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 have the following simple code:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
CGRect firstFrame = CGRectMake(300, 300, 150, 259); //CGRect is a struct not a simple object
ExampleView *view = [[ExampleView alloc] initWithFrame:firstFrame]; //crea la view
view.backgroundColor = [UIColor redColor]; //colora la view
[self.window addSubview:view];
// Override point for customization after application launch.
self.window.backgroundColor = [UIColor whiteColor];
[self.window makeKeyAndVisible];
return YES;
}
I'm working on XCode 5.1.1 but problem is that the red rect it is showed remains in the same position despite changing the values in CGRectMake. Do you have any idea why?
EDIT
This is the code
#import "ExampleView.h"
#implementation ExampleView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
#end
I'm trying to use a navigation controller in my iOS-Project. Here is the setup of my AppDelegate class:
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions{
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Generate RootViewController (some auto-layout stuff is going on here)
MyLayoutDescriptionGeneratorClass *generator = [MyLayoutDescriptionGeneratorClass new];
MyViewControllerClass *vc = [generator generateViewController];
self.navController = [[UINavigationController alloc] initWithRootViewController:vc];
[self.window setRootViewController:self.navController];
[self.window makeKeyAndVisible];
return YES;
}
The viewDidLoad of my view controller looks like this:
-(void)viewDidLoad{
[super viewDidLoad];
// Generate all subviews and their constraints
self.view = [MyObjectManagerClass viewForParentViewDescription:_parentViewDescription];
self.title = #"Hello";
}
When I Build & Run the navigation bar is shown and its title is set to Hello - unfortunately the view controllers view is not displayed.
If I take out the navigation controller like this
[self.window setRootViewController:self.navController];
everything works great. Can anyone help me please?
I just had to modify my viewDidLoad:
-(void)viewDidLoad{
[super viewDidLoad];
// Generate all subviews and their constraints
UIView *view = [RuiObjectManager viewForParentViewDescription:_parentViewDescription];
self.title = #"Hello";
// Add generated view to self.view and create constraints
[self.view addSubview:view];
[self.view addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"H:|[view]|" options:0 metrics:nil views:NSDictionaryOfVariableBindings(#"view", view)]];
[self.view addConstraints:[NSLayoutConstraint constraintsWithVisualFormat:#"V:|[view]|" options:0 metrics:nil views:NSDictionaryOfVariableBindings(#"view", view)]];
}
I'm trying to change the viewcontroller's color.
Someone let me know like following.
- (void)viewDidLoad
{
[super viewDidLoad];
self.view.backgroundColor = [UIColor groupTableViewBackgroundColor];
}
Here is AppDelegate.m
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
// Override point for customization after application launch.
if ([[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone) {
self.viewController = [[[ViewController alloc] init] autorelease];
} else {
self.viewController = [[[ViewController alloc] init] autorelease];
}
self.window.rootViewController = self.viewController;
[self.window makeKeyAndVisible];
return YES;
}
This is ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.view.backgroundColor = [UIColor groupTableViewBackgroundColor];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
But, result is that viewcontroller is black screen.
How to change to settings backgroundcolor?
try this
self.view.backgroundColor=[UIColor clearColor];
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