esierr1
esierr1

Reputation: 117

Orientation issues for iOS6

I'm having issues with my app's orientation for iOS 6. Even though, it is set to "Landscape (right home button)" and "Landscape (left home button)", it shows as a "Portrait" distorting the app.

I've been trying to work with RootViewController.m, but no luck!

Here's the code, can someone help me out?

    @implementation RootViewController

    /*
    // The designated initializer.  Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
    - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
    }
    */

    /*
    // Implement loadView to create a view hierarchy programmatically, without using a nib.
    - (void)loadView {
    }
    */


    // Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
    - (void)viewDidLoad {
[super viewDidLoad];
    }



    // Override to allow orientations other than the default portrait orientation.
    - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {

//
// There are 2 ways to support auto-rotation:
//  - The OpenGL / cocos2d way
//     - Faster, but doesn't rotate the UIKit objects
//  - The ViewController way
//    - A bit slower, but the UiKit objects are placed in the right place
//

    #if GAME_AUTOROTATION==kGameAutorotationNone
//
// EAGLView won't be autorotated.
// Since this method should return YES in at least 1 orientation, 
// we return YES only in the Portrait orientation
//
return ( interfaceOrientation == UIInterfaceOrientationPortrait );

    #elif GAME_AUTOROTATION==kGameAutorotationCCDirector
//
// EAGLView will be rotated by cocos2d
//
// Sample: Autorotate only in landscape mode
//
if( interfaceOrientation == UIInterfaceOrientationLandscapeLeft ) {
    [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeRight];
} else if( interfaceOrientation == UIInterfaceOrientationLandscapeRight) {
    [[CCDirector sharedDirector] setDeviceOrientation: kCCDeviceOrientationLandscapeLeft];
}

// Since this method should return YES in at least 1 orientation, 
// we return YES only in the Portrait orientation
return ( interfaceOrientation == UIInterfaceOrientationPortrait );

    #elif GAME_AUTOROTATION == kGameAutorotationUIViewController
//
// EAGLView will be rotated by the UIViewController
//
// Sample: Autorotate only in landscpe mode
//
// return YES for the supported orientations

return ( UIInterfaceOrientationIsLandscape( interfaceOrientation ) );

    #else
    #error Unknown value in GAME_AUTOROTATION

    #endif // GAME_AUTOROTATION


// Shold not happen
return NO;
    }

    //
    // This callback only will be called when GAME_AUTOROTATION == kGameAutorotationUIViewController
    //
    #if GAME_AUTOROTATION == kGameAutorotationUIViewController
    -(void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
    {
//
// Assuming that the main window has the size of the screen
// BUG: This won't work if the EAGLView is not fullscreen
///
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGRect rect = CGRectZero;


if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)      
    rect = screenRect;

else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
    rect.size = CGSizeMake( screenRect.size.height, screenRect.size.width );

CCDirector *director = [CCDirector sharedDirector];
EAGLView *glView = [director openGLView];
float contentScaleFactor = [director contentScaleFactor];

if( contentScaleFactor != 1 ) {
    rect.size.width *= contentScaleFactor;
    rect.size.height *= contentScaleFactor;
}
glView.frame = rect;
    }
    #endif // GAME_AUTOROTATION == kGameAutorotationUIViewController


    - (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.
   }

   - (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
   }


 - (void)dealloc {
[super dealloc];
 }



 @end

Please help me! Thanks!

Upvotes: 3

Views: 1898

Answers (2)

Bijoy Thangaraj
Bijoy Thangaraj

Reputation: 5546

You need to check for this in your AppDelegate.mm file. Check if the following lines of code exist

// Supported orientations: Landscape. Customize it for your own needs
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
    return UIInterfaceOrientationIsLandscape(interfaceOrientation);
}

Upvotes: 0

Tommy
Tommy

Reputation: 100622

shouldAutorotateToInterfaceOrientation isn't used in iOS 6; see 'Handling View Rotations' at the top of the UIViewController documentation. Without further work you'll get only whatever you've nominated in the project settings.

Under iOS 5 and earlier, you've got:

return ( interfaceOrientation == UIInterfaceOrientationPortrait );

So on those systems you're explicitly restricting this view controller to portrait orientation.

Upvotes: 1

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