When I transition from MainMenuScene.m to SceneLvl1.m, the transition works perfectly fine. But when transitioning back from SceneLvl1.m to MainMenuScene.m, all the sprites are distorted. They're stretched out to almost 3x their original width! Here's my transitioning code:
// Main Menu initialization.
MainMenuScene *mainMenu = [[MainMenuScene alloc] init];
// Move to the main menu.
[self.scene.view presentScene:mainMenu
transition:[SKTransition fadeWithColor:[SKColor blackColor]
duration:3.0]];
So, what could I be doing wrong, here?
This might sound a stupid question, but are you calling simply init in it?
Any scene initialization should use initWithSize, right?
Try replacing with
MainMenuScene *mainMenu = [[MainMenuScene alloc] initWithSize:self.view.frame.size];
Related
I've gone through the obj-c GPUImage framework, and as per the example in the documentation, I added the following snippet with intention to display filtered live video:
CGRect mainScreenFrame = [[UIScreen mainScreen] applicationFrame];
GPUImageVideoCamera *videoCamera = [[GPUImageVideoCamera alloc] initWithSessionPreset:AVCaptureSessionPreset640x480 cameraPosition:AVCaptureDevicePositionBack];
videoCamera.outputImageOrientation = UIInterfaceOrientationPortrait;
GPUImageFilter *customFilter = [[GPUImageFilter alloc] initWithFragmentShaderFromFile:#"PositionColor"];
GPUImageView *filteredVideoView = [[GPUImageView alloc] initWithFrame:mainScreenFrame];
// Add the view somewhere so it's visible
[self.view addSubview:filteredVideoView];
[videoCamera addTarget:customFilter];
[customFilter addTarget:filteredVideoView];
[videoCamera startCameraCapture];
It works, but instead of video i get a single still image. I've reviewed it and looked at examples and can't really pinpoint why it isn't working correctly. Any help would be much appreciated.
Thanks!
You need to hang on to your GPUImageVideoCamera somewhere. If the above is placed in a method, and ARC is enabled for the project, the GPUImageVideoCamera instance will be deallocated the instant that method exits. This will terminate the video capture and could lead to other unsettling artifacts.
Make a GPUImageVideoCamera instance variable in your class, instead, and use that for the above. You're also going to need that so that you can pause and stop the camera when done.
-(void)reviewClicked:(id)sender
{
ReviewViewController *newView = [[ReviewViewController alloc] init];
newView.delegate = self;
UINavigationController *navCon = [[UINavigationController alloc] initWithRootViewController:newView];
[self presentModalViewController:navCon animated:YES];
}
I have a splitViewController setup, which is what is probably causing some issues. Within the detail view controller, I have a button that when clicked calls the above code.
The goal is to slide a view from the bottom of the screen upwards so the user can review their selections, and then click a button to return back to the original detail view. This code is working and you can click back and forth between the modal view and original detail view.
The problem is, after it slides up the screen, it continues sliding past where it should stop, and finally stops a good 10-15 pixels too far up. Basically, this modal view slides in so far up that a good chunk of the view goes above the top of the screen. Meanwhile, that same amount of space is "empty black space" at the bottom of the screen, just further suggesting that the view just simply moved too far up.
Complicating matters, it slides in just fine in landscape mode.
So the question is, does anyone know why this bug is occurring to make the modal view slide too far up and past the top of the screen?
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Edit:
Sorry about that, I meant to type navCon in that spot. I fixed it above.
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Solution:
-(void)reviewClicked:(id)sender
{
ReviewViewController *newView = [[ReviewViewController alloc] init];
newView.delegate = self;
UINavigationController *navCon = [[UINavigationController alloc] initWithRootViewController:newView];
navCon.view.frame = CGRectMake(0, 0, 768, 1080);
[self presentModalViewController:navCon animated:YES];
}
After some trial and error, I realized I had never actually set the frame of the view! A solution as simple as that...I had been running through examples that included .xib files, and since those files created the frame automatically, I totally overlooked it!
Keep in mind for anyone looking at this in the future. This frame is for portrait mode only. If you want landscape mode, just modify the frame accordingly:
navCon.view.frame = CGRectMake(0, 0, 1080, 768);
Although I had found a quick solution to the problem as described in the question. The fact is, there were many problems still around. Upon further inspection, I called upon the appDelegate to call these methods:
[self.splitViewController presentModalViewController:navCon animated:YES];
[self.splitViewController dismissModalViewControllerAnimated:YES];
Basically, I had the root view class call the modal view which solved ALL of my issues. Apparently calling a modal view from within the detail view of a splitview is NOT the same as calling a modal view from the root view (which happens to be the splitViewController). I hope this helps anyone in the future. Cheers.
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For more reference, see this post I stumbled upon:
UISplitViewController - Pushing Modal View
I have a custom UIView that I have created to display my custom buttons and toolBar. When I first called for it to show, the bar is on top of the Shutter (which is good). But after the camera is loaded, the shutter comes in front of it, then opens.
If you look at the native camera.app, it doesn't do this. The toolbar stays there the whole time. Here is my code:
// .h
UIImagePickerController *theCamera;
#property (nonatomic, retain) UIImagePickerController *theCamera;
// .m
theCamera = [[UIImagePickerController alloc] init];
theCamera.delegate = self;
theCamera.sourceType = UIImagePickerControllerSourceTypeCamera;
theCamera.showsCameraControls = NO;
theCamera.toolbar.alpha = 0;
theCamera.navigationBarHidden = YES;
theCamera.toolbarHidden = YES;
theCamera.wantsFullScreenLayout = YES;
theCamera.cameraViewTransform = CGAffineTransformMakeScale(1.25, 1.25);
UIImageView *tabBarBack = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"tab_bar_back.png"]];
tabBarBack.frame = CGRectMake(0, 422, 320, 58);
[customView addSubview:tabBarBack];
theCamera.cameraOverlayView = customView;
[self presentModalViewController:theCamera animated:YES];
Obviously there are more buttons I add to the customView, but you get the concept.
Subscribe to:
AVCaptureSessionDidStartRunningNotification
This is when the iris open animation begins. If you add a cameraOverlayView during this time, it will be properly covered up by the iris. It is posted at the same time as that PL… private notification. This is a documented approach that does not risk app rejection.
AFAIK there is no direct way to do this. If you use cameraOverlay, you will get shutter for the complete screen.
How ever there are some alternate methods (playing around with the view hierarchy) that will help you in making your preview screen as parent view. I am not sure if this approach is correct as per app store guidelines.
have a look at Hide/Show iPhone Camera Iris/Shutter animation for better understanding on how to achieve this.
On iOS 6+, if you've added your controller as the delegate for the UIImagePickerController, this code should ensure that the shutter stays behind your cameraOverlayView:
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I haven't tested on versions of iOS prior to iOS 6 though.
I have a situation where I want to print a multi-page PDF. While I could use the PDFKit utility classes and/or quartz functions to get the information to manually write drawing/pagination code for a NSView subclass, I had thought that quicker alternative would be to create an off-screen PDFView and tell it to print itself. When I tried this solution, the print dialog didn't go away, all of the print settings controls on the right half of the print dialog disappeared, and the application froze.
I then wrote a tiny test application with the following method that illustrates the problem. When the test program is compiled without the USE_PDF_VIEW preprocessor macro defined, the blank view displays fine. If USE_PDF_VIEW is defined, the document doesn't print, most of the print dialog controls disappear, and the app freezes. While I have other ways of accomplishing my goal, I'm curious as to why this shortcut doesn't work. Is there something about Cocoa drawing I still don't understand? Am I banging into Apple Voodoo Magic(tm) behind the scenes that makes PDFView behave in a completely different way than other NSViews?
- (void)printMyStuff:(id)sender {
NSPrintInfo *currInfo = [NSPrintInfo sharedPrintInfo];
#ifdef USE_PDF_VIEW
PDFView *pdfView = [[PDFView alloc] init];
PDFDocument *pdfDoc = [[PDFDocument alloc] initWithURL:[NSURL fileURLWithPath:#"/Users/wls/Documents/my_document.pdf"]];
[pdfView setDocument: pdfDoc];
[pdfView printWithInfo:currInfo autoRotate:YES];
#else
NSView *myView = [[NSView alloc] initWithFrame:NSMakeRect(0, 0, 500, 500)];
NSPrintOperation *myop = [NSPrintOperation printOperationWithView:myView printInfo:currInfo];
[myop runOperation];
#endif
}
Had the exact same problem.
The PDFView needs to be added to a NSWindow in order for printWithInfo:autoRotate: to work (atleast in my case), otherwise the printing controls go blank or won't work.
Here's the complete code:
PDFView *vDoc = [[PDFView alloc] init];
[vDoc setDocument:pdfDoc];
[vDoc setAutoScales: YES];
[vDoc setDisplaysPageBreaks: NO];
NSWindow *wnd = [[NSWindow alloc] init];
[wnd setContentSize:vDoc.frame.size];
[wnd setContentView:vDoc];
[vDoc printWithInfo:printInfo autoRotate:YES];
[wnd release];
[vDoc release];
Building on alex-i's excellent answer, I added the following lines so the print dialog showed up in a user-friendly location:
NSRect windowRect = self.window.frame;
NSPoint printTopLeftPoint = NSMakePoint(CGRectGetMidX(windowRect), CGRectGetMaxY(windowRect));
[wnd setFrameTopLeftPoint:printTopLeftPoint];
My self.window is for my current window controller, not the temporary window.
I like alex-i's answer because it does not use private APIs. But in my case, I already have a window (and I suppose in most cases you would!), so I figured I would use that window instead of creating one. Here is what I ended up doing, using swift:
func print(_ pdfDocument: PDFDocument, using window: NSWindow) {
// create a hidden pdf view with the document
let pdfView = PDFView()
pdfView.document = pdfDocument
pdfView.autoScales = true
pdfView.displaysPageBreaks = false
pdfView.frame = NSMakeRect(0.0, 0.0, 50.0, 50.0)
pdfView.isHidden = true
// add the view to the window and print
window.contentView.addSubview(pdfView)
pdfView.print(nil)
pdfView.removeFromSuperview()
}
PDFView is a subclass of NSView. The designated initializer for NSView is -initWithFrame: ... if you don't use -initWithFrame: strange things can happen. Since PDFView has no other designated initializers, -initWithFrame: is it. I'm guessing that's at least part of your problem.
Another part may be memory related. Are you using garbage collection or not? If you are, you're not keeping a reference to your PDFView anywhere, so may be getting deallocated. If you aren't using garbage collection, you're leaking your PDFView (also because you keep no reference to it, so you can release it when you're done). Same with your myView NSView instance ... you're leaking it if you're not using GC.
I am using a CALayer to display a path via drawLayer:inContext delegate method, which resides in the view controller of the view that the layer belongs to. Each time the user moves their finger on the screen the path is updated and the layer is redrawn. However, the drawing doesn't keep up with the touches: there is always a slight lag in displaying the last two points of the path. It also flickers, but only while displaying the last two-three points again. If I just do the drawing in the view's drawRect, it works fine and the drawing is definitely fast enough.
Does anyone know why it behaves like this? I suspect it is something to do with the layer buffering, but I couldn't find any documentation about it.
[UIView new] is simply shorthand for [[UIView alloc] init].
Give the following before setNeedsDisplay method::
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithFloat:someDelay] forKey:kCATransactionAnimationDuration];
[aLayer setNeedsDisplay];
[CATransaction commit];
You might have better luck using a layer hosting view.
Instead of using the drawLayer:inContext: method, setup the view you want and add a CALayer to it:
UIView *layerHosting = [[UIView alloc] initWithFrame:frame];
[layerHosting setLayer:[[CALayer new] autorelease]];
Hope that helps!