iphone opengl backing becomes w=0 h=0 after MFMessageComposeViewController - iphone

I have an opengl game for iPhone/iPad (universal). I added the ability to send an SMS message using MFMessageComposeViewController. Testing in a real iPhone. The SMS composer sheet animates up over my view, I can send the message or not, didFinishWithResult gets called, and when I [self dismissModalViewControllerAnimated:YES] it goes away and my glview is asked to layoutSubviews. At that point the backing width and height are now zero, and my frame buffer status check fails. The self.layer.frame.size.width is still 320x460.
- (void)layoutSubviews
{
NSLog(#"layoutSubviews");
[EAGLContext setCurrentContext:context];
[self destroyFramebuffer];
[self createFramebuffer];
[self drawView];
}
I do have a UIViewController for my glView which is where I handle orientation changes for the iPad and where I also put the MFMessage stuff. (Technically I guess since it's universal there are two different viewControllers, two app Delegates and two nibs - but I'm working in the iPhone set here because the iPad doesn't sms). On the iPad layoutSubviews gets called when the orientation changes, we destroy and re-create the framebuffers at the new size and everything is fine. But here when coming back from sending the SMS it fails on the re-creating. I can post the code if necessary but its the standard creating framebuffer code.
Another important point is that I'm using a notification to tell the method inside of the viewcontroller to start the sms stuff. I tried just having those methods in my glview and making it the MFMessageComposeViewControllerDelegate but then I was getting errors because glview is a UIView and not a UIViewController.
Any ideas?

Not sure if it's a bug or what the deal is but I had to create another view, make self.view = anotherView, retain my glview and removeFromSuperview before presenting the modal. And then wait to bring my glview back until everything was animated back into place.
If anyone wants more info please let me know.
Edit with actual answer:
It is a bug and as I suspected it has to do with the status bar. My app has no status bar. But when I
[self presentModalViewController:controller animated:YES];
the SMS message composer view does show the iphone status bar. When it is dismissed and my app showed through underneath my framebuffer was getting borked. I had figured out a weird work around of switching views to protect my glview framebuffer - but then figured out to add a statusBarHidden before the dismiss and all is well now. Here's the dismiss code:
- (void)messageComposeViewController:(MFMessageComposeViewController *)controller
didFinishWithResult:(MessageComposeResult)result {
// Notifies users about errors associated with the interface
switch (result)
{ ... }
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationSlide];
[self dismissModalViewControllerAnimated:YES];
}

Related

Unbalanced calls to begin/end appearance transitions for <GKModalRootViewController: 0xb7e450>

I give up on that point, I just can't figure out what is wrong and where...
Here is the problem: in my iPhone application using Cocos2d, I configured autorotation through a viewController; however, since, when Game center opens its view as the user taps on "Create new account" during the authentication, this view does not receive any touch, but the touch go to the game's view (which is hidden under the Game center view).
I have tried everything I thought about, but since I did not find any callback about this Game Center View, it is hard to find a way to correct this...
Here is the initialization of the game's view:
// Init the UI View Controller
//
viewController = [[SQViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
EAGLView *view = [EAGLView viewWithFrame:[window bounds] pixelFormat:kEAGLColorFormatRGBA8 depthFormat:GL_DEPTH_COMPONENT24_OES];
[director setOpenGLView:view];
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
[view removeFromSuperview];
[viewController setView:view];
[window addSubview:viewController.view];
[window makeKeyAndVisible];
I have tried many other things, commented every single line in this code, tried some others (such as setHidden:NO, bringSubviewToFront...), but the only results I could get were:
- Game display ok, Game Center ok, but no autorotate
- Game displayed in portrait (the view controller only allow landscape modes), Game Center ok, no autorotate
- Game not displayed (black screen), Game Center ok
And no way to make it all work together... The only clue I have is the title of this topic, "Unbalanced calls to begin/end appearance transitions for ." But since I do not call the Game Center view myself, I don't know what to do with this...
Anyone, any idea?
I've had the same problem while displaying game center leaderboards in my cocos2d built App ever since moving up to iOS 5.0. I've seen references elsewhere to this being caused by a sub viewcontroller losing focus on the parent viewcontroller, but I've been unable to verify that or get this resolved in my app either.
Good news is that I've run this thru instruments - No Memory Leaks. Also executed the same action repetitively with no apparent failures or ill effects.
So while this message is an annoyance, it doesn't appear (at least for now) to adversely affect the App.
This Error occurs when you try to push a viewController before previous ViewController is finished . Means you are trying to push 2 ViewControllers at the same time.

iPhone: screen rotates then app crashes

I want to get an instant screen's rotation when orienting it. In my ViewController there is one UIImage and one UILabel. I do as follows:
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[self willRotateToInterfaceOrientation:[self interfaceOrientation] duration:0];
}
Without the line app doesn't crash:
[self willRotateToInterfaceOrientation:[self interfaceOrientation] duration:0];
With the line of code trying to set duration to zero app crashes right after the rotation finishes.
Any idea what I'm doing wrong?
Thank you.
You are stacking many willRotateToInterfaceOrientation:duration: calls one after the other.
Infact first time the method is called, it will call it again, and again, and again,... until crash.
Putting duration:0 means nothing, infact the CoreAnimation timing used for the rotation effect is run on a separate thread than the Run Loop one so you cannot stop stacking calls in this way.
The reason why the app crashes after rotation probably is due to the fact that while the stack get filled your animation already started (separate thread).
You can get instant orientation by simply disabling autorotation and observing for the UIDeviceOrientationDidChangeNotification notification, then apply the appropriate view transform.
You're creating an infinite loop:
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[self willRotateToInterfaceOrientation:[self interfaceOrientation] duration:0];
}
You're calling the same function from within itself. What are you aiming to do?

Landscape/Portrait conflict - iOS

Just when i thought I had everything figured out .. i got this problem.
the scenario.
I got a simple tableView. and with a search bar in navigation item's titleView. The SearchBar is added to navItems titleView via a uibarbuttonitem in view controllers toolbar.
NOW, normally
After initiating the searchbar with [beginResponder] the keyboard shows up. And It sends out a notification "KeyboardDidShow" which is where i calculate the UIKeyboard's height and set the tableView's height accordingly (Shorten it).
ON Rotation - to and fro landscape/portrait, everything works fine.
-(void)didRotateInferfaceOrientation is called and everythings kool.
Heres the problem.
When the keyboard is active, it has a Google "search" button, this pushes to a new view - webviewcontroller.
the problem is, this
When, [PORTRAIT]ViewController [SearchBar with keyboard active] --> taps Search --> [Portrait]WebViewController --> Change Device Orientation to [Landscape] --> [Landscape]WebViewController changes to landscape ---> HERES THE PROBLEM, user taps back to uiViewController[Landscape]
the method -didRotatefromInterfaceOrientation isnt called. and somehow the tableView height is messed up. Though the view is rotating perfectly.
Is there something im missing here..
would appreciate any help. .thanks
When user taps back, -didRotatefromInterfaceOrientation will not be called. You need to check orientation in viewWillAppear (or call viewDidLoad, prior to returning from tap on back), and then call the proper layout for the chosen orientation.
In all of your (BOOL)shouldRotate... methods, you should be call a separate method to ensure your layout is correct for the device orientation.
I got a similar problem in one of my applications recently, not exactly our problem but don't bother, you should see what I'm heading for: I wanted to simply rotate an viewController displayed using presentModalViewController...Unfortunatly it didn't really worked put, especially on old iPhone with OS prior to iOS 4...So I needed to rotate programatically! Just get your screen size, use CGAffineTransform or something like that and change the sizes and then you should be done...
If your interested I could post a bunch of code, so let me know!
EDIT:
UIScreen *screen = [UIScreen mainScreen];
myController.view.bounds = CGRectMake(0, 0, screen.bounds.size.height, screen.bounds.size.width - 20);
if(currentOrientation == UIDeviceOrientationLandscapeRight){
myController.view.transform = CGAffineTransformConcat(myController.view.transform, CGAffineTransformMakeRotation(degreesToRadian(-90)));
}else{
myController.view.transform = CGAffineTransformConcat(myController.view.transform, CGAffineTransformMakeRotation(degreesToRadian(90)));
}
myController.view.center = window.center;
[[UIApplication sharedApplication] setStatusBarOrientation:currentOrientation];
[self.window addSubview:self.tabBarController.view];
[self.window bringSubviewToFront:self.tabBarController.view];
[self.window addSubview:myController.view];
[self.window bringSubviewToFront:myController.view];
[self.tabBarController.view removeFromSuperview];`
This also includes removing a TabBar when rotating to landscape to get some more space...enjoy :)
You could call didRotateFromInterfaceOrientation manually on viewWillAppear and just pass an orientation yourself (i.e. [UIApplication sharedApplication].statusBarOrientation).

What/How to triggers the close-iris animation of UIImagePickerController?

I'm using a custom overlay view and showsCameraControls = NO. When I'm done I dismissModalViewControllerAnimated:YES. What appears to happen is that the iris appears fully closed (ie. no closing animation - just poof and it's closed) and then immediately slides down off the screen.
As a test I manually called viewWillDisappear on the UIImagePickerController and that makes the closed iris appear, but again no smooth animation.
I also tried wrapping the dismiss in a long animation transaction and that just made the re-appearence of the underlying navigation toolbar slow down. The iris behaved just as above.
I don't want to have to make my own iris animation - that would be uncool!
PS: Using sdk 4.0
To partially answer my own question, the best I have been able to come up with so far is:
- (void)imagePickerController:(UIImagePickerController*)picker
didFinishPickingMediaWithInfo:(NSDictionary*)info
{
[picker viewWillDisappear:YES];
[self performSelector:#selector(processPickerImage:)
withObject:[[info objectForKey:UIImagePickerControllerOriginalImage] retain]
afterDelay:0.1];
}
-(void) processPickerImage:(UIImage *)uiImage
{
// do stuff
[self dismissModalViewControllerAnimated:YES];
// dismiss your custom overlay etc.
[uiImage release];
}
It doesn't actually animate the iris, but at least it is onscreen immediately so the user recognises that the photo taking is done. I'm also not super happy that viewWillDisappear gets called twice on the UIImagePickerController - I'm not sure it's guaranteed to be safe.
Also the status bar appears over the iris which is annoying.
I'm hoping someone else has a better solution?

Hide Shutter in UIImagePickerController

I have designed an iris shutter animation for a camera view in an iPhone app.
Unfortunately, it seems impossible to hide Apple's shutter when the view appears, even if I hide the camera controls and create a custom cameraOverlayView.
I have gotten around this by animating my shutter on top of the normal shutter when the view appears, using the viewWillAppear and viewDidAppear methods of UIImagePickerController. However, I can't get the shutter to be hidden under my shutter the first time through. When the app launches, it shows a camera view, and the original shutter is visible. On all subsequent views of the cameraController, my workaround works. Any suggestions?
Here's my code. This is from my app delegate:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
cameraController = [[CameraController alloc] initWithMode:#"camera"];
[window addSubview:cameraController.view];
}
And this is from my UIImagePickerController subclass:
- (void) viewWillAppear:(BOOL)animated {
if (self.sourceType != UIImagePickerControllerSourceTypePhotoLibrary || simulatorView) {
[self addShutter];
[shutter close];
}
[super viewWillAppear:animated];
}
- (void) viewDidAppear:(BOOL)animated {
if (self.sourceType != UIImagePickerControllerSourceTypePhotoLibrary || simulatorView) {
[shutter openShutter:.5f];
}
[super viewDidAppear:animated];
}
Note that the docs say that subclassing UIImagePickerController isn't supported, so it may work in some cases but isn't "safe". Not sure if it would get rejected by the app store. (Probably depends on how picky their static code verification tool is.)
I don't really have a good answer, but you might try either 1) iterating over the subviews of the picker's main view to see if you can identify whatever is being used to animate the shutter, then mangle it so that it won't display, or 2) for the initial animation, just show the initial image picker main view under another opaque black view. Not sure if the user-specified overlay view would work for that or not, but you might be able to do those without subclassing.
Searching for undocumented subviews is another thing that's theoretically unsafe though since who knows how the implementation might change in the future.
Possibly too late, but my proposal is to use the following notifications (found while debugging)
PLCameraControllerAvailable - camera controller object is initiated, but shutter is not visible yet
PLCameraViewIrisAnimationDidEndNotification - iris animation is completed.
And the usage is straightforward: call UIGetScreenImage() on 1st notification, render grabbed image on screen (fullscreen) just above the UIImagePicker. Destroy rendered image on the 2nd notification.
I try the same thing with no results, so I do this workaround:
1- Suppose you have a method called showAllButtons with no parameters that will show all your custom things (buttons, tool bars,...)
2- Initialize all the custom controls hidden
3- Write a method that will call the last function but within an interval:
-(void)showAllButtonsDelayed:(NSTimeInterval)a_iMsToDelay
{
NSTimer* tmpShowButtonsTimer = [NSTimer timerWithTimeInterval:a_iMsToDelay target:self selector:#selector(showAllButtons) userInfo:nil repeats:NO];
[[NSRunLoop currentRunLoop] addTimer:tmpShowButtonsTimer forMode:NSDefaultRunLoopMode];
}
4- Call that method in the willDidAppear method of the UIImagePickerController subclass. Play with some values of a_iMsToDelay.
Hope this helps.