The compiler does not give any errors but the the appeared screen is somewhat empty, even the following line of code does not affect it:
self.backgroundColor = [SKColor colorWithRed:0.0 green:0.0 blue:0.5 alpha:0.0];
I have tried to compare my code to other template codes of the view controller and scene files and did not succeed finding whats wrong. I am using Xcode 6. Below is the code:1)scene file
#import "GameScene.h"
#import "Ball.h"
#import "WorldGenerator.h"
// 1
#interface GameScene ()
#property BOOL isStarted;
#end
#implementation GameScene
{
Ball *ball;
SKNode *world;
WorldGenerator *generator;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
//setup your scene here
self.anchorPoint = CGPointMake(0.5, 0.5);
self.backgroundColor = [SKColor colorWithRed:0.0 green:0.0 blue:0.5 alpha:0.0];
//World
world = [SKNode node];
[self addChild:world];
generator = [WorldGenerator generatorWithWorld:world];
[self addChild:generator];
[generator populate];
// Ball allocation
ball = [Ball ball];
[self addChild:ball];
}
return self;
}
2) View controller file
#import "GameViewController.h"
#import "GameScene.h"
#implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [SKScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
- (BOOL)shouldAutorotate{
return YES;
}
- (NSUInteger)supportedInterfaceOrientations
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return UIInterfaceOrientationMaskAllButUpsideDown;
} else {
return UIInterfaceOrientationMaskAll;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
#end
I think this line could be the issue.
SKScene * scene = [SKScene sceneWithSize:skView.bounds.size];
and should be
GameScene * scene = [GameScene sceneWithSize:skView.bounds.size];
You weren't creating an instance of GameScene just an empty SKScene.
I hope that helps.
Related
Edit: Here's my AppDelegate as well (part of it)
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
self.window = [[UIWindow alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
GameViewController *gameViewController = [[GameViewController alloc]init];
NSLog(#"NSLOG %#", [[gameViewController view]class]);
_bannerViewController = [[BannerViewController alloc]initWithContentViewController:gameViewController];
self.window.rootViewController = _bannerViewController;
[self.window makeKeyAndVisible];
return YES;
}
I am about to give up. I have tried 5 different ways just these past few days to get literally one single iAd to show correctly and as simple as Apple makes it seem, literally 100% of the time I either see no ad or get an error. I have followed the Apple documentation EXACTLY.
The only clue I have is in these two lines
GameViewController *gameViewController = [[GameViewController alloc]init];
NSLog(#"NSLOG %#", [[gameViewController view]class]);
Which are in my app delegate. The NSLog gives me "UIView". No. Why? Why would that ever be a UIView, it should be an SKView, because GameViewController was pre-written for me by apple for sprite kit. How could that possibly give me the wrong object?
I am getting 'NSInvalidArgumentException', reason: '-[UIView scene]: unrecognized selector sent to instance 0x174191780' which others have recommended to fix by putting the originalContent statement but I already have that and it isn't working.
Banner view controller:
#import "BannerViewController.h"
NSString * const BannerViewActionWillBegin = #"BannerViewActionWillBegin";
NSString * const BannerViewActionDidFinish = #"BannerViewActionDidFinish";
#interface BannerViewController () <ADBannerViewDelegate>
#end
#implementation BannerViewController {
ADBannerView *_bannerView;
UIViewController *_contentController;
}
-(instancetype)initWithContentViewController:(UIViewController *)contentController{
NSAssert(contentController != nil, #"Attempting to initialize a BannerViewController with a nil contentController.");
self = [super init];
if (self != nil) {
_bannerView = [[ADBannerView alloc] initWithAdType:ADAdTypeBanner];
_contentController = contentController;
_bannerView.delegate = self;
}
return self;
}
-(void)loadView{
UIView *contentView = [[UIView alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
//Have also tried SKView *contentView = [[SKView alloc]initWithFrame:[[UIScreen mainScreen]bounds]];
[contentView addSubview:_bannerView];
[self addChildViewController:_contentController];
[contentView addSubview:_contentController.view];
[_contentController didMoveToParentViewController:self];
self.view = contentView;
}
-(UIInterfaceOrientation)preferredInterfaceOrientationForPresentation{
return [_contentController preferredInterfaceOrientationForPresentation];
}
-(NSUInteger)supportedInterfaceOrientations{
return [_contentController supportedInterfaceOrientations];
}
-(void)viewDidLayoutSubviews{
CGRect contentFrame = self.view.bounds, bannerFrame = CGRectZero;
bannerFrame.size = [_bannerView sizeThatFits:contentFrame.size];
if(_bannerView.bannerLoaded){
contentFrame.size.height -= bannerFrame.size.height;
bannerFrame.origin.y = contentFrame.size.height;
}else{
bannerFrame.origin.y = contentFrame.size.height;
}
_contentController.view.frame = contentFrame;
_bannerView.frame = bannerFrame;
}
-(void)bannerViewDidLoadAd:(ADBannerView *)banner{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
-(void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error{
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
-(BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave{
[[NSNotificationCenter defaultCenter]postNotificationName:BannerViewActionWillBegin object:self];
return YES;
}
-(void)bannerViewActionDidFinish:(ADBannerView *)banner{
[[NSNotificationCenter defaultCenter]postNotificationName:BannerViewActionDidFinish object:self];
}
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
Game View controller:
#interface GameViewController ()
#property (nonatomic, strong) IBOutlet UIView *contentView;
#end
#implementation GameViewController {
}
-(instancetype)init{
self = [super init];
if (self) {
}
return self;
}
-(void)viewDidLoad{
//self.canDisplayBannerAds = YES;
[super viewDidLoad];
}
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
}
-(void)viewDidDisappear:(BOOL)animated{
[super viewDidDisappear:animated];
}
-(void)viewDidLayoutSubviews{
}
-(void)viewWillLayoutSubviews{
[super viewWillLayoutSubviews];
SKView *skView = (SKView*)self.originalContentView;
if (!skView.scene) {
SKScene *scene = [GameScene sceneWithSize:skView.bounds.size];
[skView presentScene:scene];
//skView.showsPhysics = YES;
}
}
- (BOOL)shouldAutorotate
{
return NO;
}
- (NSUInteger)supportedInterfaceOrientations
{
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
return UIInterfaceOrientationMaskPortrait;
} else {
return UIInterfaceOrientationMaskAll;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
I figured it out. The answer, as I thought it would be, was incredibly simple and quite mind-boggling that Apple wouldn't put some sort of warning in their documentation, but then again maybe I am just too much of a noob and we are expected to know these kinds of things.
The answer, is that init was never being called in GameViewController, instead, initWithCoder: was being called. Once I NSLogged the init method and saw it wasn't being called, I figured this out.
I have created a simple hello world project for cocos2d-x 3.2. Added AdMob banner. The essence of adding banner is to create a view, then add into that view first the cocos2d-x content and then banner content:
UIView *contentView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[self addChildViewController:_contentController];
[contentView addSubview:_contentController.view];
[_contentController didMoveToParentViewController:self];
[contentView addSubview:_bannerView];
self.view = contentView;
The result is that on iPhone, iPhone Retina, iPad Retina (but not in iPad) the Hello World text is distorted like this:
At the same time that stats text is not distorted:
I cannot understand what happens and why. Here is my full code:
.hfile
#import <UIKit/UIKit.h>
#interface BannerViewController : UIViewController
- (instancetype)initWithContentViewController:(UIViewController *)contentController;
- (void) hideBanner;
- (void) showBanner;
#end
and hers is .mm file
#import "BannerViewController.h"
#import "GADBannerView.h"
#interface BannerViewController () <GADBannerViewDelegate>
#end
#implementation BannerViewController {
GADBannerView *_bannerView;
UIViewController *_contentController;
Boolean _bannerLoaded;
}
- (instancetype)initWithContentViewController:(UIViewController *)contentController
{
self = [super init];
if (self != nil) {
// use kGADAdSizeBanner for a small banner in iPad
_bannerView = [[GADBannerView alloc] initWithAdSize: kGADAdSizeSmartBannerPortrait]; // scaled banner dependent on device size
_bannerView.adUnitID = #"ca-app-pub-874958723945898/8247587858";
_bannerView.delegate = self;
_contentController = contentController;
_bannerLoaded = NO;
}
return self;
}
- (void)loadView
{
UIView *contentView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[self addChildViewController:_contentController];
[contentView addSubview:_contentController.view];
[_contentController didMoveToParentViewController:self];
[contentView addSubview:_bannerView];
self.view = contentView;
}
#if __IPHONE_OS_VERSION_MIN_REQUIRED < __IPHONE_6_0
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return [_contentController shouldAutorotateToInterfaceOrientation:interfaceOrientation];
}
#endif
- (UIInterfaceOrientation)preferredInterfaceOrientationForPresentation
{
return [_contentController preferredInterfaceOrientationForPresentation];
}
- (NSUInteger)supportedInterfaceOrientations
{
return [_contentController supportedInterfaceOrientations];
}
// For animation
- (void)viewDidLayoutSubviews
{
CGRect contentFrame = self.view.bounds;
CGRect bannerFrame = CGRectZero;
#if __IPHONE_OS_VERSION_MIN_REQUIRED < __IPHONE_6_0
bannerFrame = _bannerView.frame;
#else
bannerFrame.size = [_bannerView sizeThatFits:contentFrame.size];
#endif
bannerFrame.origin.x = (contentFrame.size.width - bannerFrame.size.width) / 2;
if (_bannerLoaded) {
//contentFrame.size.height -= bannerFrame.size.height;
bannerFrame.origin.y = contentFrame.size.height - bannerFrame.size.height;
} else {
bannerFrame.origin.y = contentFrame.size.height;
}
_contentController.view.frame = contentFrame;
_bannerView.frame = bannerFrame;
}
- (void)viewDidLoad {
[super viewDidLoad];
_bannerView.rootViewController = self;
[self.view addSubview:_bannerView];
GADRequest *request = [GADRequest request];
[_bannerView loadRequest:request];
}
- (void)adViewDidReceiveAd:(GADBannerView *)bannerView
{
NSLog(#"adViewDidReceiveAd");
_bannerLoaded = YES;
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
- (void)adView:(GADBannerView *)view didFailToReceiveAdWithError:(GADRequestError *)error
{
NSLog(#"adView didFailToReceiveAdWithError");
_bannerLoaded = NO;
[UIView animateWithDuration:0.25 animations:^{
[self.view setNeedsLayout];
[self.view layoutIfNeeded];
}];
}
- (void) hideBanner{
//TODO:
}
- (void) showBanner{
//TODO:
}
- (void)dealloc {
_bannerView.delegate = nil;
[_bannerView release];
[super dealloc];
}
#end
// </GADBannerViewDelegate>
And I use it in AppController.mm like this:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
window = [[UIWindow alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
// Init the CCEAGLView
CCEAGLView *eaglView = [CCEAGLView viewWithFrame: [window bounds]
pixelFormat: kEAGLColorFormatRGBA8
depthFormat: GL_DEPTH24_STENCIL8_OES
preserveBackbuffer: NO
sharegroup: nil
multiSampling: NO
numberOfSamples: 0];
// Use RootViewController manage CCEAGLView
_viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
_viewController.wantsFullScreenLayout = YES;
_viewController.view = eaglView;
_bannerViewController = [[BannerViewController alloc] initWithContentViewController:_viewController];
// Set RootViewController to window
if ( [[UIDevice currentDevice].systemVersion floatValue] < 6.0)
{
// warning: addSubView doesn't work on iOS6
[window addSubview: _bannerViewController.view];
//[window addSubview: _viewController.view];
}
else
{
// use this method on ios6
[window setRootViewController:_bannerViewController];
// [window setRootViewController:_viewController];
}
[window makeKeyAndVisible];
[[UIApplication sharedApplication] setStatusBarHidden:true];
// IMPORTANT: Setting the GLView should be done after creating the RootViewController
cocos2d::GLView *glview = cocos2d::GLView::createWithEAGLView(eaglView);
cocos2d::Director::getInstance()->setOpenGLView(glview);
cocos2d::Application::getInstance()->run();
return YES;
}
What is wrong here?
I have found the problem. I appears that there is a time in hours written with black color like in the image, which on on the Hello World label and hence it distorts:
The time is shown is simulators status bar. In order to hide it I added this:
//fix not hide status on ios7
- (BOOL)prefersStatusBarHidden
{
return YES;
}
into BannerViewController class and that's it!
I am creating progress view by using CALayer by following
Header class
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface ProgressBar : UIView
#property (strong, nonatomic) CALayer *subLayer;
#property (nonatomic) CGFloat progress;
#end
Implementation class
#implementation ProgressBar
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.progress = 0;
self.backgroundColor = [UIColor whiteColor];
self.subLayer = [CALayer layer];
self.subLayer.frame = self.bounds;
self.subLayer.backgroundColor = [UIColor orangeColor].CGColor;
[self.layer addSublayer:self.subLayer];
}
return self;
}
- (void)setProgress:(CGFloat)value {
NSLog(#"what is going on here");
if (self.progress != value) {
self.progress = value;
[self setNeedsLayout];
}
}
- (void)layoutSubviews {
CGRect rect = [self.subLayer frame];
rect.size.width = CGRectGetWidth([self bounds]) * self.progress;
[self.subLayer setFrame:rect];
}
In my viewcontroller, I am doing
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.pBar = [[ProgressBar alloc] initWithFrame:CGRectMake(0, 50, 320, 10)];
[self.view addSubview:self.pBar];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (IBAction)click:(id)sender {
[self.pBar setProgress:.8];
}
When (IBAction)click is fired, I am getting into the infinitive loop like the picture below
Does anyone know what I am getting into this loop. Please advice me on this issue. Thanks
The problem is that your setProgress: method calls the setProgress: method - recursion.
- (void)setProgress:(CGFloat)value {
NSLog(#"what is going on here");
if (self.progress != value) {
self.progress = value; // <-- This calls [self setProgress:value]
[self setNeedsLayout];
}
}
Change the bad line to:
_progress = value;
Setting the ivar directly is always required when you implement the setter method of a property.
I'm working on a soundboard app, that has several pages of buttons to play sound effects with a stop button on every page should the user wish to manually interrupt the clip. I'm using avaudioplayer in each view to play the sound upon pressing the button for that clip. It works fine until the view is changed. If a user jumps to a new page the sound keeps playing and the stop button stops working even if they return to the original view. Pressing a sound button no longer interrupts the running sound resulting in two sounds over each other.
From googling and searching this site, I know the issue is that each view change creates a new instance of the player and the remedy is to create a singleton class. Unfortunately I have yet to find any further examples of how to actually do this. If someone could provide or point the way to a beginners guide for creating an avaudioplayer singleton I would really appreciate it. All I need to be able to do is pass the file name to the shared player and start play with a sound clip button and have the stop button stop sounds no matter what view the user is on. I am using the ios 5.1 sdk with storyboards and ARC enabled.
My solution, as used in one of my own projects, is posted beneath. Feel free to copy-and-paste, I intend to open-source this project once it's finished :)
A preview of the player can be seen on YouTube: http://www.youtube.com/watch?v=Q98DQ6iNTYM
AudioPlayer.h
#protocol AudioPlayerDelegate;
#interface AudioPlayer : NSObject
#property (nonatomic, assign, readonly) BOOL isPlaying;
#property (nonatomic, assign) id <AudioPlayerDelegate> delegate;
+ (AudioPlayer *)sharedAudioPlayer;
- (void)playAudioAtURL:(NSURL *)URL;
- (void)play;
- (void)pause;
#end
#protocol AudioPlayerDelegate <NSObject>
#optional
- (void)audioPlayerDidStartPlaying;
- (void)audioPlayerDidStartBuffering;
- (void)audioPlayerDidPause;
- (void)audioPlayerDidFinishPlaying;
#end
AudioPlayer.m
// import AVPlayer.h & AVPlayerItem.h
#interface AudioPlayer ()
- (void)playerItemDidFinishPlaying:(id)sender;
#end
#implementation AudioPlayer
{
AVPlayer *player;
}
#synthesize isPlaying, delegate;
+ (AudioPlayer *)sharedAudioPlayer
{
static dispatch_once_t pred;
static AudioPlayer *sharedAudioPlayer = nil;
dispatch_once(&pred, ^
{
sharedAudioPlayer = [[self alloc] init];
[[NSNotificationCenter defaultCenter] addObserver:sharedAudioPlayer selector:#selector(playerItemDidFinishPlaying:) name:AVPlayerItemDidPlayToEndTimeNotification object:nil];
});
return sharedAudioPlayer;
}
- (void)playAudioAtURL:(NSURL *)URL
{
if (player)
{
[player removeObserver:self forKeyPath:#"status"];
[player pause];
}
player = [AVPlayer playerWithURL:URL];
[player addObserver:self forKeyPath:#"status" options:0 context:nil];
if (delegate && [delegate respondsToSelector:#selector(audioPlayerDidStartBuffering)])
[delegate audioPlayerDidStartBuffering];
}
- (void)play
{
if (player)
{
[player play];
if (delegate && [delegate respondsToSelector:#selector(audioPlayerDidStartPlaying)])
[delegate audioPlayerDidStartPlaying];
}
}
- (void)pause
{
if (player)
{
[player pause];
if (delegate && [delegate respondsToSelector:#selector(audioPlayerDidPause)])
[delegate audioPlayerDidPause];
}
}
- (BOOL)isPlaying
{
DLog(#"%f", player.rate);
return (player.rate > 0);
}
#pragma mark - AV player
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if (object == player && [keyPath isEqualToString:#"status"])
{
if (player.status == AVPlayerStatusReadyToPlay)
{
[self play];
}
}
}
#pragma mark - Private methods
- (void)playerItemDidFinishPlaying:(id)sender
{
DLog(#"%#", sender);
if (delegate && [delegate respondsToSelector:#selector(audioPlayerDidFinishPlaying)])
[delegate audioPlayerDidFinishPlaying];
}
#end
AudioPlayerViewController.h
extern NSString *const kAudioPlayerWillShowNotification;
extern NSString *const kAudioPlayerWillHideNotification;
#interface AudioPlayerViewController : UIViewController
#property (nonatomic, assign, readonly) BOOL isPlaying;
#property (nonatomic, assign, readonly) BOOL isPlayerVisible;
- (void)playAudioAtURL:(NSURL *)URL withTitle:(NSString *)title;
- (void)pause;
#end
AudioPlayerViewController.m
NSString *const kAudioPlayerWillShowNotification = #"kAudioPlayerWillShowNotification";
NSString *const kAudioPlayerWillHideNotification = #"kAudioPlayerWillHideNotification";
#interface AudioPlayerViewController () <AudioPlayerDelegate>
#property (nonatomic, strong) AudioPlayerView *playerView;
- (void)playButtonTouched:(id)sender;
- (void)closeButtonTouched:(id)sender;
- (void)hidePlayer;
#end
#implementation AudioPlayerViewController
#synthesize playerView, isPlaying, isPlayerVisible;
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self)
{
playerView = [[AudioPlayerView alloc] initWithFrame:CGRectZero];
[AudioPlayer sharedAudioPlayer].delegate = self;
}
return self;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#pragma mark - View lifecycle
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView
{
self.view = playerView;
}
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad
{
[super viewDidLoad];
[playerView.playButton addTarget:self action:#selector(playButtonTouched:) forControlEvents:UIControlEventTouchUpInside];
[playerView.closeButton addTarget:self action:#selector(closeButtonTouched:) forControlEvents:UIControlEventTouchUpInside];
}
- (void)viewDidUnload
{
[super viewDidUnload];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
#pragma mark - Private methods
- (AudioPlayerView *)playerView
{
return (AudioPlayerView *)self.view;
}
- (void)hidePlayer
{
[[NSNotificationCenter defaultCenter] postNotificationName:kAudioPlayerWillHideNotification object:nil];
[self.playerView hidePlayer];
}
- (void)playButtonTouched:(id)sender
{
DLog(#"play / pause");
if ([AudioPlayer sharedAudioPlayer].isPlaying)
{
[[AudioPlayer sharedAudioPlayer] pause];
}
else
{
[[AudioPlayer sharedAudioPlayer] play];
}
[self.playerView showPlayer];
}
- (void)closeButtonTouched:(id)sender
{
DLog(#"close");
if ([AudioPlayer sharedAudioPlayer].isPlaying)
[[AudioPlayer sharedAudioPlayer] pause];
[self hidePlayer];
}
#pragma mark - Instance methods
- (void)playAudioAtURL:(NSURL *)URL withTitle:(NSString *)title
{
playerView.titleLabel.text = title;
[[AudioPlayer sharedAudioPlayer] playAudioAtURL:URL];
[[NSNotificationCenter defaultCenter] postNotificationName:kAudioPlayerWillShowNotification object:nil];
[playerView showPlayer];
}
- (void)pause
{
[[AudioPlayer sharedAudioPlayer] pause];
[[NSNotificationCenter defaultCenter] postNotificationName:kAudioPlayerWillHideNotification object:nil];
[playerView hidePlayer];
}
#pragma mark - Audio player delegate
- (void)audioPlayerDidStartPlaying
{
DLog(#"did start playing");
playerView.playButtonStyle = PlayButtonStylePause;
}
- (void)audioPlayerDidStartBuffering
{
DLog(#"did start buffering");
playerView.playButtonStyle = PlayButtonStyleActivity;
}
- (void)audioPlayerDidPause
{
DLog(#"did pause");
playerView.playButtonStyle = PlayButtonStylePlay;
}
- (void)audioPlayerDidFinishPlaying
{
[self hidePlayer];
}
#pragma mark - Properties
- (BOOL)isPlaying
{
return [AudioPlayer sharedAudioPlayer].isPlaying;
}
- (BOOL)isPlayerVisible
{
return !playerView.isPlayerHidden;
}
#end
AudioPlayerView.h
typedef enum
{
PlayButtonStylePlay = 0,
PlayButtonStylePause,
PlayButtonStyleActivity,
} PlayButtonStyle;
#interface AudioPlayerView : UIView
#property (nonatomic, strong) UIButton *playButton;
#property (nonatomic, strong) UIButton *closeButton;
#property (nonatomic, strong) UILabel *titleLabel;
#property (nonatomic, strong) UIActivityIndicatorView *activityView;
#property (nonatomic, assign) PlayButtonStyle playButtonStyle;
#property (nonatomic, assign, readonly) BOOL isPlayerHidden;
- (void)showPlayer;
- (void)hidePlayer;
#end
AudioPlayerView.m
#implementation AudioPlayerView
{
BOOL _isAnimating;
}
#synthesize playButton, closeButton, titleLabel, playButtonStyle, activityView, isPlayerHidden = _playerHidden;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"musicplayer_background.png"]];
_playerHidden = YES;
activityView = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhite];
activityView.frame = CGRectMake(0.0f, 0.0f, 30.0f, 30.0f);
[self addSubview:activityView];
playButton = [[UIButton alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 30.0f, 30.0f)];
[playButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[playButton setBackgroundImage:[UIImage imageNamed:#"button_pause.png"] forState:UIControlStateNormal];
playButton.titleLabel.textAlignment = UITextAlignmentCenter;
[self addSubview:playButton];
closeButton = [[UIButton alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 30.0f, 30.0f)];
[closeButton setBackgroundImage:[UIImage imageNamed:#"button_close.png"] forState:UIControlStateNormal];
[closeButton setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
closeButton.titleLabel.textAlignment = UITextAlignmentCenter;
[self addSubview:closeButton];
titleLabel = [[UILabel alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 240.0f, 30.0f)];
titleLabel.text = nil;
titleLabel.textAlignment = UITextAlignmentCenter;
titleLabel.font = [UIFont boldSystemFontOfSize:13.0f];
titleLabel.numberOfLines = 2;
titleLabel.textColor = [UIColor whiteColor];
titleLabel.backgroundColor = [UIColor clearColor];
[self addSubview:titleLabel];
}
return self;
}
- (void)layoutSubviews
{
#define PADDING 5.0f
DLog(#"%#", NSStringFromCGRect(self.bounds));
CGRect frame = self.bounds;
CGFloat y = frame.size.height / 2;
titleLabel.center = CGPointMake(frame.size.width / 2, y);
CGFloat x = titleLabel.frame.origin.x - (playButton.frame.size.width / 2) - PADDING;
playButton.center = CGPointMake(x, y);
activityView.center = CGPointMake(x, y);
x = titleLabel.frame.origin.x + titleLabel.frame.size.width + (closeButton.frame.size.width / 2) + PADDING;
closeButton.center = CGPointMake(x, y);
}
#pragma mark - Instance methods
- (void)showPlayer
{
if (_isAnimating || _playerHidden == NO)
return;
_isAnimating = YES;
[UIView
animateWithDuration:0.5f
animations:^
{
CGRect frame = self.frame;
frame.origin.y -= 40.0f;
self.frame = frame;
}
completion:^ (BOOL finished)
{
_isAnimating = NO;
_playerHidden = NO;
}];
}
- (void)hidePlayer
{
if (_isAnimating || _playerHidden)
return;
_isAnimating = YES;
[UIView
animateWithDuration:0.5f
animations:^
{
CGRect frame = self.frame;
frame.origin.y += 40.0f;
self.frame = frame;
}
completion:^ (BOOL finished)
{
_isAnimating = NO;
_playerHidden = YES;
}];
}
- (void)setPlayButtonStyle:(PlayButtonStyle)style
{
playButton.hidden = (style == PlayButtonStyleActivity);
activityView.hidden = (style != PlayButtonStyleActivity);
switch (style)
{
case PlayButtonStyleActivity:
{
[activityView startAnimating];
}
break;
case PlayButtonStylePause:
{
[activityView stopAnimating];
[playButton setBackgroundImage:[UIImage imageNamed:#"button_pause.png"] forState:UIControlStateNormal];
}
break;
case PlayButtonStylePlay:
default:
{
[activityView stopAnimating];
[playButton setBackgroundImage:[UIImage imageNamed:#"button_play.png"] forState:UIControlStateNormal];
}
break;
}
[self setNeedsLayout];
}
#end
AppDelegate - didFinishLaunching
// setup audio player
audioPlayer = [[AudioPlayerViewController alloc] init]; // public property ...
CGRect frame = self.window.rootViewController.view.frame;
UITabBarController *tabBarController = (UITabBarController *)self.window.rootViewController;
CGFloat tabBarHeight = tabBarController.tabBar.frame.size.height;
audioPlayer.view.frame = CGRectMake(0.0f, frame.size.height - tabBarHeight, 320.0f, 40.0f);
[self.window.rootViewController.view insertSubview:audioPlayer.view belowSubview:tabBarController.tabBar];
From any view controller inside the app I start audio with the following code:
- (void)playAudioWithURL:(NSURL *)URL title:(NSString *)title
{
OnsNieuwsAppDelegate *appDelegate = (OnsNieuwsAppDelegate *)[[UIApplication sharedApplication] delegate];
[appDelegate.audioPlayer playAudioAtURL:URL withTitle:title];
}
Assets
For the above example, the following assets can be used (button images are white, so hard to see against background):
Buttons:
Background:
There's a lot of discussion (and links to blogs, etc.) about singletons over at What should my Objective-C singleton look like?, and I see a fair number of tutorials as a result of this Google search: http://www.google.com/search?q=+cocoa+touch+singleton+tutorial, but the real answer to your question, I believe, is that you should do one of two things:
If you do want the sound for a particular view to continue playing when the user switches, create the player as you're doing now, but when the view (re)appears, check that a player exists, and don't make a new one.
If you want the sound to stop, then stop the sound when the view changes (i.e., in viewWillDisappear:).
Can anyone please suggest some links for using UITextField in cocos2d.
I want to press on label, then the UITextField should get selected and I need to edit on that UITextField.
I'm doing this in a current project to allow for entering the number of the level to start playing at, so that's why my variables and methods are named the way they are; you should probably adjust these to make sense for you.
In your app controller, define this as an instance variable:
UITextField *levelEntryTextField;
Create it inside applicationDidFinishLaunching:
levelEntryTextField = [[UITextField alloc] initWithFrame:
CGRectMake(60, 165, 200, 90)];
[levelEntryTextField setDelegate:self];
Define a method to activate the text field. You should also declare it in the header file for your app controller.
- (void)specifyStartLevel
{
[levelEntryTextField setText:#""];
[window addSubview:levelEntryTextField];
[levelEntryTextField becomeFirstResponder];
}
This will make pressing "return" on the keypad end editing
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
//Terminate editing
[textField resignFirstResponder];
return YES;
}
This is triggered when the editing is actually done.
- (void)textFieldDidEndEditing:(UITextField*)textField {
if (textField==levelEntryTextField) {
[levelEntryTextField endEditing:YES];
[levelEntryTextField removeFromSuperview];
// here is where you should do something with the data they entered
NSString *result = levelEntryTextField.text;
}
}
Now to actually set things in motion, you put this somewhere. I call this from within one of my Scene classes, in response to a user action:
[[[UIApplication sharedApplication] delegate] specifyStartLevel];
I took the example that Jack provided and actually created a working project, this was done using the Cocos2D 0.7.1 XCode Template, and then just editting the *AppDelegate.m/.h files, which are provided below in there entirety. I also modified some of what Jack said, because I feel that creating the UITextField in the appDidFinishLoading would utilize a bit too much memory, especially if the text field is not used all the time ... this solution creates the text field only when it is needed, the sample draws an empty Cocos2D Layer scene, and on screen touch, it displays the text field for you to start entering text into. It will spit out the result of what you entered to the Console - you can pass this to whatever is necessary in your own code.
the .h
#import <UIKit/UIKit.h>
#import "cocos2d.h"
#interface MYSCENE : Layer <UITextFieldDelegate>
{
UITextField *myText;
}
-(void)specificStartLevel;
#end
#interface textFieldTestAppDelegate : NSObject <UIAccelerometerDelegate, UIAlertViewDelegate, UITextFieldDelegate, UIApplicationDelegate>
{
UIWindow *window;
}
#end
and then the .m
#import "textFieldTestAppDelegate.h"
#implementation MYSCENE
-(id) init
{
self = [super init];
isTouchEnabled = YES;
return self;
}
-(BOOL)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[self specifyStartLevel];
return kEventHandled;
}
-(void)specifyStartLevel {
myText = [[UITextField alloc] initWithFrame:CGRectMake(60, 165, 200, 90)];
[myText setDelegate:self];
[myText setText:#""];
[myText setTextColor: [UIColor colorWithRed:255 green:255 blue:255 alpha:1.0]];
[[[[Director sharedDirector] openGLView] window] addSubview:myText];
[myText becomeFirstResponder];
}
-(BOOL)textFieldShouldReturn:(UITextField *)textField {
[myText resignFirstResponder];
return YES;
}
-(void)textFieldDidEndEditing: (UITextField *)textField {
if(textField == myText) {
[myText endEditing:YES];
[myText removeFromSuperview];
NSString *result = myText.text;
NSLog([NSString stringWithFormat:#"entered: %#", result]);
} else {
NSLog(#"textField did not match myText");
}
}
-(void) dealloc
{
[super dealloc];
}
#end
#implementation textFieldTestAppDelegate
- (void)applicationDidFinishLaunching:(UIApplication *)application
{
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[window setUserInteractionEnabled:YES];
[[Director sharedDirector] setDisplayFPS:YES];
[[Director sharedDirector] attachInWindow:window];
Scene *scene = [Scene node];
[scene addChild: [MYSCENE node]];
[window makeKeyAndVisible];
[[Director sharedDirector] runWithScene: scene];
}
-(void)dealloc
{
[super dealloc];
}
-(void) applicationWillResignActive:(UIApplication *)application
{
[[Director sharedDirector] pause];
}
-(void) applicationDidBecomeActive:(UIApplication *)application
{
[[Director sharedDirector] resume];
}
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application
{
[[TextureMgr sharedTextureMgr] removeAllTextures];
}
#end
To add Text field in cocos2d as below code
first of all you add view in Scene and afetr add textfield add in view thats very easy.
-(id) init
{
if( (self=[super init]) )
{
// add view in scene
UIView *view = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 320, 568)];
view.backgroundColor = [UIColor redColor];
// add textfield in view
UITextField *textField = [[UITextField alloc] initWithFrame:CGRectMake(10, 140, 300, 30)];
textField.borderStyle = UITextBorderStyleRoundedRect;
textField.font = [UIFont systemFontOfSize:15];
textField.placeholder = #"enter text";
textField.autocorrectionType = UITextAutocorrectionTypeNo;
textField.keyboardType = UIKeyboardTypeDefault;
textField.returnKeyType = UIReturnKeyDone;
textField.clearButtonMode = UITextFieldViewModeWhileEditing;
textField.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter;
textField.delegate = self;
[view addSubview:textField];
// add view in scene
[[[CCDirector sharedDirector] view] addSubview:view];
}
return self;
}
you can also use CCTextfield in cocos2d best example is https://github.com/iNinja/CCTextField
Try the following CCNode subclass, CCMenuItemTextField, to use text fields in cocos2d.
The class is directly subclassed from CCMenuItemSprite. When tapped, the "selected" method is called and a UITextField is added to the main window. After editing is done, "unselected" method is called and the UITextField is removed from screen. User's input is saved to a CCLabelTTF node, which position itself exactly as the original UITextField.
CCMenuItemTextField.h
#interface CCMenuItemTextField : CCMenuItemSprite<UITextFieldDelegate> {
UITextField *textField_;
CCLabelTTF *label_;
CGFloat paddingLeft_;
}
#property (readonly, nonatomic) UITextField *textField;
#property (readonly, nonatomic) CCLabelTTF *label;
#property (assign, nonatomic) CGFloat paddingLeft;
- (void)selected;
- (void)unselected;
- (void)setFontSize:(CGFloat)size;
- (NSString*)text;
- (void)setText:(NSString*)text;
#end
CCMenuItemTextField.m
#import "CCMenuItemTextField.h"
#implementation CCMenuItemTextField
#synthesize
textField = textField_,
label = label_,
paddingLeft = paddingLeft_;
- (id)init
{
CCSprite *normalSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *selectedSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
CCSprite *disabledSprite = [CCSprite spriteWithFile:#"text_field_background.png"];
return [self initWithNormalSprite:normalSprite selectedSprite:selectedSprite disabledSprite:disabledSprite];
}
- (id)initWithNormalSprite:(CCNode<CCRGBAProtocol> *)normalSprite
selectedSprite:(CCNode<CCRGBAProtocol> *)selectedSprite
disabledSprite:(CCNode<CCRGBAProtocol> *)disabledSprite
{
self = [super initWithNormalSprite:normalSprite
selectedSprite:selectedSprite
disabledSprite:disabledSprite
target:self
selector:#selector(selected)];
if (self) {
paddingLeft_ = 3.0;
textField_ = [[UITextField alloc] init];
[textField_ setTextColor:[UIColor blackColor]];
[textField_ setFont:[UIFont systemFontOfSize:18]];
label_ = [[CCLabelTTF node] retain];
[label_ setAnchorPoint:ccp(0,0.5)];
[label_ setFontSize:18];
[label_ setVisible:NO];
[label_ setColor:ccBLACK];
[self addChild:label_];
}
return self;
}
- (void)dealloc
{
[label_ release];
[textField_ release];
[super dealloc];
}
// --------------------------------
// Public
// --------------------------------
- (void)selected
{
[super selected];
[label_ setVisible:NO];
CGAffineTransform transform = [self nodeToWorldTransform];
float textFieldHeight = textField_.font.lineHeight;
float width = self.contentSize.width;
float height = self.contentSize.height;
float left = transform.tx + paddingLeft_;
float top = 480 - transform.ty - height + (height - textFieldHeight) / 2;
[textField_ setFrame:CGRectMake(left, top, width, height)];
[[[[CCDirector sharedDirector] view] window] addSubview:textField_];
[textField_ becomeFirstResponder];
[textField_ setDelegate:self];
}
- (void)unselected
{
[super unselected];
[label_ setVisible:YES];
[label_ setPosition:ccp(paddingLeft_, self.contentSize.height/2)];
NSString *text = textField_.text ? textField_.text : #"";
[label_ setString:text];
[textField_ resignFirstResponder];
[textField_ removeFromSuperview];
}
- (NSString*)text
{
return [label_ string];
}
- (void)setText:(NSString*)text
{
[label_ setString:text];
[textField_ setText:text];
}
// --------------------------------
// UITextFieldDelegate
// --------------------------------
- (BOOL)textFieldShouldReturn:(UITextField*)textField {
[self unselected];
return YES;
}
- (void)textFieldDidEndEditing:(UITextField*)textField {
[self unselected];
}
- (void)setFontSize:(CGFloat)size
{
[label_ setFontSize:size];
[textField_ setFont:[UIFont systemFontOfSize:size]];
}
// --------------------------------
// CCNode
// --------------------------------
- (void)onExitTransitionDidStart
{
[super onExitTransitionDidStart];
[self unselected];
}
#end