I have a UIView which is supposed to cover the whole device (UIWindow) to support an image zoom in/out effect I'm doing using core animation where a user taps a button on a UITableViewCell and I zoom the associated image.
The zooming is performing flawlessly, what I haven't been able to figure out is why the subview is still in portrait mode even though the device is in landscape. An illustration below:
I do have a navigation controller but this view has been added to the UIWindow directly.
You can read about some of the possible causes here:
Technical Q&A QA1688 - Why won't my UIViewController rotate with the device?
In your situation its probably the fact that you are adding the view as another subview to the window. Only the first subview gets the rotation events. What you can do is add it as a subview of the first window subview.
UIWindow* window = [UIApplication sharedApplication].keyWindow;
if (!window)
window = [[UIApplication sharedApplication].windows objectAtIndex:0];
[[[window subviews] objectAtIndex:0] addSubview:myView];
The problem
Beginning with iOS 6, only the topmost view controller (alongside the
UIApplication object) participates in deciding whether to rotate in
response to a change of the device's orientation.
https://developer.apple.com/library/content/qa/qa1688/_index.html
The solution
I have open sourced a pod named AGWindowView.
It will automatically deal with any rotation and framechanges so you won't have to worry about that.
The code
It supports any combination of SDK's and iOS system versions. The relevant code can be found here:
https://github.com/hfossli/AGWindowView/blob/master/Source/AGWindowView.m
I created a category on UIApplication that has a helper property and method for getting the first subview of the keyWindow. This is the view you want to overlay anyway. Now when you add a view that is managed by a UIViewController to that view, the shouldRotateToInterfaceOrientation: method is called.
UIApplication+WindowOverlay.h
#import <UIKit/UIKit.h>
#interface UIApplication(WindowOverlay)
#property (nonatomic, readonly) UIView *baseWindowView;
-(void)addWindowOverlay:(UIView *)view;
#end
UIApplication+WindowOverlay.m
#import "UIApplication+WindowOverlay.h"
#implementation UIApplication(WindowOverlay)
-(UIView *)baseWindowView{
if (self.keyWindow.subviews.count > 0){
return [self.keyWindow.subviews objectAtIndex:0];
}
return nil;
}
-(void)addWindowOverlay:(UIView *)view{
[self.baseWindowView addSubview:view];
}
#end
and here is how you would use it.
//at the top of the file...or in {yourproject}.pch
#import "UIApplication+WindowOverlay.h
//in a method:
UIView *view = [UIView new];
UIView *window = [UIApplication sharedApplication].baseWindowView;
view.frame = window.bounds;
[window addSubview:view];
//or
[[UIApplication sharedApplication] addWindowOverlay:view];
This is because as you mention your view has been added directly to the UIWindow, therefore when the method to rotate is called for the navigation controller nothing happens to the uiview. The UIView would rotate if it was a subview of the view controller view. If for some reason this cannot be done. Then you could override this method:
// This method is called every time the device changes orientation
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
}
And every time your orientation changes also change your view orientation.
I had a similar problem with views being added directly to a window. Maybe this will help: Automatically Sizing UIView after Adding to Window
Another solution how I solved this problem.
Define the current Orientation:
#interface AJImageCollectionViewController (){
UIInterfaceOrientation _currentOrientation;
}
#end
Then check the orientation in the viewWillLayoutSubviews:
- (void)viewWillLayoutSubviews {
[self checkIfOrientationChanged];
}
- (void)checkIfOrientationChanged {
UIInterfaceOrientation newOrientation = [[UIApplication sharedApplication] statusBarOrientation];
BOOL newOrientationIsPortrait = UIInterfaceOrientationIsPortrait(newOrientation);
BOOL oldOrientationIsPortrait = UIInterfaceOrientationIsPortrait(_currentOrientation);
// Check if the orientation is the same as the current
if(newOrientationIsPortrait != oldOrientationIsPortrait){
_currentOrientation = newOrientation;
// Do some stuff with the new orientation
}
}
Related
I'm having some strange behavior where my MPMoviePlayerViewController isn't auto-rotating when the orientation changes. However, I recreated the same view hierarchy in a fresh project and when the MPMoviePlayerViewController player was up, it rotated to every orientation. I've scoured the project looking for anything that might be setting the orientation explicitly, but there is nothing.
I'll lay out all the relevant information here and the things that I've tried so far.
The view hierarchy currently looks like this:
Navigation Controller
"Root" View Controller <- navigation controller's 'rootViewController'
"Feed" View Controller <- Pushed on the navigation stack by the Root VC
"Preview" View Controller <- Presented as a modal VC from the Feed
MPMoviePlayerViewController Subclass <- presented by the Feed VC via 'presentMoviePlayerViewControllerAnimated'
Every class in the view hierarchy responds to shouldAutorotateToInterfaceOrientation with YES only for UIInterfaceOrientationPortrait.
Things I've tried:
Manually sending the shouldAutorotateToInterfaceOrientation up stack from the "Root" VC up to the MPMoviePlayerViewController
Overriding the MPMoviePlayerViewController subclass' implementation of shouldAutorotateToInterfaceOrientation to return YES for both landscape orientations and YES for all orientations.
Setting 'Supported Device Orientation' in the project's summary tab.
Calling the presentMoviePlayerViewControllerAnimated from other VCs like the Feed VC
If the movie player properly rotates in a fresh project with same view hierarchy, what could possible be getting in the way here. Any ideas as to where the orientation might be getting stuck?
I will suggest you not to use presentMoviePlayerViewControllerAnimated, rather than add as subview. I think it will fix your problem nicely.
MPMoviePlayerViewController *mpviewController = [[MPMoviePlayerViewController alloc]
initWithContentURL:[NSURL fileURLWithPath:self.filePath]];
[self.view addSubview:mpviewController.view];
[self setWantsFullScreenLayout:YES];
And remove the mpviewController.view when MPMoviePlayerPlaybackDidFinishNotification detected. Let me see your success...
I've found that MPMoviePlayerViewController objects will honor the project's Info.plist settings for supported interface orientations. In a project of mine I was only allowing landscape views in that file so the movie player will not rotate, even when it answered YES to landscape orientations in shouldAutorotateToInterfaceOrientation:.
Edit: OK, grasping at straws: Do you implement automaticallyForwardAppearanceAndRotationMethodsToChildViewControllers in any of your UIViewController subclasses? If so, and it returns NO, your subclasses must forward the appropriate methods to any child controllers upon orientation change.
Otherwise is there any way to see your code?
I know this might be a stupid suggestion but make sure that the shouldAutorotateToInterfaceOrientation method in your MPMoviePlayerViewController subclass is getting called. Maybe something went wrong there...
Also make sure that you don't have 2 subviews added to the main UIWindow as specified here:
Q: Why won't my UIViewController rotate with the device?
[...]
The view controller's UIView property is embedded inside UIWindow but
alongside an additional view controller.
I think that might give you some problems too. You can find more information about what could go wrong in the link above.
A few ideas:
Is the UINavigationController set as the rootViewController property of your app's UIWindow? You didn't mention that. You should do this rather then adding the navigation controller's view to the window.
In case you are building the entire hierarchy at once, try breaking it down. You can add a button to each stage which adds the next view controller to the hierarchy.
Try removing any animations from the view controller hierarchy construction. Doing multiple animations at the same time could be trouble. For example, it's not allowed to push two view controllers in a UINavigationController one after another, with animated:YES. You might have a similar issue.
Make sure you build your entire view controller hierarchy on the main thread.
Make sure there is no other view controller "taking charge" of the rotation (as #MihaiFratu wrote - this is so common a reason for rotation issues that I had to repeat it :-) ).
Solution:
For anyone that might encounter this, the reason the video wasn't rotating was that I was accidentally adding the RootViewController has the window's rootViewController, rather than the UINavigationController.
self.window.rootViewController = navController;
is correct
self.window.rootViewController = rootViewController;
is not
Thank you guys for your help and input along the way.
Are you using storyboards? Compare the orientation settings for your UIViewControllers and your UINavigationController between your broken project and your test project. The "Orientation" setting on the attributes inspector may be locking you into one orientation.
You mentioned shouldAutorotateToInterfaceOrientation: and your plist settings so I won't get into that...
there are some reasons behind at your query..
***You are calling MPMoviePlayerViewController.. so apply AutoOrientation on "Feed" View Controller And try to call by PushViewController..
***Use MPMoviePlayerController instead of MPMoviePlayerViewController and add subview in to FeedViewController..
Sample code for MPMoviePlayerController--
NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:#"filename" ofType:#"type"]];
videoPlayer = [[MPMoviePlayerController alloc] initWithContentURL:url];
videoPlayer.controlStyle = MPMovieControlStyleNone;
videoPlayer.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.height, self.view.frame.size.width);
[videoPlayer prepareToPlay];
videoPlayer.view.center = self.view.center;
videoPlayer.fullscreen = YES;
[self.view addSubview:videoPlayer.view];
[videoPlayer play];
***Check your Xcode target setting and apply enable All orientation..
I had a similar problem.
Solved by:
enabling all orientations in Supported Interface Orientations (Target > Summary)
now your app will start rotating in all Orientations, if you dont want this, then skip step 1, only add following method in appDelegate
(NSUInteger)application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window{
return UIInterfaceOrientationMaskAll;
}
removing shouldAutorotateToInterfaceOrientation everywhere
adding following method to view controller for supporting Orientations u needed for your app
(NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
you can add the same method as in step 4 in MPMoviePlayerViewController's subclass for whatever Orientations u needed for video player
You should try this (Worked for me):
Declare in .h file:
BOOL landscape;
.m file:
-(IBAction)PlayMovie:(NSString *)movieName {
landscape = YES;
NSBundle *bundle = [NSBundle mainBundle];
NSString *moviePath = [bundle pathForResource:movieName ofType:#"mp4"];
NSURL *movieURL = [NSURL fileURLWithPath:moviePath];
MPMoviePlayerController *theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL];
theMovie.scalingMode = MPMovieScalingModeAspectFill;
[theMovie play];
MPMoviePlayerViewController *moviePlayer = [[MPMoviePlayerViewController alloc] initWithContentURL:movieURL];
[self presentMoviePlayerViewControllerAnimated:moviePlayer];
}
-(void)dismissMoviePlayerViewControllerAnimated {
landscape = NO;
[self dismissModalViewControllerAnimated:YES];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// You can change the return for your needs.
if (landscape == YES) {
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
} else { return NO; }
}
What I did here is Creating my movie view and set the "landscape" BOOL to YES.
Then the "shouldAutorotateToInterfaceOrientation" will detect this and autorotate your view.
And when the movie is finished I set the "landscape" to NO so that the view rotates back.
this guide helped me checking some steps I was missing in order to allow only the video player to be viewed in landscape, leaving the rest of the application to be fixed in portrait mode:
iOS6 and autorotation tip
I had lot of pain with MPMoviePlayerViewController, which should be only controller able to rotate from portrait to landscape and vice versa. It was iOS7, iOS8 application with storyboard.
Here is solution:
Application should enable all possible required orientations
Every UIViewController that need to support just portrait mode, should implement next methods, like this
-(BOOL)shouldAutorotate
{
return YES;
}
-(NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskPortrait;
}
MPMoviePlayerViewController should be extended and next methods should be overriden like this
-(BOOL)shouldAutorotate
{
return YES;
}
-(NSUInteger)supportedInterfaceOrientations
{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
Use presentMoviePlayerViewControllerAnimated to display MPMoviePlayerViewController
Add this method in AppDelegate.m
-(NSUInteger) application:(UIApplication *)application supportedInterfaceOrientationsForWindow:(UIWindow *)window
{
if(!ISIPAD)
{
if ([[self.window.rootViewController presentedViewController] isKindOfClass:[MPMoviePlayerViewController class]] && ![[self.window.rootViewController presentedViewController] isBeingDismissed])
{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
else
{
return UIInterfaceOrientationMaskPortrait;
}
}
return UIInterfaceOrientationMaskAllButUpsideDown ;
}
I have a UIView subclass -
#interface DatePickerPopup : UIView
UIToolbar *toolbar;
UIDatePicker *datePicker;
#end
#implementation
- (id)initWithFrame:(CGRect)frame
{
NSArray *xib =
[[NSBundle mainBundle]
loadNibNamed:#"DatePickerPopup"
owner:self
options:nil];
self = [xib objectAtIndex:0];
if (self) {
}
return self;
}
#end
and the nib looks like -
In my UIViewController containing the DatePickerPopup (datePopup):
- (void)viewDidLoad
{
datePopup = [[DatePickerPopup alloc] initWithRect:CGRectZero];
CGRect newFrame = datePopup.frame;
newFrame.y = 200.0f; //lets say this aligns it to the bottom in portrait
datePopup.frame = newFrame;
// Normally happens when accessory button pressed but for brevity...
[self.view.superview addSubview:datePopup];
}
- (void)willAnimateRotationToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration
{
CGRect screen = [[UIScreen mainScreen] bounds];
if (toInterfaceOrientation == UIInterfaceOrientationPortrait ||
toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
self.datePopup.frame =
CGRectMake(0.0f, newHeightPortrait, screen.size.width, 260.0f);
}
else
{
self.datePopup.frame =
CGRectMake(0.0f, newHeightLandscape, screen.size.width, 260.0f);
}
}
However, this gets stretched out for some reason when the orientation changes the view gets stretched to the height of the screen bounds - the navigation bar...
after viewDidLoad
after willAutorotate...
Since your view controller appears to be managed by a navigation controller, calling [self.view.superview addSubview:datePopup]; adds your popup as a subview of a UIViewControllerWrapperView, which is one of the private classes UIKit uses to implement the functionality of UINavigationController. Messing with UIKit's private view hierarchy is always risky. In this case, based on the behavior you're seeing, it seems likely that UIKit expects any subview of UIViewControllerWrapperView to be a view controller's view, so it resizes your popup accordingly.
I think the safest way to resolve this is to have your view controller's view be a wrapper that contains your tableView and, when necessary, your popup view. Unfortunately using a wrapper view means that the view controller can't be a UITableViewController. You'll have to change the superclass to UIViewController, set a custom tableView property, and manually adopt the UITableViewDataSource and UITableViewDelegate protocols.
Note: You might be tempted to add your popover as a subview of your window, but I'm not recommending that because UIWindow only autorotates its topmost subview corresponding to a view controller. This means that if you add your popover to your window, it won't autorotate.
EDIT: BTW, by reassigning self = [xib objectAtIndex:0]; in initWithFrame:, you're leaking the object that was originally alloc'd. If you're going to reassign self in this way, you should release the existing object first.
Add the
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
method in the viewController class and return YES. If this method returns YES, only then will the device support landscape orientation. Try out this extra code and see if it helps...
You can set the frame size for landscape in this method itself instead of the current method. PS: I just saw you've used a UIView instead of controller...you might want to change to controller.
i like to create a second starting screen in my app.
My Idea is to use the default.png and load an UIView with an fullscreen UIImageView inside.
In viewDidLoad i thought about placing a sleep option and after this load the real app screen.
But also when my function is called in viewDidLoad, nothing happens.
Seems my superview is empty...
Here is a piece of code:
if (self._pdfview == nil)
{
pdfview *videc = [[pdfview alloc]
initWithNibName:#"pdfview" bundle:nil];
self._pdfview = videc;
[pdfview release];
}
// get the view that's currently showing
UIView *currentView = self.view;
// get the the underlying UIWindow, or the view containing the current view
UIView *theWindow = [currentView superview];
theWindow is empty after this line so that might be the reason why the other view is not loaded.
So my question, how do i create a second starting screen ?
Or three starting screens, like in games when i like to mention another company.
If I understand correctly, your point is that when your function above is executed from viewDidLoad of some controller, theWindow is nil, so your new view (startscreen) is not added to it.
A few observations:
if theWindow is nil, then self.view is the topmost UIView; you can try and replace it, or simply add your view to it:
UIView *currentView = self.view;
// get the the underlying UIWindow, or the view containing the current view
UIView *theWindow = [currentView superview];
UIView *newView = _pdfview.view;
if (theWindow) {
[currentView removeFromSuperview];
[theWindow addSubview:newView];
} else {
self.view = newView; //-- or: [self.view addSubview:newView];
}
if you want to get the UIWindow of your app (which seems what you are trying to do), you can do:
[UIApplication sharedApplication].keyWindow;
and from there you can either set the rootViewController (from iOS 4.0)
[UIApplication sharedApplication].keyWindow.rootViewController = ...;
or add newView as a subview to it:
[[UIApplication sharedApplication].keyWindow addSubview:newView];
in the second case, you should possibly remove all subviews previously added to the UIWindow. (Iterate on keyWindow.subviews and call removeFromSuperview).
OLD ANSWER:
I think that you should try and add your pdfview as a subview to the current view:
[currentView addSubview:videc];
or to what you call theWindow:
[theWindow addSubview:pvidec];
and, please, move the release statement after the `addSubview, otherwise the view will be deallocated immediately.
Here is a related question I found, but it does not answer my question in detail.
[http://stackoverflow.com/questions/3209993/cocoa-touch-can-i-have-multiple-views-per-view-controller-or-specify-bounds-of][1]
I have a UIView class, BallView, which is set to be the default view of the ballViewController. Now, this view has a ball bouncing around according to the accelerometer. I am calling a private function draw every time the accelerometer sends updates.
However, my main question is: I would like to have multiple such balls bouncing around.
Do I have to recreate the view for every class ? But then the File's Owner's IBOutlet view will also have to be connected. And an IBOutlet can point to just one address.
Any other way round this ?
Here is how I'm instantiating the Ball View class in the ballViewController:
[motionManager startAccelerometerUpdatesToQueue:queue withHandler:
^(CMAccelerometerData *accelerometerData, NSError *error){
[(BallView *)self.view setAcceleration:accelerometerData.acceleration];
[(BallView *)self.view performSelectorOnMainThread:#selector(draw) withObject:nil waitUntilDone:NO];
}];
Thus, it means, my question is a bit different from those multi-view tab-bar solutions. Because in those cases only 1 view is shown at a time. I want 4-5 views overlaid on top of each other.
Any help ?
You're right, your view controller can only have a single UIView in its view property. That view though can certainly be used to contain other subviews.
What I would do is have a plain old UIView as your controller's view, and have your BallViews be subviews of that view. Your controller can still control those views, they ust can't all be in its view property.
EDIT: If you're using nib files/Interface Builder, adding a BallView as a subview of your controller's view is pretty easy - just drag a UIView object onto the view, and in the identity inspector you can change the identity of the view to your BallView class.
If you're not using IB, you can also do the same programatically:
// BallViewController.h
#interface BallViewController
{
BallView* ballView;
}
#end
// BallViewController.m
#implementation BallViewController
- (void) loadView
{
...
CGRect frame1 = ...
CGRect frame2 = ...
self.view = [[UIView alloc] initWithFrame:frame1];
ballView = [[BallView alloc] initWithFrame:frame2] retain];
[self.view addSubview:ballView];
...
}
#end
I have got my own custom UIViewController, which contains a UIScrollView with an UIImageView as it's subview. I would like to make the image to auto rotate when device orientation changes, but it doesn't seem to be working...
In the header file, I've got;
#interface MyViewController : UIViewController <UIScrollViewDelegate> {
IBOutlet UIScrollView *containerView;
UIImageView *imageView;
}
These components are initialised in the loadView function as below;
containerView = [[UIScrollView alloc] initWithFrame:frame];
NSData *data = [NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://..."]];
UIImage *image = [[UIImage alloc] initWithData:data];
imageView = [[UIImageView alloc] initWithImage:image];
[image release];
[containerView addSubview:imageView];
And I have added the following method, assuming that's all I need to make the view auto-rotate...
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return YES;
}
MyViewController loads fine with the image I've specified to grab from the URL, and the shouldAutorotate... function is being called, with the correct UIInterfaceOrientation, when I flip the device too.
However, didRotateFromInterfaceOrientation method do not get called, and the image doesn't seem to rotate itself...
Could someone please point out what I need to add, or what I have done wrong here?
Thanks in advance!
This may not be the right answer for you, because you don't specify the context that the UIViewController's in, but I just found an important gotcha in the Apple documentation that explains the similar problem I'm having.
Tab bar controllers support a portrait
orientation by default and do not
rotate to a landscape orientation
unless all of the root view
controllers support such an
orientation. When a device orientation
change occurs, the tab bar controller
queries its array of view controllers.
If any one of them does not support
the orientation, the tab bar
controller does not change its
orientation.
I've noticed that there are issues when rotating a UIView that's not the first or only view as a direct child of the main window.
So if your UIView is part of a Navigation Controller or a Tab View Controller, you'll also need to override shouldAutoRotateToInterfaceOrientation on the Navigation Controller or Tab View Controller.
Also: using [UIApplication setStatusBarOrientation] helps to work around things if/when you need to do it manually.
To make this kind of thing work in my application, I had to override
- (void) didRotateFromInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
[self layoutSubviews];
}
and also layoutSubviews
- (void)layoutSubviews
{
NSLog(#"layoutSubviews called");
...recalc rects etc based on the new self.view.bounds...
}
I'm not sure that this is absolutely required, but it worked for me.
Sometimes, if you add a subview to a view, it's your responsibility to make sure that the methods are passed to the subview; a couple of days ago I wrote a short post about this. For example, if you have a UIViewController and add a UINavigationController as subview, you must add this code to the UIViewController if you want viewWillAppear:animated: to be called when UINavigationController.view appears:
-(void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[projectNavigationController viewWillAppear:animated];
}
It might be the case that the willRotateToInterfaceOrientation and didRotateFromInterfaceOrientation method also need to be called by the superview; I am not really sure about this, but give it a try.
This is discussed in Apple Technical Q&A QA1688.
Sometimes if you stack multiple views on top of each other for some reason, the anotherController might not receive rotation event.
[myWindow addSubview:primaryViewController.view];
[myWindow addSubview:anotherController.view];
A lazy way (not a good design) to fix this is only add one subview on window, but initialize multiple controller on the app delegate. Then when you need to switch window, remove the current view and add the view you want
[self.view removeFromSuperview];
AppDelegate *dg = (AppDelegate *)[[UIApplication sharedApplication] delegate];
[[dg window] addSubview:[[dg viewController] view]];
I just came across this having a similar problem. I have a series of view controllers/complex views, that all rotate perfectly and couldn't figure out why the new one I just added on wasn't rotating. After a LOT of trial and error, the reason was that I wasn't calling the init method (it's the standard init method) when allocating the view controller;
e.g. I was doing
m_timerViewController = [TimerViewController alloc];
instead of
m_timerViewController = [[TimerViewController alloc] init];
To expand on jonoogle's post. I had a similar error. My view has a nib and my custom init:
- (id)initWithCategory:(Category *)category inManagedObjectContext:context{
didn't include the call to init the nib.
self = [super initWithNibName:nil bundle:nil];
Adding that line made my view rotate like it is supposed to.
I copied this from this link
And it works for me.... Reason why i have added this here is to make it easy for others to find. It took me many hours to find this fix:
Make a new set of class files of the UIViewController type, go into the .h file of this class and change this line
#implementation MyTabBarController: UIViewController {}
#end
to something like this
#implementation MyTabBarController: UITabBarController{
}
Now go into the nib file and click on the UITabBarController object and go to it's identity tab, and make it Class MyTabBarController.
now in MyTabBarController.m make sure this is in it.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)io {
return YES;
}
You can probably get rid of everything else in there if you want.
just do this if you what to rotate from landscape to portrait!
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}