Pausing across multiple view controllers, what does -> do? - objective-c

a few noobie questions here first time ever I've tried to pause a Scene/Nodes hoping someone can please help me understand what is happening.
I have 2 VC's
GameViewController.m (contains my GameUI related code)
GameScene.m (contains my gameplay related code and my main node called "myWorld").
From GameViewController.m
If I run
_scene.paused = YES;
everything is paused on the screen by the looks of it and nothing moves, but if I unpause the game via
_scene.paused = NO;
you can tell my GameScene.m "myWorld" node has continued to run because when I unpause the game goes into super fast forward and catches up to the position it would have been if I did not pause.
I tried a few other lines like
self.view.paused = YES;
then Xcode suggested that I change to
self->_skView.paused = YES;
When I did this it works! and successfully paused all of the contents including the "myWorld" code inside GameScene.m. But how? I don't understand?
Can someone please tell me what does "->" do here???
Also in my other VC GameScene.m I have a line of code in my update method that is waiting for the game to paused via
if (self.paused==YES)
but when I run this new code from GameViewController.m "self->_skView.paused = YES;"
that if (self.paused==YES) "if" condition is not met inside here.
GameScene.m
-(void)update:(CFTimeInterval)currentTime {
if (self.paused==YES) {
//do stuff
How do I write that the "if" condition so that when GameViewController.m "self->_skView.paused = YES;" the "if" condition is met in GameScene.m?
I guess what I am asking is how do I talk from one VC to the other? Or how do I tell both VC's properly that the game is paused etc?
Any help would be great my code below
GameViewController.m
#implementation GameViewController {
SKView *_skView;
GameScene *_scene;
}
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
if (!_skView) {
_skView =
[[SKView alloc] initWithFrame:self.view.bounds];
GameScene *scene =
[[GameScene alloc] initWithSize:_skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
[_skView presentScene:scene];
[self.view addSubview:_skView];
[self.view sendSubviewToBack:_skView];
_scene = scene;
__weak GameViewController *weakSelf = self;
}
}
//My pause method
//was
//_scene.paused = YES;
//now
self->_skView.paused = YES;
//My unpause method
//was
//_scene.paused = NO;
//now
self->_skView.paused = NO;
GameScene.m
-(void)didMoveToView:(SKView *)view {
SKNode *myWorld = [SKNode node];
[self addChild:myWorld];
-(void)update:(CFTimeInterval)currentTime {
if (self.paused==YES) {
//do stuff

I suggest you avoid creating an instance variable (ivar) for your SKScene subclass. If you don't set the ivar to nil at some point, SpriteKit won't release the scene when you transition to another scene. Also, you don't need the ivar for the SKView, since you can access it through self. Here's an example of how to pause the SKView from the view controllers and scene subclasses:
In your view controllers,
pause the SKView with
((SKView *)self.view).paused = YES;
and check if the view is paused with
if (((SKView *).self.view).paused) {
// Do something
}
In your SKScene subclasses (e.g., GameScene),
pause the SKView with
self.view.paused = YES;
and to check if the view is paused with
if (self.view.paused) {
// Do something
}
You can use the delegation mechanism to tell a view controller to pause its view or ask a VC if its view is paused.

Related

Xcode os x : Why drawRect could not access instance data

I am trying to draw something in my custom view, but not sure why drawRect could not access its instance data. Here is the steps I tried.
Create a Mac OS X app, with using storyboard checked.
In the storyboard, delete the view, then add a new custom view under the view at the same place. (I tried if the view is not deleted, same).
Assign EEGView class to the newly added custom view.
then run. From the log information, you will notice that the drawRect could not access the instance data although the instance variables get initialized and updated.
In viewCtroller.m
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
myView = [[EEGView alloc] init];
//[self.view addSubview:myView];
//Start Timer in 3 seconds to show the result.
NSTimer* _timerAppStart = [NSTimer scheduledTimerWithTimeInterval:2
target:self
selector:#selector(UpdateEEGData)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:_timerAppStart forMode:NSDefaultRunLoopMode];
}
- (void)UpdateEEGData
{
// NSLog(#"UpdateEEGData.....1");
// myView.aaa = 200;
// myView.nnn = [NSNumber numberWithInteger:myView.aaa];
// make sure this runs on the main thread
if (![NSThread isMainThread]) {
// NSLog(#"NOT in Main thread!");
[self performSelectorOnMainThread:#selector(updateDisplay) withObject:nil waitUntilDone:TRUE];
}else
{
[self.view setNeedsDisplay:YES];
}
NSLog(#"UpdateEEGData.....2");
[myView setAaa:400];
myView.nnn = [NSNumber numberWithInteger:myView.aaa];
// make sure this runs on the main thread
if (![NSThread isMainThread]) {
// NSLog(#"NOT in Main thread!");
[self performSelectorOnMainThread:#selector(updateDisplay) withObject:nil waitUntilDone:TRUE];
}else
{
[self.view setNeedsDisplay:YES];
}
}
-(void)updateDisplay
{
[self.view setNeedsDisplay:YES];
}
In my custom view class EEGView.m
#implementation EEGView
#synthesize aaa;
#synthesize nnn;
-(id)init{
self = [super init];
if (self) {
aaa = 10;
nnn = [NSNumber numberWithInteger:aaa];
NSLog(#"init aaa: %i", aaa);
NSLog(#"init nnn: %i", [nnn intValue]);
}
return self;
}
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
// Drawing code here.
NSLog(#"drawRect is here");
NSLog(#"drawRect aaa: %i", aaa);
NSLog(#"drawRect nnn: %i", [nnn intValue]);
}
#end
Did I miss anything? Tested in Xcode 7.2 & 7.2. But if I leave the 'using storyboard' unchecked, it works.
Or is it a Xcode bug?
Any advice appreciated.
Thanks in advance.
If you've added EEGView view on storyboard, you shouldn't be also instantiating one in viewDidLoad. You've alloc/init'ed a new one, but it bears no relationship to the one that the storyboard created for you. So, the one created by the storyboard has drawRect called, but you're setting the properties in the separate instance that you created in viewDidLoad which was never added to the view hierarchy (and thus never will have its drawRect called).
When the storyboard instantiates the view controller's view, it will instantiate your EEGView for you. All you need to do is to hook up an IBOutlet for this view in order to get a reference to it from your view controller. (For example, you can control drag from the EEGView in the storyboard scene to the #interface for the view controller that you've pulled up in the assistant editor.)

Present SKScene from UIVIewController after selection on UICollectionView

I'm trying to create a side scrolling menu for a project that includes multiple games. I want to let the user scroll a UICollectionView horizontally (inside my initial ViewController) and tap on it to load one of the games.
I've been trying to use:
- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath {
if(indexPath.row == 1) {
[self showSpinWheel];
}
- (void)showSpinWheel {
SKSceneLoader *spinLoaderView = [[SKSceneLoader alloc] init];
[self presentViewController:spinLoaderView animated:YES completion:nil];
}
when a cell is selected, but it keeps crashing when I tap on it.
SKSceneLoader has this code but it doesn't matter, since it crashes even before loading it.
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
// Configure the view.
SKView * skView = (SKView *)self.view;
if(!skView.scene) {
skView.showsFPS = NO;
skView.showsNodeCount = NO;
// Create and configure the scene.
SKScene * scene = [SpinWheel sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
// background sound
}
}
This is the error:
-[UIView scene]: unrecognized selected sent to instance
NSInvalidArgumentException, etc, etc.
How can I tell the correct view to load the scene? From what I understand I'm trying to load the SKCcene into UIView which is not correct. Do I need to load another UIViewController first and load the scene there? There must be a way to load a SKScene from a non-skcene scene.
As the methods name suggests, -presentViewController:animated:completion: only accepts a UIViewController. The easiest thing to do would be to create a new UIViewController subclass that handles the creation of the SKScene and present that.
Based on your comments/edits the issue is with this line.
if(!skView.scene) { ...
The view property on a UIViewController is just a UIView by default. Since UIView doesn't have a scene property, thats the cause of the error. What you'll need to do is get it to be a SKView instead. Since you dont have a nib, the easiest way would be to override -loadView in SKSceneLoader to set view to a SKView.
- (void)loadView
{
self.view = [[SKView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
}

setAction: in NSViewController

It might be helpful to know that I come from a iOS background and that this is one of my first OS X projects.
In my project, I have a NSView subclass and a NSViewController and load the view in the controller.
- (void)loadView
{
StartView *view = [StartView alloc] initWithFrame:frame]; // frame exists
self.view = view;
}
The view has a NSButton-property btnNewthat I add in initWithFrame:.
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.btnNew = [[NSButton alloc] initWithFrame:NSRectFromCGRect(CGRectMake(350, 180, 300, 60))];
[self addSubview:self.btnNew];
}
return self;
}
In loadView: I try to set the action and target.
- (void)loadView
{
StartView *view = [StartView alloc] initWithFrame:frame]; // frame exists
[view.btnNew setTarget:self];
[view.btnNew setAction:#selector(createNew:)];
self.view = view;
}
The createNew: function exists, off course.
However, when clicking the button, the app crashes. When I move the setTarget: and the setAction: into the view and perform them on self.btnNew, it works, but I think that's not how you should work with events and user interaction in a decent MVC-architecture.
The problem is with the self in [view.btnNew setTarget:self];, I guess. If I grab the target with view.btnNew.target, this is a nil object (0x000…000). Self exists & view.btnNew exists.
Am I doing something wrong? Or should I really listen to the click in the view and work with a delegate or a notification (I guess not?)
I found it out myself, with help from Niel Deckx.
The problem was ARC. The ViewController got dealloced before the click happened, which explains the NSObject does not respond to selector: the target doesn't exist anymore.
The easy solution is to have the ViewController as a (strong?) property where you create it.

Xcode Page Based Application Interface Rotation Issue

Start a new page based application project in Xcode
Run the project and turn some pages
Rotate the simulator or device
=> The page view conroller switches back to the first page (january)
How can I prevent step 4. ?
EDIT:
This happens only the first time you rotate after the app started in simulator/device.
I use most recent Xcode 4.5 with iOS 6.0 Simulator and iOS 6 on my testing device.
The same thing happens when I download some other sample code from blogs / etc. Maybe an iOS 6 bug?
EDIT2:
I found out that the first page view that is passed to the UIPageViewController is not dealloced until first rotation. This really looks like a bug to me.
(UPDATE FROM 2014: This seems to have been fixed in iOS7, if you start again from a new Page View application template.)
I've experienced this bug as well. It seems to kick in any time after the main view reappears. My app has several full-screen modals in it, and after those go away the same behaviour occurs.
This happens in XCode 4.5.1 and iOS6 - I 'fixed' this by re-downloading XCode 4.4 and reverting my app back to iOS5.1. Obviously not a great long-term solution. I filed this in Radar and got a note back that it was already logged.
FWIW I noticed that iBooks had this same bug in it right after iOS6 came out, but they seem to have fixed it in a recent update.
Here's how I managed to fix this problem in my app. I'm afraid it's kind of a hacky solution, but it's a quirky bug.
Context: My app is a diary (it's called Remembary) and each page is a different day's diary entry. I have a singleton class called "AppContext" that keeps track of various app-level values, such as the currently showing diary entry object, the current date, and the like. Each day's dataViewController also keeps track of its own diary entry.
The trickiest part was finding a context where I could catch that the app was showing the wrong page. It turns out that this is in [RootViewController viewDidLayoutSubviews], so I added the following to that method:
// get the currently displaying page
DataViewController *currentPage = self.pageViewController.viewControllers[0];
// check if we're showing the wrong page
if ([currentPage myEntry] != [AppContext getCurrentEntry]) {
// jump to the proper page (the delay is needed to ensure that the rotation has fully completed)
[self performSelector:#selector(forceJumpToDate:)
withObject:[AppContext getCurrentEntryDate]
afterDelay:0.5];
}
Here's the forceJumpToDate function, which basically gets a new page based on the current date and tells the pageViewController to jump to it without animating:
- (void) forceJumpToDate:(NSDate *)targetDate {
DataViewController *targetPage = [self.modelController viewControllerForDate:targetDate
storyboard:self.storyboard];
NSArray *viewControllers = [NSArray arrayWithObject:targetPage];
[self.pageViewController setViewControllers:viewControllers
direction:UIPageViewControllerNavigationDirectionForward
animated:NO
completion:NULL];
}
The user might notice a brief hiccup on the screen as the new page is forced into place, but this only happens if they would otherwise be getting the wrong page, so it's still an improvement.
This was seriously interfering with my ability to upgrade my app to iOS6, so I'm glad I finally figured it out.
Here is my solution:
// RootViewController.m
#import "RootViewController.h"
#import "ModelController.h"
#import "DataViewController.h"
#interface RootViewController ()
#property (readonly, strong, nonatomic) ModelController *modelController;
//added
#property (strong, nonatomic) DataViewController *currentViewController;
#end
#implementation RootViewController
#synthesize modelController = _modelController;
//added
#synthesize currentViewController = _currentViewController;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// Configure the page view controller and add it as a child view controller.
self.pageViewController = [[UIPageViewController alloc] initWithTransitionStyle:UIPageViewControllerTransitionStylePageCurl navigationOrientation:UIPageViewControllerNavigationOrientationHorizontal options:nil];
self.pageViewController.delegate = self;
DataViewController *startingViewController = [self.modelController viewControllerAtIndex:0 storyboard:self.storyboard];
NSArray *viewControllers = #[startingViewController];
[self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:NO completion:NULL];
self.pageViewController.dataSource = self.modelController;
[self addChildViewController:self.pageViewController];
[self.view addSubview:self.pageViewController.view];
// Set the page view controller's bounds using an inset rect so that self's view is visible around the edges of the pages.
CGRect pageViewRect = self.view.bounds;
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad) {
pageViewRect = CGRectInset(pageViewRect, 40.0, 40.0);
}
self.pageViewController.view.frame = pageViewRect;
[self.pageViewController didMoveToParentViewController:self];
// Add the page view controller's gesture recognizers to the book view controller's view so that the gestures are started more easily.
self.view.gestureRecognizers = self.pageViewController.gestureRecognizers;
//added
self.currentViewController = self.pageViewController.viewControllers[0];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
- (ModelController *)modelController
{
// Return the model controller object, creating it if necessary.
// In more complex implementations, the model controller may be passed to the view controller.
if (!_modelController) {
_modelController = [[ModelController alloc] init];
}
return _modelController;
}
#pragma mark - UIPageViewController delegate methods
/*
- (void)pageViewController:(UIPageViewController *)pageViewController didFinishAnimating:(BOOL)finished previousViewControllers:(NSArray *)previousViewControllers transitionCompleted:(BOOL)completed
{
}
*/
//added
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
self.currentViewController = self.pageViewController.viewControllers[0];
}
- (DataViewController *)currentViewController
{
if (!_currentViewController) _currentViewController = [[DataViewController alloc] init];
return _currentViewController;
}
- (UIPageViewControllerSpineLocation)pageViewController:(UIPageViewController *)pageViewController spineLocationForInterfaceOrientation:(UIInterfaceOrientation)orientation
{
if (UIInterfaceOrientationIsPortrait(orientation) || ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone)) {
// In portrait orientation or on iPhone: Set the spine position to "min" and the page view controller's view controllers array to contain just one view controller. Setting the spine position to 'UIPageViewControllerSpineLocationMid' in landscape orientation sets the doubleSided property to YES, so set it to NO here.
//deleted: UIViewController *currentViewController = self.pageViewController.viewControllers[0];
//changed to self.currentViewController
NSArray *viewControllers = #[self.currentViewController];
[self.pageViewController setViewControllers:viewControllers
direction:UIPageViewControllerNavigationDirectionForward
animated:YES
completion:NULL];
self.pageViewController.doubleSided = NO;
return UIPageViewControllerSpineLocationMin;
}
// In landscape orientation: Set set the spine location to "mid" and the page view controller's view controllers array to contain two view controllers. If the current page is even, set it to contain the current and next view controllers; if it is odd, set the array to contain the previous and current view controllers.
// deleted: DataViewController *currentViewController = self.pageViewController.viewControllers[0];
//deleted: NSArray *viewControllers = nil;
//added
NSArray *viewControllers = #[self.currentViewController];
//changed currentViewController to self.currentViewController
NSUInteger indexOfCurrentViewController = [self.modelController indexOfViewController:self.currentViewController];
if (indexOfCurrentViewController == 0 || indexOfCurrentViewController % 2 == 0) {
UIViewController *nextViewController = [self.modelController pageViewController:self.pageViewController viewControllerAfterViewController:self.currentViewController];
viewControllers = #[self.currentViewController, nextViewController];
} else {
UIViewController *previousViewController = [self.modelController pageViewController:self.pageViewController viewControllerBeforeViewController:self.currentViewController];
viewControllers = #[previousViewController, self.currentViewController];
}
[self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:YES completion:NULL];
return UIPageViewControllerSpineLocationMid;
}
#end
What is it you want to prevent? Do you want to prevent rotation? If that is what you want, modify the shouldAutorotateToInterfaceOrientation return value in the RootViewController.m implementation file.
When I did this, the App was able to keep the same page (month) even after rotating the device. I used the simulator and tried on both iPhone and iPad. On the iPad, in landscape mode, it showed two months at a time, but then when rotated back to portrait, still kept the first of the two months that was displayed. This was when I incremented to June. I used the default project without changing a line of code.
Today I found out that in my app I could just use the following to remove the bug (but I have no clue why).
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration {
...
self.pageViewController.view.hidden = YES;
}
-(void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation {
self.pageViewController.view.hidden = NO;
}

Accessing CCLayer headache!

I'm having abit of trouble accessing my layers and its driving me insane. Basically, my layer-scene hierachy is as follows:
Compiler.m - CCLayer - holds the +(CCScene) method and loads all the other CCLayers.
Construct.m - CCLayer - holds the box2d engine and its components
Background.m - CCLayer - holds the Background.
Hud.m - CCLayer - holds the HUD.
within the Compiler implementation class, I add the Scene and all the relevant nodes to the Compiler CCLayer:
#implementation Compiler
+(CCScene *) scene{
Compiler *compiler = [CompileLayer node];
CCScene *scene = [CCScene node];
[scene addChild: compiler];
//Add A Background Layer.
Background *layerBackground = [Background node];
layerBackground.position = CGPointMake(100,100);
[compiler addChild: layerBackground z: -1 tag:kBackground];
//Add The Construct.
Construct *construct = [Construct node];
[compiler addChild: construct z: 1];
//Add A Foreground Layer Z: 2
//After background is working.
//Add the HUD
HudLayer *hud = [Hud node];
[compiler addChild: hud z:3];
}
This all works fine, my layers are added to the compiler and the compiler's scene is accessed by the delegate as predicted.
My problem is that im trying to access my Background CCLayers - CCsprite *background, inside the Construct layer so that I can move it according to the position of my Construct game hero.
I've tried many different methods, but I've currently decided to use a class method rather than an instance method to define CCSprite *background so that I can access it in my Construct Layer.
I've also tried accessing with #properties and initialising an instance variable of the class.
Here is my Background CCLayer:
#implementation Background
-(id) init
{
self = [super init];
if (self != nil)
{
CCSprite *temp = [Background bk];
[self addChild:temp z:0 tag:kBackGround];
}
return self;
}
+(CCSprite *)bk{
//load the image files
CCSprite *background = [CCSprite spriteWithFile:#"background.jpg"];
//get the current screen dimensions
//CGSize size = [[CCDirector sharedDirector] winSize];
background.anchorPoint = CGPointMake(0,0);
background.position = ccp(0,0);
return background;
}
#end
This works, it loads the image to the background layer.
Then finally, I try to access the background image from the Construct Layer.
#interface Construct : CCLayer{
CCSprite *tempBack;
}
#end
#implementation Construct
-(id) init{
tempBack = [Background bk]; //The background equals an instance variable
}
-(void) tick:(ccTime)dt {
tempBack.position.x ++; // To do Something here.
tempBack.opacity = 0.5; // Some more stuff here.
}
#end
This doesnt work, I receive a 'nil' pointer in some respects, tempBack doesnt access the background properly, or at all.
How can I access and modify the Background CCLayers Class Variable +(CCSprite) bk??
It probably doesn't work because your tempBack iVar is autoreleased in compiler layer and you don't retain it. Here's how your init method should look like:
-(id) init{
tempBack = [[Background bk] retain]; //The background equals an instance variable
}
Also - don't forget to release it in dealloc. And I am not sure if it will work either since you'll have different background sprite returned by bk class method (try printing temp and tempBack variable addresses and you'll see).
Update for notifications
In background layer, create the sprite and add it to the layer. Then afterwards add this snippet of code to subscribe to notifications:
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(updateBackground:) name:#"PlayerChangedPosition" object:nil];
Then in construct layer's update method (or any other scheduled method) send this notification with new player coordinates:
[[NSNotificationCenter defaultCenter] postNotificationName:#"PlayerChangedPosition" object:player];
Now in background's layer, implement the updateBackground:(NSNotification *)aNotification method:
- (void)updateBackground:(NSNotification *)aNotification {
// object message returns player object passed when posting notification
CGPoint newCoords = [[aNotification object] position];
// adjust background position according to player position
}