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.
Related
Hi Guys What Do You Think Should I Use In The Handle Notifications (hideAd,showAd) to show and hide my iAd Banner In My Project and here is what i use to show iAd Banner `#import "GameViewController.h"
import "GameScene.h"
#interface GameViewController(){
bool adOnTop;
bool iadsBannerIsVisible;
ADBannerView* theBanner;
}
#end
#implementation GameViewController
- (void)viewDidLoad
{
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(handleNotification:) name:#"hideAd" object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(handleNotification:) name:#"showAd" object:nil];
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
skView.multipleTouchEnabled = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFit;
// Present the scene.
[skView presentScene:scene];
[self showThinBanner];
}
-(void) showThinBanner {
iadsBannerIsVisible = YES;
theBanner = [[ADBannerView alloc] initWithFrame:CGRectZero];
[theBanner setAutoresizingMask:UIViewAutoresizingFlexibleWidth];
theBanner.delegate = self;
[self.view addSubview:theBanner];
}
- (BOOL)bannerViewActionShouldBegin:(ADBannerView *)banner willLeaveApplication:(BOOL)willLeave {
NSLog(#"Banner view is beginning an ad action");
BOOL shouldExecuteAction = YES; // your app implements this method
if (!willLeave && shouldExecuteAction){
// insert code here to suspend any services that might conflict with the advertisement, for example, you might pause the game with an NSNotification like this...
[[NSNotificationCenter defaultCenter] postNotificationName:#"PauseScene" object:nil]; //optional
}
return shouldExecuteAction;
}
-(void) bannerViewActionDidFinish:(ADBannerView *)banner {
NSLog(#"banner is done being fullscreen");
//Unpause the game if you paused it previously.
[[NSNotificationCenter defaultCenter] postNotificationName:#"UnPauseScene" object:nil]; //optional
}
- (void)bannerView:(ADBannerView *)banner didFailToReceiveAdWithError:(NSError *)error
{
if (iadsBannerIsVisible == YES) {
[UIView beginAnimations:#"animateAdBannerOff" context:NULL];
// Assumes the banner view is placed at the bottom of the screen.
banner.frame = CGRectOffset(banner.frame, 0, banner.frame.size.height);
[UIView commitAnimations];
iadsBannerIsVisible = NO;
NSLog(#"banner unavailable");
}
}
- (void)handleNotification:(NSNotification *)notification
{
if ([notification.name isEqualToString:#"hideAd"])
{
// hide your banner;
}else if ([notification.name isEqualToString:#"showAd"])
{
// show your banner
}
}
Sloved
- (void)handleNotification:(NSNotification *)notification
{
if ([notification.name isEqualToString:#"hideAd"])
{
// hide your banner;
[theBanner removeFromSuperview];
}else if ([notification.name isEqualToString:#"showAd"])
{
// show your banner
[self.view addSubview:theBanner];
}
}
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 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];
}
}
I have two classes. lets say A,B Classes. from A class pushviewController is called, then B class will appear. Then here is the problem .when i call popviewcontrolleranimated method from B class it is going back to A, but then both class`s viewwillappear method is being called. so anyone can tell me what is going on in here. i am stuck!.
Below is the A class.
#implementation ShakeViewController
- (id) init {
if (self = [super init]) {
movieName = #"04";
self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease];
[self.view setBackgroundColor:[UIColor whiteColor]];
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"shake_it.png"]];
[self.view addSubview:imageView];
[imageView release];
nextController = [[OtsugeViewController alloc] init];
}
return self;
}
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
const float violence = 1.2;
static BOOL beenhere;
BOOL shake = FALSE;
if (beenhere) return;
beenhere = TRUE;
if (acceleration.x > violence || acceleration.x < (-1* violence))
shake = TRUE;
if (acceleration.y > violence || acceleration.y < (-1* violence))
shake = TRUE;
if (acceleration.z > violence || acceleration.z < (-1* violence))
shake = TRUE;
if (shake && mPlayerPushed) {
[self playSound:#"suzu"];
if ([[NSUserDefaults standardUserDefaults] boolForKey:#"noVib"] == NO) {
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
}
[[UIAccelerometer sharedAccelerometer] setDelegate:nil];
[self presentModalViewController:mMoviePlayer animated:YES];
[self play];
mPlayerPushed = YES;
}
beenhere = false;
}
- (void)toNext {
NSLog(#"ShakeViewController:toNext");
[self.navigationController pushViewController:nextController animated:NO];
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
NSLog(#"Shake:viewWillAppear");
}
- (void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
[[UIAccelerometer sharedAccelerometer] setDelegate:self];
[[UIAccelerometer sharedAccelerometer] setUpdateInterval:0.5];
}
- (void)dealloc {
[super dealloc];
}
#end
here is B class
#implementation OtsugeViewController
- (id) init {
if (self = [super init]) {
movieName = #"03";
self.view = [[[OtsugeView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease];
}
return self;
}
- (void) toNext {
NSLog(#"OtsugeViewController:toNext");
[self.navigationController popViewControllerAnimated:NO];
}
- (void) toToppage
{
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:NO];
[self.navigationController popToRootViewControllerAnimated:NO];
}
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Screen touch Otsuge View");
UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:nil
delegate:self
cancelButtonTitle:#"Cancel" destructiveButtonTitle:nil
otherButtonTitles:#"Retry", #"Main Menu", nil];
actionSheet.actionSheetStyle = UIActionSheetStyleBlackTranslucent;
actionSheet.cancelButtonIndex = 0;
[actionSheet showInView:self.view];
[actionSheet release];
}
- (void) actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex: (NSInteger)buttonIndex
{
switch (buttonIndex) {
case 0: // Retry
[self presentModalViewController:mMoviePlayer animated:YES];
[self play];
break;
case 1: // Main Menu
[self toToppage];
break;
case 2: // Cancel
break;
default:
break;
}
}
- (void) viewWillAppear:(BOOL)animated {
mMoviePlayer.moviePlayer.backgroundView.backgroundColor = [UIColor blackColor];
[self playSound:#"taiko_1"];
NSLog(#"Otsuge:viewWillAppear");
[(OtsugeView *)self.view renewImageView];
[super viewWillAppear:animated];
}
- (void) viewDidAppear:(BOOL)animated{
NSLog(#"Otsuge:viewDidAppear");
[super viewDidAppear:animated];
}
- (void) dealloc {
[super dealloc];
}
#end
It's normal. View will appear is called each time a view will appear. If you want to call a method only when the view appears for the first time use -viewdidload because in a view controller each view that is in the stack is kept in memory but those you pop get deallocated.