I am developing app for iPad, in Landscape mode during taking a snapshot from camera a black preview appears.While , UIImagePickerController works properly for Portrait mode.Thanks in advance.
this is my piece of code -
-(UIImagePickerController *)imagePicker{
if(!imagePicker){
imagePicker = [[UIImagePickerController alloc]init];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.delegate = self;
}
return imagePicker;
}
[self presentViewController:self.imagePicker animated:YES completion:^{ }];
PS: Anybody knows about, "Contacts" default app of iOS device having this feature rotation of camera controls with respect to device orientation.Here, Camera preview looks fine for all orientation.Anybody knows its implementation.
if you are using Autolayout then you first Check for the co-ordinates and size of corresponding preview(UIimageview).
Related
I am experiencing an issue when using the iPad Camera in iOS 8. I've seen some older questions and a thread on the Apple Developer Forums from during the beta but still haven't find a solution.
There seems to be two parts to this issue.
1) The camera itself rotates when the device orientation rotates, eg the world is on its side
2) When opening the camera in Landscape, the overlay does not appear. When opened in Portrait it is fine.
It is an app using iOS7 as the Base SDK, problem only occurs when running the app on a device that has been upgraded to iOS8. The app is not using storyboards, it is using nibs.
I'm hoping to push out a fix for this with Xcode 5.1.1 before moving onto the iOS8 specific fixes and using it as a Base SDK in the next version.
Here is my code to bring up the camera:
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerSourceTypeCamera] == YES) {
// Create Camera
imagePicker = [[UIImagePickerController alloc] init];
imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
imagePicker.delegate = self;
imagePicker.showsCameraControls = NO;
// Set up custom controls view
[[NSBundle mainBundle] loadNibNamed:#"OverlayView" owner:self options:nil];
self.overlayView.frame = imagePicker.cameraOverlayView.frame;
imagePicker.cameraOverlayView = self.overlayView;
self.overlayView = nil;
// Show Camera
[self presentViewController:imagePicker animated:NO completion:nil];
[imagePicker release];
}
I have also tried
And the Layout of the Toolbar (sitting at the bottom) of the OverlayView:
If I change that to sit "at the top" it appears in both portrait and landscape! So it must have to do with the view/window/something size, though it's strange how its behaviour would change when the layout has stayed the same.
I have tried it with both showsCameraControls = YES and hashing out the OverlayView block, and problem #1 persists so it's not to do with the overlay at app.
I'm hoping someone has found an answer to this, it seems like quite a common problem.
Please let me know if you need any further details.
Edit 1: Fixed the Overlay (Issue #2)
It wasn't applying the orientation to the OverlayView, fixed it like this:
// Grab the window frame and adjust it for orientation - from http://stackoverflow.com/a/15707997/520902
UIView *rootView = [[[UIApplication sharedApplication] keyWindow]
rootViewController].view;
CGRect originalFrame = [[UIScreen mainScreen] bounds];
CGRect screenFrame = [rootView convertRect:originalFrame fromView:nil];
...
self.overlayView.frame = imagePicker.cameraOverlayView.frame;
I suspect that it's related to the camera not realising it's orientated too, will keep searching for a fix for Problem #1.
Edit 2: Update on Issue #1
Looks like the camera rotating might be an Apple issue. On iOS8 if you open up the Contacts app, edit a contact and choose 'Take Photo', the exact same issue occurs - in a default Apple app!
I still can't find a fix so I am just destroying and recreating the imagePicker on each orientation change for now, it's ugly but will suffice until Apple release a fix or a better solution pops up.
Apple fixed this problem in iOS 8.1.
I have a iPad application in Landscape orientation (iOS7), but when I present a UImagePickerViewController (Camera), this can be in portrait mode and need to avoid it.
Is there any way to lock this portrait orientation?
UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init];
imagePicker.delegate = self;
imagePicker.sourceType =UIImagePickerControllerSourceTypeCamera;
imagePicker.mediaTypes = [NSArray arrayWithObjects:(NSString *) kUTTypeImage,nil];
imagePicker.allowsEditing = NO;
[self presentViewController:imagePicker animated:YES completion:NULL];
Thanks In advance.
Edit: I have followed the next iOS7 iPad Landscape only app, using UIImagePickerController and now the bars of the camera and preview picture taken appears in landscape mode, but if I take a photo with iPad in portrait orientation (app keeps on landscape orientation) the preview image rotates 90 degrees and 2 black sections appear on each side.
So, what I need is avoid this rotation in preview picture in the UIImagePickerViewController.
Does anyone have any idea?
My code to place an overlay in the imagepicker works in iOS6, but not in ios7. In iOS6 the camera display fine; it appears that the overlay is slotted between the picker and the controls nicely. In iOS7, it seems that the overlay is placed on the very top layer, hiding the controls. I can still click on the take photo button though.
Is there anyway to put the camera controls back on top? Or is this a bug?
imagePicker =[[UIImagePickerController alloc] init];
overlayView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:imageString]];
imagePicker.cameraOverlayView = overlayView;
imagePicker.delegate=self;
imagePicker.title=#"Test";
imagePicker.showsCameraControls = YES;
[self presentModalViewController:imagePicker animated:YES ];
[imagePicker release];
I have a transparent view with a rectangle drawn onto it using CoreGraphics.
When the camera launches the custom overlay view is above the shutter animation.
What you see is the standard camera shutter with the custom rectangle above it.
How do I get it to go in the right place, underneath the shutter animation? I've looked at other sample code but it's for OS 3.1 and doesn't seem to do anything differently.
Here's my code:
-(IBAction)cameraButton{
if ([UIImagePickerController isSourceTypeAvailable:UIImagePickerControllerCameraDeviceRear]){
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.sourceType = UIImagePickerControllerSourceTypeCamera;
//Add the OverlayView with the custom Rectangle
CGRect overlayFrame = CGRectMake(0.0f, 0.0f, 320.0f, 480.0f);
OverlayView *overlayView = [[OverlayView alloc]initWithFrame:overlayFrame];
picker.cameraOverlayView = overlayView;
[overlayView release];
[self presentModalViewController:picker animated:YES];
[picker release];
}
}
On the iPad this problem doesn't exist, and the overlay view is behind the shutter animation by default. But on the iPhone, the overlay appears at front.
I've found a solution that worked for me.
You have to set your overlay view as a subview in this method:
- (void)navigationController:(UINavigationController *)navigationController willShowViewController:(UIViewController *)viewController animated:(BOOL)animated {
if (!viewController)
return;
UIView* controllerViewHolder = viewController.view;
UIView* controllerCameraView = [[controllerViewHolder subviews] objectAtIndex:0];
UIView* controllerPreview = [[controllerCameraView subviews] objectAtIndex:0];
[controllerCameraView insertSubview:self.overlayView aboveSubview:controllerPreview];
}
Hope it helps
Original source:
http://www.alexcurylo.com/blog/2009/06/18/uiimagepickercontroller-in-3-0/
You may not do anything else other than what you're already doing; if iOS decides to put your overlay view over the shutter, you'll just have to live with it (unless you want to risk getting rejected from the app store).
As an imperfect workaround, you could start your overlay with alpha=0 and then set alpha to 1 a second or two later. But there is no set time period that the shutter appears for before 'opening' (I think it depends on how long it takes to initialize the camera hardware), so sometimes your interface might not appear until late and sometimes might appear too early.
As of 4.3.3, the shutter animation is broken because elements are displayed on top, and then snap underneath when the animation starts. I've filed this as a Radar: http://openradar.appspot.com/radar?id=1204401
I answered a similar question here. What worked for me (in iOS 6) was setting the cameraOverlayView in navigationController:willShowViewController:animated.
- (void) navigationController:(UINavigationController*) navigationController willShowViewController:(UIViewController*) viewController animated:(BOOL) animated {
self.imagePickerController.cameraOverlayView = ...; // your camera overlay view
}
I am using a UIPopoverController and populating it with a MPMediaPickerController to choose songs from iPod library. I have got it working just fine. However, I added a completely unrelated feature ( touch a button and image scale to large size ) and now the UIPopoverController behaves strangely only after using the new feature.
After using the button scale feature, the UIPopoverController appears in a strange manner. It looks like it is animating from a rotated state off the screen and lands in the correct place, but the expected behavior is that it should just appear in the right location.
// code for if the interface is a an iPhone, do not use popup
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
[self presentModalViewController:picker animated:YES];
// code if not iPhone uses popover media picker
else {
UIPopoverController* pop =
[[UIPopoverController alloc] initWithContentViewController:picker];
self.currentPop = pop;
// checks if the iPad is portrait or landscape and displays the popover media picker accordingly
if (vertMode == TRUE)
{
// if in portrait mode
[pop presentPopoverFromRect:CGRectMake(668.0f, 846.0f, 10.0f, 10.0f) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionDown animated:NO];
// otherwise if in landscape mode
}
else if (vertMode == FALSE)
{
[pop presentPopoverFromRect:CGRectMake(900.0f, 580.0f, 10.0f, 10.0f) inView:self.view permittedArrowDirections:UIPopoverArrowDirectionDown animated:NO];
}
[pop release];
}
}
OK, well I feel a bit silly answering my own question, but I hope that it may help someone else in the future.
I am not exactly sure why, but in my function for the button that scales the image to a large size, I forgot to add:
[UIView commitAnimations];
the intention of that was to complete the animated movement of the scaling image, I am guessing because I never commit the animation, that it was still in some state of trying to animating things. Then when I called my popup , it made the weird animation occur.
So I fixed this by just adding the above one line!
I feel SO much better figuring this one out! I hope it helps someone else out there.