I have an ad banner view on one my view controllers that acts as an instructional page for my game. When that view controller has been loaded multiple times I receive the following error.
WARNING: More than 10 instances of ADBannerView or ADInterstitialView currently exist. This is a misuse of the iAd API, and ad performance will suffer as a result. This message is printed only once.
I have searched this error on stackoverflow, read the responses but nothing has worked for me. I have read that you are meant to release the ad banner and then nil it etc. which I have and still am receiving this error. The code for my "viewWillAppear" and "viewWillDissapear" is below. Any help will be appreciated!
-(void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
_adBanner = [[ADBannerView alloc] initWithFrame:CGRectMake(0, self.view.frame.size.height, 320, 50)];
_adBanner.delegate = self;
[self.view addSubview:_adBanner];
}
-(void) viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
if (_adBanner != nil) {
_adBanner.delegate = nil;
_adBanner.hidden = YES;
[_adBanner release];
_adBanner = nil;
}
}
Try removing the iAd from its superview before setting it to nil:
-(void) viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
if (_adBanner != nil) {
[_adBanner removeFromSuperview]; // <-new line
_adBanner.delegate = nil;
_adBanner.hidden = YES;
[_adBanner release];
_adBanner = nil;
}
Here is the code for iAd that I am already using in my apps with no problems:
implementation ViewController
{
ADBannerView *adView;
BOOL bannerIsVisible;
}
- (void)viewDidLoad
{
[super viewDidLoad];
adView = [[ADBannerView alloc] initWithFrame:CGRectZero];
adView.frame = CGRectOffset(adView.frame, 0, -50);
adView.requiredContentSizeIdentifiers = [NSSet setWithObject:ADBannerContentSizeIdentifier320x50];
adView.currentContentSizeIdentifier = ADBannerContentSizeIdentifier320x50;
[self.view addSubview:adView];
adView.delegate=self;
bannerIsVisible=NO;
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
if (!bannerIsVisible)
{
[UIView beginAnimations:#"animateAdBannerOn" context:NULL];
// banner is invisible now and moved out of the screen on 50 px
banner.frame = CGRectOffset(banner.frame, 0, 50);
[UIView commitAnimations];
bannerIsVisible = YES;
}
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (bannerIsVisible)
{
[UIView beginAnimations:#"animateAdBannerOff" context:NULL];
// banner is visible and we move it out of the screen, due to connection issue
banner.frame = CGRectOffset(banner.frame, 0, -50);
[UIView commitAnimations];
bannerIsVisible = NO;
}
}
Instead of initializing the adBannerView in the individual class, create it in the AppDelegate.
I put:
#property (strong, nonatomic) ADBannerView *adBanner;
in my AppDelegate.h and:
self.adBanner = [[ADBannerView alloc] init];
in my AppDelegate.m
And then in the individual class I put:
#property (strong, nonatomic) ADBannerView *adBanner;
in the .h and in the .m I put:
{
BOOL _bannerIsVisible;
}
right below the #interface and in the #implementation I put:
#pragma mark Ads
- (WTMAppDelegate *) appdelegate {
return (WTMAppDelegate *)[[UIApplication sharedApplication] delegate];
}
- (void)bannerViewDidLoadAd:(ADBannerView *)banner
{
NSLog(#"Retreieved Ad");
[self bringBannerBack];
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
NSLog(#"Failed to retrieve ad");
[self moveBannerViewOffScreen];
}
- (void)bringBannerBack
{
[self.adBanner setAlpha:1];
[self.adBanner setNeedsDisplay];
[UIView beginAnimations:#"MoveView" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.1];
self.adBanner.frame = CGRectMake(0, self.view.bounds.size.height - 50, 320, 50);
[UIView commitAnimations];
_bannerIsVisible = YES;
[self.adBanner setAlpha:1];
}
//Move the banner off the screen.
- (void)moveBannerViewOffScreen
{
[self.adBanner setAlpha:0];
[self.adBanner setNeedsDisplay];
_bannerIsVisible = NO;
}
and in the viewWillAppear and ViewWillDisappear:
- (void) viewWillDisappear:(BOOL)animated{
self.adBanner.delegate=nil;
self.adBanner=nil;
[self.adBanner removeFromSuperview];
}
- (void) viewWillAppear:(BOOL)animated
{
self.adBanner = [[self appdelegate] adBanner];
self.adBanner.delegate = self;
[self.view addSubview:self.adBanner];
if (self.adBanner.bannerLoaded == NO){
NSLog(#"NO initial banner loaded");
[self moveBannerViewOffScreen];
} else {
NSLog(#"Initial ad loaded");
[self bringBannerBack];
}
}
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 use the code right out of the Apple iAd Suite demo code to implement my banner ad with a tab bar controller. It was working fine until recently, when I noticed that the test ads became more colorful, and not just black rectangles with the words "test ad" in them.
However, I am now seeing that, while the banner view rotates okay, the full ad is only showing in landscape orientation. The rest of the app rotates okay, but no matter what orientation the device is in, the full add only shows in landscape.
I don't see how to control this.
Here is the code:
#import "BannerViewController.h"
NSString * const BannerViewActionWillBegin = #"BannerViewActionWillBegin";
NSString * const BannerViewActionDidFinish = #"BannerViewActionDidFinish";
#implementation BannerViewController
{
ADBannerView *_bannerView;
UIViewController *_contentController;
}
- (id)initWithContentViewController:(UIViewController *)contentController
{
self = [super init];
if (self != nil) {
_bannerView = [[ADBannerView alloc] init];
_bannerView.delegate = self;
_contentController = contentController;
}
return self;
}
- (void)loadView
{
UIView *contentView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
[contentView addSubview:_bannerView];
[self addChildViewController:_contentController];
[contentView addSubview:_contentController.view];
[_contentController didMoveToParentViewController:self];
self.view = contentView;
}
- (void)viewDidUnload
{
[super viewDidUnload];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return [_contentController shouldAutorotateToInterfaceOrientation:interfaceOrientation];
}
- (void)viewDidLayoutSubviews
{
if (UIInterfaceOrientationIsPortrait(self.interfaceOrientation)) {
_bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierPortrait;
} else {
_bannerView.currentContentSizeIdentifier = ADBannerContentSizeIdentifierLandscape;
}
CGRect contentFrame = self.view.bounds;
CGRect bannerFrame = _bannerView.frame;
if (_bannerView.bannerLoaded) {
contentFrame.size.height -= _bannerView.frame.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];
}
#end
In the shouldAutorotateToInterfaceOrientation: method, the interfaceOrientation is portrait, and it is evaluating to true. The full ad still shows in landscape.
What is causing this and how can I control it?
It seems only one orientation is supported in Sandboxing mode.
Have the following code:
#import "UsingViewsViewController.h"
#implementation UsingViewsViewController
#synthesize pageControl;
#synthesize imageView1, imageView2;
- (void)dealloc
{
[pageControl release];
[imageView1 release];
[imageView2 release];
[super dealloc];
}
- (void)didReceiveMemoryWarning
{
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
#pragma mark - View lifecycle
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad
{
// --- initialize the first imageview to display an image---
[imageView1 setImage:[UIImage imageNamed:#"iMac_old.jpeg"]];
tempImageView = imageView2;
//--- make the first imageview visible and hide the second---
[imageView1 setHidden:NO];
[imageView2 setHidden:YES];
//--- Add the event handler for the page controller ---
[pageControl addTarget:self
action:#selector(pageTurning:)
forControlEvents:UIControlEventValueChanged];
/*
UIActionSheet *action =
[[UIActionSheet alloc]
initWithTitle:#"Title of action sheet"
delegate:self
cancelButtonTitle:#"OK"
destructiveButtonTitle:#"Delete message"
otherButtonTitles:#"Option 1",#"Option 2", nil];
[action showInView:self.view];
[action release];
*/
/*
UIAlertView *alert = [[UIAlertView alloc]
initWithTitle:#"Hello"
message:#"This is an alert view"
delegate:self
cancelButtonTitle:#"OK"
otherButtonTitles:#"Option 1", #"Option 2", nil];
[alert show];
[alert release];*/
[super viewDidLoad];
}
//--- When the page controls value is changed---
- (void)pageTurning: (UIPageControl *)pageController {
//--- get the page number you can turning to ---
NSInteger nextPage = [pageController currentPage];
switch (nextPage) {
case 0:
[tempImageView setImage:
[UIImage imageNamed:#"iMac_old.jpeg"]];
break;
case 1:
[tempImageView setImage:
[UIImage imageNamed:#"iMac.jpeg"]];
break;
case 2:
[tempImageView setImage:
[UIImage imageNamed:#"Mac8100.jpeg"]];
break;
case 3:
[tempImageView setImage:
[UIImage imageNamed:#"MacPlus.jpeg"]];
break;
case 4:
[tempImageView setImage:
[UIImage imageNamed:#"MacSE.jpeg"]];
break;
default:
break;
}
//--- Switch the two imageviews---
if (tempImageView.tag==0) {
//--- imageView1---
tempImageView = imageView2;
bgImageView = imageView1;
}
else {
//---imageView2---
tempImageView = imageView1;
bgImageView = imageView2;
}
//---animate the two views flipping---
[UIView beginAnimations:#"flipping view"
context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:tempImageView];
cache:YES];
[tempImageView setHidden:YES];
[UIView commitAnimations];
[UIView beginAnimations:#"flipping view"
context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:tempImageView];
cache:YES];
[bgImageView setHidden:NO];
[UIView commitAnimations];
}
/*
-(void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex {
NSLog(#"%d", buttonIndex);
}
*/
/*
-(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex {
NSLog(#"%d", buttonIndex);
}
*/
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
#end
My problem is that Xcode is telling me that tempImageView is an unspecified identifier and won't compile.
Does it need to be declared as a variable? If so, where should I declare it, and what type should it be? Does it need to be declared in the header file too?
Thanks in advance.
you need to declare that variable.
In your .h file add:
(in your interfase)
UIImageView *tempImageView;
then in your .m file edit this line: #synthesize imageView1, imageView2;
change it to: #synthesize imageView1, imageView2, tempImageView ;
Hope it helps!
UPDATE
Forgot memory related stuff.. Add in your - (void)dealloc:
[imageView2 release];
[tempImageView release]; //ADD THIS LINE
[super dealloc];
UPDATE
Do the same with bgImageView
In your .h file add:
(in your interfase)
UIImageView *bgImageView;
then in your .m file edit this line: #synthesize imageView1, imageView2, tempImageView;
change it to: #synthesize imageView1, imageView2, tempImageView, bgImageView;
Add in your - (void)dealloc:
[imageView2 release];
[tempImageView release];
[bgImageView release]; //ADD THIS LINE
[super dealloc];
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