
[tv setTileDirectory:directoryPath];
[scrollView addSubview:tv];
[scrollView setContentSize:(CGSize){5000,5000}];
}
- (void)saveTilesOfSize:(CGSize)size
forImage:(UIImage*)image
toDirectory:(NSString*)directoryPath
usingPrefix:(NSString*)prefix
{
CGFloat cols = [image size].width / size.width;
CGFloat rows = [image size].height / size.height;
int fullColumns = floorf(cols);
int fullRows = floorf(rows);
CGFloat remainderWidth = [image size].width -
(fullColumns * size.width);
CGFloat remainderHeight = [image size].height -
(fullRows * size.height);
if (cols > fullColumns) fullColumns++;
if (rows > fullRows) fullRows++;
CGImageRef fullImage = [image CGImage];
for (int y = 0; y < fullRows; ++y) {
for (int x = 0; x < fullColumns; ++x) {
CGSize tileSize = size;
if (x + 1 == fullColumns && remainderWidth > 0) {
// Last column
tileSize.width = remainderWidth;
}
if (y + 1 == fullRows && remainderHeight > 0) {
// Last row
tileSize.height = remainderHeight;
}
CGImageRef tileImage = CGImageCreateWithImageInRect(fullImage,
(CGRect){{x*size.width, y*size.height},
tileSize});
NSData *imageData = UIImagePNGRepresentation([UIImage imageWithCGImage:tileImage]);
NSString *path = [NSString stringWithFormat:#"%#/%d.png",
directoryPath, prefix];
[imageData writeToFile:path atomically:NO];
}
}
}
I have implemented solution for the similar problem(the difference is, I was not saving them in directory, those were for display purpose only.), with different approach.
In my problem, I have 84 images of 250x250 dimension with size 8KB each( I added them on scrollView and on scrolling I load them, a bit similar to google maps, but more smooth). At first I was using the same approach as yours, but performance was problem. So, I used asynchornous loading concept. I wrote an UIImageView subclass with connectiond delegates, so the UIImageView subclass was responsible for loading it's image. And as loading is asynchronous so performance is far better.
As you asked
1) Memory consumption -- will the memory consumption for 5 images of size 200 KB a lot?
Ans : 5x200KB = 1MB ~ 1.2MB or so(so you will need that much memory for displaying, if you have that much amount of memory then you should not worry.).. in my case 84x8KB = 672 ~ 900KB(as I was using some additional things like activity indicator for each imageview).
2) How fast I can process my app if I have to tile 5 different URL with images at the same time ?
Ans : As you are loading it in viewDidLoad ... or in main thread then performance will be an issue(blocking may happen, as I am not completely sure whether you are using threads or not).
Quick suggestion:
1. write an UIImageView subclass which has connection delegate methods.
2. have some method that you can call from outside to message this imageView to start loading.(give the url)
3. do proper deallocation of resources like responseData and connection object, once the downloading is complete.
4. when you move from this view to other view do proper deallocation and removal of all these imageviews.
5. use intruments to look for the allocations by this.
CODE :
TileImageView.h
#interface TileImageView : UIImageView
{
NSURLConnection *serverConnection;
BOOL isImageRequested;
NSMutableData *responseData;
}
-(void) startImageDownloading:(NSString *)pRequestURL
-(void) deallocateResources;
-(BOOL) isImageRequested;
-(void)cancelConnectionRequest;
-(void) addActivityIndicator;
-(void) removeActivityIndicator;
#end
TileImageView.m
#implementation TileImageView
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self)
{
// Initialization code.
isImageRequested = NO;
}
return self;
}
-(BOOL) isImageRequested
{
return isImageRequested;
}
-(void) startImageDownloading:(NSString *)pRequestURL
{
if (!isImageRequested)
{
NSURL *pServerURL = [[NSURL alloc] initWithString:pRequestURL];
if (pServerURL != nil)
{
isImageRequested = YES;
[self addActivityIndicator];
[self setBackgroundColor:[UIColor lightGrayColor]];
NSURLRequest *pServerRequest = [[NSURLRequest alloc]initWithURL:pServerURL];
serverConnection = [[NSURLConnection alloc] initWithRequest:pServerRequest delegate:self];
if(serverConnection)
{
responseData = [[NSMutableData alloc] init];
}
[pServerURL release];
[pServerRequest release];
}
}
}
-(void) addActivityIndicator
{
UIActivityIndicatorView *tempActivityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhite];
CGFloat size = self.frame.size.width*0.12;
[tempActivityIndicator setFrame:CGRectMake(0, 0, size, size)];
[tempActivityIndicator setCenter:CGPointMake(self.frame.size.width/2, self.frame.size.height/2)];
[tempActivityIndicator setTag:1000];
[tempActivityIndicator setHidesWhenStopped:YES];
[tempActivityIndicator startAnimating];
[self addSubview:tempActivityIndicator];
[tempActivityIndicator release];
}
-(void) removeActivityIndicator
{
UIActivityIndicatorView *tempActivityIndicator = (UIActivityIndicatorView *)[self viewWithTag:1000];
if (tempActivityIndicator != nil)
{
[tempActivityIndicator stopAnimating];
[tempActivityIndicator removeFromSuperview];
}
}
-(void)cancelConnectionRequest
{
if (isImageRequested && serverConnection != nil)
{
[serverConnection cancel];
[self removeActivityIndicator];
[self deallocateResources];
isImageRequested = NO;
}
}
// Name : connection: didReceiveAuthenticationChallenge:
// Description : NSURLConnectionDelegate method. Method that gets called when server sends an authentication challenge.
- (void)connection:(NSURLConnection *)connection didReceiveAuthenticationChallenge:(NSURLAuthenticationChallenge *)challenge
{
if ([challenge.protectionSpace.authenticationMethod isEqualToString:NSURLAuthenticationMethodServerTrust])
{
[challenge.sender useCredential:[NSURLCredential credentialForTrust:challenge.protectionSpace.serverTrust] forAuthenticationChallenge:challenge];
}
[challenge.sender continueWithoutCredentialForAuthenticationChallenge:challenge];
}
// Name : connection: didReceiveResponse:
// Description : NSURLConnectionDelegate method. Method that gets called when response for the launched URL is received..
-(void) connection:(NSURLConnection *) connection didReceiveResponse:(NSURLResponse *) response
{
[responseData setLength:0];
}
// Name : connection: didReceiveData:
// Description : NSURLConnectionDelegate method. Method that gets called when data for the launched URL is received..
-(void) connection:(NSURLConnection *) connection didReceiveData:(NSData *) data
{
[responseData appendData:data];
}
// Name : connection: didFailWithError:
// Description : NSURLConnectionDelegate method. Method that gets called when an error for the launched URL is received..
-(void) connection:(NSURLConnection *) connection didFailWithError:(NSError *) error
{
NSLog(#"Error occured while loading image : %#",error);
[self removeActivityIndicator];
[self deallocateResources];
UILabel *tempLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 150, 30)];
[tempLabel setBackgroundColor:[UIColor clearColor]];
[tempLabel setFont:[UIFont systemFontOfSize:11.0f]];
[tempLabel setCenter:CGPointMake(self.frame.size.width/2, self.frame.size.height/2)];
[tempLabel setText:#"Image not available."];
[self addSubview:tempLabel];
[tempLabel release];
}
// Name : connectionDidFinishLoading
// Description : NSURLConnectionDelegate method. Method that gets called when connection loading gets finished.
-(void) connectionDidFinishLoading:(NSURLConnection *) connection
{
[self removeActivityIndicator];
UIImage *tempImage = [[UIImage alloc] initWithData:responseData];
self.image = tempImage;
[tempImage release];
[self deallocateResources];
}
-(void) deallocateResources
{
if (serverConnection != nil)
{
[serverConnection release];
serverConnection = nil;
}
if (responseData != nil)
{
[responseData release];
responseData = nil;
}
}
- (void)dealloc {
[super dealloc];
}
#end
So, If you use above code then only thing you have to do is to add the object of TileImageView and just call method -(void) startImageDownloading:(NSString *)pRequestURL.
Please use instruments to track allocations.
Update :
**How do I add TileImageView on scrollView ? :**
//like this I add 84 images in a 2D shape( 12 x 7) grid ... and once Images are added I set scrollView's contentSize as per complete grid size.
TileImageView *tileImageView = [[TileImageView alloc]initWithFrame:<myFrameAsPerMyNeeds>];
[tileImageView setTag:<this is the identifier I use for recognizing the image>];
[myImageScrollView addSubView:tileImageView];
[tileImageView release];
..later in code when user scroll's and other imageviews come in visibility.I use following code...
TileImageView *loadableImageView = (TileImageView *)[myImageScrollView viewWithTag:];
[loadableImageView startImageDownloading:];
I do not need to do anything in drawRect: , as I have no need to do custome drawing.
For Image names you can use tag property from imageView, but if you need some different name that are more like string then you can put another property in imageView for image name and set it while adding the image view. for saving data you can call your method once the image is downloaded in didFinishLoading method of TileImageView, where you can use that name.
SECODN UPDATE
How I add TileImageView on ScrollView
gridCount = 0;
rows = 7;
columns = 12;
totalGrids = rows*columns;
//*above : all are NSInteger type variable declared at class level
chunkWidth = 250;
chunkHeight = 250;
contentWidth = 0.0;
contentHeight = 0.0;
//*above : all are CGFloat type variable declared at class level
for (int i=0; i<rows; i++)
{
contentWidth = 0.0;
for (int j=0 ; j<columns; j++)
{
gridCount++;
CGRect frame = CGRectMake(contentWidth, contentHeight, chunkWidth, chunkHeight);
[self addNewImageViewWithTag:gridCount frame:frame];
contentWidth += chunkWidth;
}
contentHeight += chunkHeight;
}
[imageScrollView setContentSize:CGSizeMake(contentWidth, contentHeight)];
[imageScrollView setContentOffset:CGPointMake(0, 0)];
[imageScrollView setUserInteractionEnabled:YES];
And in ScrollViewDelegate method.
- (void) scrollViewDidScroll:(UIScrollView *)scrollView
{
if (isZoomed)
{
xOffset = scrollView.contentOffset.x;
yOffset = scrollView.contentOffset.y;
//*above : both are CGFloat type variable declared at class level
visibleColumn = xOffset/chunkWidth+1;
visibleRow = yOffset/chunkHeight+1;
gridNumber = (visibleRow-1)*columns+visibleColumn;
adjGrid1 = gridNumber+1;
adjGrid2 = gridNumber+columns;
adjGrid3 = adjGrid2+1;
//*above : all are NSInteger type variable declared at class level
if (gridNumber ==1)
{
[self createAndSendScrollRequest:gridNumber];
}
if (adjGrid1 > 0 && adjGrid1 <= totalGrids)
{
[self createAndSendScrollRequest:adjGrid1];
}
if (adjGrid2 > 0 && adjGrid2 <= totalGrids)
{
[self createAndSendScrollRequest:adjGrid2];
}
if (adjGrid3 > 0 && adjGrid3 <= totalGrids)
{
[self createAndSendScrollRequest:adjGrid3];
}
}
}
And this is how createAndSendScrollRequest is implemented.
- (void) createAndSendScrollRequest:(NSInteger)chunkId
{
TileImageView *loadingImageView = (TileImageView *)[imageScrollView viewWithTag:chunkId];
if ([loadingImageView image]==nil)
{
[loadingImageView startImageDownloading:<and here I pass url my url is based on tag so In reality I dont pass anything I just use it from the imageview's tag property>];
}
}
Thanks,

iPhone Developer's Cookbook: ModalAlert Frozen

I've used a recipe from the iPhone Developer's Cookbook called ModalAlert in order to get some text from a user; however, when the alert is shown, the keyboard and buttons are frozen. Here is the code for the modal alert.
+(NSString *) textQueryWith: (NSString *)question prompt: (NSString *)prompt button1: (NSString *)button1 button2:(NSString *) button2
{
// Create alert
CFRunLoopRef currentLoop = CFRunLoopGetCurrent();
ModalAlertDelegate *madelegate = [[ModalAlertDelegate alloc] initWithRunLoop:currentLoop];
UIAlertView *alertView = [[UIAlertView alloc] initWithTitle:question message:#"\n" delegate:madelegate cancelButtonTitle:button1 otherButtonTitles:button2, nil];
// Build text field
UITextField *tf = [[UITextField alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 260.0f, 30.0f)];
tf.borderStyle = UITextBorderStyleRoundedRect;
tf.tag = TEXT_FIELD_TAG;
tf.placeholder = prompt;
tf.clearButtonMode = UITextFieldViewModeWhileEditing;
tf.keyboardType = UIKeyboardTypeAlphabet;
tf.keyboardAppearance = UIKeyboardAppearanceAlert;
tf.autocapitalizationType = UITextAutocapitalizationTypeWords;
tf.autocorrectionType = UITextAutocorrectionTypeNo;
tf.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
// Show alert and wait for it to finish displaying
[alertView show];
while (CGRectEqualToRect(alertView.bounds, CGRectZero));
// Find the center for the text field and add it
CGRect bounds = alertView.bounds;
tf.center = CGPointMake(bounds.size.width / 2.0f, bounds.size.height / 2.0f - 10.0f);
[alertView addSubview:tf];
[tf release];
// Set the field to first responder and move it into place
[madelegate performSelector:#selector(moveAlert:) withObject:alertView afterDelay: 0.7f];
// Start the run loop
CFRunLoopRun();
// Retrieve the user choices
NSUInteger index = madelegate.index;
NSString *answer = [[madelegate.text copy] autorelease];
if (index == 0) answer = nil; // assumes cancel in position 0
[alertView release];
[madelegate release];
return answer;
}
Thanks!
You should probably check whether a UITextField's userInteractionEnabled property defaults to YES or NO.
// Put the modal alert inside a new thread. This happened to me before, and this is how i fixed it.
- (void)SomeMethod {
[NSThread detachNewThreadSelector:#selector(CheckCurrentPuzzle) toTarget:self withObject:nil]; }
-(void) CheckCurrentPuzzle {
NSAutoreleasePool *pool2 = [[NSAutoreleasePool alloc] init];
// code that should be run in the new thread goes here
if ([gameBoard AreAllCellsFilled]) {
if ([gameBoard FilledWithoutWin]) {
//only show this message once per puzzle
if (![currentPuzzle showedRemovalMessage]) {
NSArray *buttons = [NSArray arrayWithObject:#"Yes"];
if ([ModalAlert ask:#"blah blah blah" withTitle:#"Incomplete Puzzle" withCancel:#"No" withButtons:buttons] == 1) {
NSLog(#"Remove The Incorrect Cells");
[gameBoard RemoveIncorrect];
} else {
[gameSounds.bloop2 play];
}
}
} else {
if ([gameBoard IsBoardComplete]) {
[self performSelectorOnMainThread:#selector(WINNER) withObject:nil waitUntilDone:false];
}
}
}
[pool2 release];
}
-(void) WINNER {
//ladies and gentleman we have a winner
}
I had a problem similar to this in my educational game QPlus. It bugged me because I had the "exact" same code in two related apps, and they did not have the bug. It turned out that the bug was because the selector method was not declared in the header file. I am working in Xcode 4.2.
Details below:
In .m:
tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(emailLabelPressed)];
tapRecognizer.numberOfTapsRequired = 1;
[aLabel addGestureRecognizer:tapRecognizer];
[aLabel setUserInteractionEnabled:YES];
And later in the .m:
(void)emailLabelPressed {
//details
}
That works just fine in the simulator, but on an actual device the email interface presented modally will not edit. You can send or save as draft but no editing.
Then add this to the .h file:
(void)emailLabelPressed;
And voila, it works on the device. Of course this was the difference with the related apps - they both had the method declared in the header file. I would classify this as an iOS bug, but being such a novice developer I wouldn't presume to know.
Based on this, you may want to verify that your selector method moveAlert: is declared in your header file.
Enjoy,
Damien