Scrambled Output using CoreText - xcode

I'm trying to write some text to my subclassed NSView using CoreText. The letters are written over each other and the font size is way too big. Below is the code of my drawRect method. Any idea what I could be doing wrong?
EDIT: Here is an image of the output.
- (void)drawRect:(NSRect)dirtyRect
{
NSGraphicsContext* contextRefNS = [NSGraphicsContext currentContext];
CGContextRef contextRef = (CGContextRef)[contextRefNS graphicsPort];
[[NSColor whiteColor] set];
NSRectFill([self bounds]);
CTFontRef fontRef;
CFStringRef fontNameRef;
fontNameRef = CFStringCreateWithCString(0, "Verdana", kCFStringEncodingASCII);
if (fontNameRef)
{
float fFontSize = 10.0f;
fontRef = CTFontCreateWithName(fontNameRef, fFontSize, 0);
CFRelease(fontNameRef);
}
CFStringRef stringRef = CFStringCreateWithCString(kCFAllocatorDefault, "TestText", kCFStringEncodingASCII);
if (stringRef && fontRef)
{
CGColorRef cgColorRef = CGColorCreateGenericRGB(0,0,0,1);
CFStringRef keys[] = { kCTFontAttributeName, kCTForegroundColorAttributeName };
CFTypeRef values[] = { fontRef, cgColorRef };
CFDictionaryRef attributes = CFDictionaryCreate(kCFAllocatorDefault, (const void**)&keys,(const void**)&values, 2, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks);
unsigned char bAntiAlias = 1;
CFAttributedStringRef attrStr = CFAttributedStringCreate(0, stringRef, attributes);
CFRelease (attributes);
if (attrStr)
{
CTLineRef line = CTLineCreateWithAttributedString(attrStr);
if (line)
{
if (bAntiAlias)
CGContextSetShouldAntialias(contextRef, true);
else
CGContextSetShouldAntialias(contextRef, false);
CGContextSetShouldSmoothFonts(contextRef, true);
CGContextSetTextPosition(contextRef, 100, 200);
CTLineDraw(line, contextRef);
CFRelease(line);
}
CFRelease(attrStr);
}
CFRelease(cgColorRef);
}
CFRelease(stringRef);
CFRelease(fontRef);
}

Related

How to get an array of AXMenuItems from AXMenu?

For my code I am attempting to get an array of AXMenuItems from an AXMenu (AXUIElementRef). The menu logs successfully, and here is my code:
NSArray *anArray = [NSRunningApplication runningApplicationsWithBundleIdentifier:#"com.apple.dock"];
AXUIElementRef anAXDockApp = AXUIElementCreateApplication([[anArray objectAtIndex:0] processIdentifier]);
CFTypeRef aChildren;
AXUIElementCopyAttributeValue(anAXDockApp, kAXChildrenAttribute, &aChildren);
SafeCFRelease(anAXDockApp);
CFTypeRef aMenu = CFArrayGetValueAtIndex(aChildren, 0);
NSLog(#"aMenu: %#", aMenu);
// Get menu items
CFTypeRef aMenuChildren;
AXUIElementCopyAttributeValue(aMenu, kAXVisibleChildrenAttribute, &aMenuChildren);
for (NSInteger i = 0; i < CFArrayGetCount(aMenuChildren); i++) {
AXUIElementRef aMenuItem = [self copyAXUIElementFrom:aMenu role:kAXMenuItemRole atIndex:i];
NSLog(#"aMenuItem: %#", aMenuItem); // logs (null)
CFTypeRef aTitle;
AXUIElementCopyAttributeValue(aMenuItem, kAXTitleAttribute, &aTitle);
if ([(__bridge NSString *)aTitle isEqualToString:#"New Window"] || [(__bridge NSString *)aTitle isEqualToString:#"New Finder Window"]) /* Crashes here (i can see why)*/{
AXUIElementPerformAction(aMenuItem, kAXPressAction);
[NSThread sleepForTimeInterval:1];
break;
}
}
What is the correct way to get the list of AXMenuItems?
Screenshot of the Accessibility Inspector:
I have figured out an answer, using #Willeke answer of using AXUIElementCopyElementAtPosition() to get the menu. Since there were multiple dock orientations and hiding, I had to create enums in the .h file as it would be easier to read than 0, 1, or 2.
// .h
typedef enum {
kDockPositionBottom,
kDockPositionLeft,
kDockPositionRight,
kDockPositionUnknown
} DockPosition;
typedef enum {
kDockAutohideOn,
kDockAutohideOff
} DockAutoHideState;
Then, I added the methods to get these states in the .m
// .m
- (DockPosition)dockPosition
{
NSRect screenRect = [[NSScreen mainScreen] frame];
NSRect visibleRect = [[NSScreen mainScreen] visibleFrame];
// Dont need to remove menubar height
visibleRect.origin.y = 0;
if (visibleRect.origin.x > screenRect.origin.x) {
return kDockPositionLeft;
} else if (visibleRect.size.width < screenRect.size.width) {
return kDockPositionRight;
} else if (visibleRect.size.height < screenRect.size.height) {
return kDockPositionBottom;
}
return kDockPositionUnknown;
}
- (DockAutoHideState)dockHidden
{
NSString *plistPath = [NSHomeDirectory() stringByAppendingPathComponent:#"Library/Preferences/com.apple.dock.plist"];
NSDictionary *dockDict = [NSDictionary dictionaryWithContentsOfFile:plistPath];
CFBooleanRef autohide = CFDictionaryGetValue((__bridge CFDictionaryRef)dockDict, #"autohide");
if (CFBooleanGetValue(autohide) == true) {
return kDockAutohideOn;
}
return kDockAutohideOff;
}
For the dock position unknown, I added in case it was not able to calculate it from the screen positions.
Then, I used a method to get the dock item from the menubar:
- (AXUIElementRef)getDockItemWithName:(NSString *)name
{
NSArray *anArray = [NSRunningApplication runningApplicationsWithBundleIdentifier:#"com.apple.dock"];
AXUIElementRef anAXDockApp = AXUIElementCreateApplication([[anArray objectAtIndex:0] processIdentifier]);
AXUIElementRef aList = [self copyAXUIElementFrom:anAXDockApp role:kAXListRole atIndex:0];
CFTypeRef aChildren;
AXUIElementCopyAttributeValue(aList, kAXChildrenAttribute, &aChildren);
NSInteger itemIndex = -1;
for (NSInteger i = 0; i < CFArrayGetCount(aChildren); i++) {
AXUIElementRef anElement = CFArrayGetValueAtIndex(aChildren, i);
CFTypeRef aResult;
AXUIElementCopyAttributeValue(anElement, kAXTitleAttribute, &aResult);
if ([(__bridge NSString *)aResult isEqualToString:name]) {
itemIndex = i;
}
}
SafeCFRelease(aChildren);
if (itemIndex == -1) return nil;
// We have index now do something with it
AXUIElementRef aReturnItem = [self copyAXUIElementFrom:aList role:kAXDockItemRole atIndex:itemIndex];
SafeCFRelease(aList);
return aReturnItem;
}
This SafeCFRelease() method is a very simple method that checks if the passed value is not nil, then releases (had some issues earlier).
void SafeCFRelease( CFTypeRef cf )
{
if (cf) CFRelease(cf);
}
And this method [copyAXUIElementFrom: role: atIndex:] is a method from #Willeke answer from another one of my questions:
- (AXUIElementRef)copyAXUIElementFrom:(AXUIElementRef)theContainer role:(CFStringRef)theRole atIndex:(NSInteger)theIndex {
AXUIElementRef aResultElement = NULL;
CFTypeRef aChildren;
AXError anAXError = AXUIElementCopyAttributeValue(theContainer, kAXChildrenAttribute, &aChildren);
if (anAXError == kAXErrorSuccess) {
NSUInteger anIndex = -1;
for (id anElement in (__bridge NSArray *)aChildren) {
if (theRole) {
CFTypeRef aRole;
anAXError = AXUIElementCopyAttributeValue((__bridge AXUIElementRef)anElement, kAXRoleAttribute, &aRole);
if (anAXError == kAXErrorSuccess) {
if (CFStringCompare(aRole, theRole, 0) == kCFCompareEqualTo)
anIndex++;
SafeCFRelease(aRole);
}
}
else
anIndex++;
if (anIndex == theIndex) {
aResultElement = (AXUIElementRef)CFRetain((__bridge CFTypeRef)(anElement));
break;
}
}
SafeCFRelease(aChildren);
}
return aResultElement;
}
Taking all this code, I put it into one of my methods:
// Check if in dock (otherwise cant do it)
if ([self isAppOfNameInDock:[appDict objectForKey:#"AppName"]]) {
// Get dock item
AXUIElementRef aDockItem = [self getDockItemWithName:[appDict objectForKey:#"AppName"]];
AXUIElementPerformAction(aDockItem, kAXShowMenuAction);
[NSThread sleepForTimeInterval:0.5];
CGRect aRect;
CFTypeRef aPosition;
AXUIElementCopyAttributeValue(aDockItem, kAXPositionAttribute, &aPosition);
AXValueGetValue(aPosition, kAXValueCGPointType, &aRect.origin);
SafeCFRelease(aPosition);
CFTypeRef aSize;
AXUIElementCopyAttributeValue(aDockItem, kAXSizeAttribute, &aSize);
AXValueGetValue(aSize, kAXValueCGSizeType, &aRect.size);
SafeCFRelease(aSize);
SafeCFRelease(aDockItem);
CGPoint aMenuPoint;
if ([self dockHidden] == kDockAutohideOff) {
switch ([self dockPosition]) {
case kDockPositionRight:
aMenuPoint = CGPointMake(aRect.origin.x - 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionLeft:
aMenuPoint = CGPointMake(aRect.origin.x + aRect.size.width + 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionBottom:
aMenuPoint = CGPointMake(aRect.origin.x + (aRect.size.width / 2), aRect.origin.y - 18);
break;
case kDockPositionUnknown:
aMenuPoint = CGPointMake(0, 0);
break;
}
} else {
NSRect screenFrame = [[NSScreen mainScreen] frame];
switch ([self dockPosition]) {
case kDockPositionRight:
aMenuPoint = CGPointMake(screenFrame.size.width - 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionLeft:
aMenuPoint = CGPointMake(screenFrame.origin.x + 18, aRect.origin.y + (aRect.size.height / 2));
break;
case kDockPositionBottom:
aMenuPoint = CGPointMake(aRect.origin.x + (aRect.size.width / 2), screenFrame.size.height - 18);
break;
case kDockPositionUnknown:
aMenuPoint = CGPointMake(0, 0);
break;
}
}
if ((aMenuPoint.x != 0) && (aMenuPoint.y != 0)) {
AXUIElementRef _systemWideElement = AXUIElementCreateSystemWide();
AXUIElementRef aMenu;
AXUIElementCopyElementAtPosition(_systemWideElement, aMenuPoint.x, aMenuPoint.y, &aMenu);
SafeCFRelease(_systemWideElement);
// Get menu items
CFTypeRef aMenuChildren;
AXUIElementCopyAttributeValue(aMenu, kAXVisibleChildrenAttribute, &aMenuChildren);
NSRunningApplication *app = [[NSRunningApplication runningApplicationsWithBundleIdentifier:[appDict objectForKey:#"BundleID"]] objectAtIndex:0];
for (NSInteger i = 0; i < CFArrayGetCount(aMenuChildren); i++) {
AXUIElementRef aMenuItem = [self copyAXUIElementFrom:aMenu role:kAXMenuItemRole atIndex:i];
CFTypeRef aTitle;
AXUIElementCopyAttributeValue(aMenuItem, kAXTitleAttribute, &aTitle);
// Supports chrome, safari, and finder
if ([(__bridge NSString *)aTitle isEqualToString:#"New Window"] || [(__bridge NSString *)aTitle isEqualToString:#"New Finder Window"]) {
AXUIElementPerformAction(aMenuItem, kAXPressAction);
NSInteger numberOfWindows = [self numberOfWindowsOpenFromApplicationWithPID:[app processIdentifier]];
// Wait until open
while ([self numberOfWindowsOpenFromApplicationWithPID:[app processIdentifier]] <= numberOfWindows) {
}
break;
}
}
SafeCFRelease(aMenu);
SafeCFRelease(aMenuChildren);
}
}
This is pretty complicated, but it works. I probably can't explain it, but I have stress tested this code and it works quite well.
Answer to the question "How to get an array of AXMenuItems from AXMenu?": aMenuChildren is the list of menu items. To be sure you could filter by role kAXMenuItemRole.
Answer to the question "Why does it not work?": The menu isn't a menu. When you inspect the menu in Axccessibility Inspector, it displays a warning "Parent does not report element as one of its children". The Dock app has one child, a list of dock items.

mouseDragged: on CGRect

I am trying to drag a CGRect, but nothing happens. The rect stays in the same place. Here is my mouseDragged: code:
-(void)mouseDragged:(NSEvent *)theEvent{
NSPoint eventLocation = [theEvent locationInWindow];
NSPoint location = [self convertPoint:eventLocation fromView:self];
int locationX = location.x;
int locationY = location.y;
[self setNeedsDisplay:TRUE];
if(CGRectContainsPoint(myRect, location)){
myRect.origin.x = locationX;
myRect.origin.y = locationY;
}
}
This code is inside of an NSView. I draw the rect myRect in drawRect:
Here is my drawRect:
- (void)drawRect:(NSRect)rect
{
int width = self.bounds.size.width;
int height = self.bounds.size.height;
myRect = CGRectMake((width/2)-50, (height /2)-50, 100, 100);
CGContextRef myContext = [[NSGraphicsContext currentContext] graphicsPort];
CGContextSetRGBFillColor(myContext, 1, 0, 0, 1);
CGContextFillRect(myContext, myRect);
NSLog(#"drawRect: called");
}
Any ideas?
You're always setting myRect to a constant value inside of drawRect:. It seems like what you want is to not set myRect at all in drawRect: and to draw it with its current value. So something like this:
- (void)drawRect:(NSRect)rect
{
CGContextRef myContext = [[NSGraphicsContext currentContext] graphicsPort];
CGContextSetRGBFillColor(myContext, 1, 0, 0, 1);
CGContextFillRect(myContext, myRect);
NSLog(#"drawRect: called");
}

PDF Creation in Cocoa

Here with below code PDF gets created but i am able to write in PDF.But i am not able to render NSView in PDF
CGContextRef aCgPDFContextRef = [self createPDFContext:CGRectMake(0, 0, 612, 892) path:(CFStringRef)filepath];
CGContextBeginPage(aCgPDFContextRef,nil);
//Draw view into PDF
NSView *aPageNote=[[NSView alloc]initWithFrame:CGRectMake(0,0, 612, 892)];
CGAffineTransform aCgAffTrans = CGAffineTransformIdentity;
aCgAffTrans = CGAffineTransformMakeTranslation(0,892);
aCgAffTrans = CGAffineTransformScale(aCgAffTrans, 1.0, -1.0);
CGContextConcatCTM(aCgPDFContextRef, aCgAffTrans);
NSString *strText = #"Test 123333333333333333";
[strText drawAtPoint:NSMakePoint(100, 200) withAttributes:[NSDictionary dictionaryWithObjectsAndKeys:[NSFont systemFontOfSize:40.0],NSFontAttributeName,nil]];//drawAtPoint:CGPointMake(200, 300) withFont:[NSFont systemFontOfSize:20]];
[aPageNote setWantsLayer:YES];
[aPageNote.layer renderInContext:aCgPDFContextRef];
CGContextEndPage(aCgPDFContextRef);
CGContextRelease (aCgPDFContextRef);
NSLog(#"Pdf Successfully Created");
The Method :
-(CGContextRef) createPDFContext:(CGRect)aCgRectinMediaBox path:(CFStringRef) aCfStrPath
{
CGContextRef aCgContextRefNewPDF = NULL;
CFURLRef aCfurlRefPDF;
aCfurlRefPDF = CFURLCreateWithFileSystemPath (NULL,aCfStrPath,kCFURLPOSIXPathStyle,false);
if (aCfurlRefPDF != NULL) {
aCgContextRefNewPDF = CGPDFContextCreateWithURL (aCfurlRefPDF,&aCgRectinMediaBox,NULL);
CFRelease(aCfurlRefPDF);
}
return aCgContextRefNewPDF;
}
EDIT : I am able to write in PDF using this code
CGContextBeginPage(aCgPDFContextRef,nil);
NSString *strText1 = #"I am iOS Developer";
CGContextSelectFont (aCgPDFContextRef, "Helvetica", 24, kCGEncodingMacRoman);
CGContextSetTextDrawingMode (aCgPDFContextRef, kCGTextFill);
CGContextSetRGBFillColor (aCgPDFContextRef, 0, 0, 0, 1);
const char *text1 = [strText1 UTF8String];
CGContextShowTextAtPoint (aCgPDFContextRef, 50, 375, text1, strlen(text1));
CGContextEndPage(aCgPDFContextRef);
EDIT : Render NSView and add as image into PDF like this:
//Firstly render NS element into NSImage
NSImage *i = [[NSImage alloc] initWithData:[yourView dataWithPDFInsideRect:[yourView bounds]]];
//Now u can add in PDF
CGImageSourceRef source = CGImageSourceCreateWithData((CFDataRef)[i TIFFRepresentation], NULL);
CGImageRef imageRef = CGImageSourceCreateImageAtIndex(source, 0, NULL);
CGContextDrawImage(aCgPDFContextRef,[yourView bounds], imageRef);

GL_STACK_OVERFLOW (0x503) error Cocos2d

So I have it set up so when the characters health is < 100 (for testing purposes) it stop the scene and goes to the game over scene.
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
}
However when the players health drops below 100, it goes to the new scene, but the FPS drops dramatically from 60 to 5.
I get a list of OpenGL error 0x0503 in -[EAGLView swapBuffers] then it stays frozen like that for about 40 seconds, then the FPS unfreeze and goes back out to 60 and I get a list of 2012-07-13 10:37:50.234 Tilegame[93513:10a03] cocos2d: removeChildByTag: child not found!
Then I can continue with the app like normal, going back to the main menu, starting a new game, then recreate the error.
#import "HelloWorldLayer.h"
#import "Menu.h"
#import "SimpleAudioEngine.h"
#import "LogCabinMap.h"
#import "LogShedMap.h"
#import "SaveData.h"
#import "pauseM.h"
#import "Player.h"
#import "GameLogic.h"
CCSprite *player;
CGPoint newPos;
int joyDegrees;
// HelloWorldLayer implementation
#implementation HelloWorldLayer
#synthesize tileMap = _tileMap;
#synthesize background = _background;
#synthesize buildings = _buildings;
#synthesize meta = _meta;
#synthesize player = _player;
#synthesize foreground = _foreground;
#synthesize numCollected = _numCollected;
#synthesize hud = _hud;
-(void) animateEnemy:(CCSprite*)enemy {
//speed of the enemy
ccTime actualDuration = .2;
id actionMove;
int distanceFromPlayer = ccpDistance(player.position, enemy.position);
if (distanceFromPlayer < 200) { //Check whether enemy can "see" Ninja before moving towards him.
//rotate to face the player
CGPoint diff = ccpSub(player.position,enemy.position);
float angleRadians = atanf((float)diff.y / (float)diff.x);
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
float cocosAngle = -1 * angleDegrees;
if (diff.x < 0) {
cocosAngle += 180;
}
enemy.rotation = cocosAngle;
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),10)];
} else {
actionMove = [CCMoveBy actionWithDuration:actualDuration
position:ccpMult(ccpNormalize(ccpSub(player.position,enemy.position)),0)];
}
id actionMoveDone = [CCCallFuncN actionWithTarget:self
selector:#selector(enemyMoveFinished:)];
[enemy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]];
}
// callback. starts another iteration of enemy movement.
- (void) enemyMoveFinished:(id)sender {
CCSprite *enemy = (CCSprite *)sender;
[self animateEnemy: enemy];
}
-(void)addEnemyAtX:(int)x y:(int)y {
CCSprite *enemy = [CCSprite spriteWithFile:#"enemy1.png"];
enemy.position = ccp(x, y);
[self addChild:enemy];
[self animateEnemy:enemy];
}
-(void)setViewpointCenter:(CGPoint) position {
CGSize winSize = [[CCDirector sharedDirector] winSize];
int x = MAX(position.x, winSize.width / 2);
int y = MAX(position.y, winSize.height / 2);
x = MIN(x, (_tileMap.mapSize.width * _tileMap.tileSize.width)
- winSize.width / 2);
y = MIN(y, (_tileMap.mapSize.height * _tileMap.tileSize.height)
- winSize.height/2);
CGPoint actualPosition = ccp(x, y);
CGPoint centerOfView = ccp(winSize.width/2, winSize.height/2);
CGPoint viewPoint = ccpSub(centerOfView, actualPosition);
self.position = viewPoint;
}
-(id) init
{
if( (self=[super init] )) {
[[SimpleAudioEngine sharedEngine] preloadEffect:#"pickup.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"hit.caf"];
[[SimpleAudioEngine sharedEngine] preloadEffect:#"move.caf"];
//[[SimpleAudioEngine sharedEngine] playBackgroundMusic:#"TileMap.caf"];
self.isTouchEnabled = YES;
self.tileMap = [CCTMXTiledMap tiledMapWithTMXFile:#"TileMap.tmx"];
self.background = [_tileMap layerNamed:#"Background"];
self.foreground = [_tileMap layerNamed:#"Foreground"];
self.buildings = [_tileMap layerNamed:#"Buildings"];
self.meta = [_tileMap layerNamed:#"Meta"];
_meta.visible = NO;
CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:#"Objects"];
NSAssert(objects != nil, #"'Objects' object group not found");
//NSMutableDictionary * padPoints = [objects objectNamed:#"pad"];
NSMutableDictionary * padPoints;
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
for (int i = 0; i < 20; i ++) {
for (padPoints in [objects objects]) {
if ([[SaveDataManager.padArray objectAtIndex: i] intValue] == 1 ){
if ([[padPoints valueForKey:#"pad"] intValue] == i){
int x = [[padPoints valueForKey:#"x"] intValue];
int y = [[padPoints valueForKey:#"y"] intValue];
self.player = [CCSprite spriteWithFile:#"man.png"];
_player.position = ccp(x+16,y+16);
//[self addChild:_player];
}
}
}
}
// iterate through objects, finding all enemy spawn points
// create an enemy for each one
NSMutableDictionary * spawnPoints;
for (spawnPoints in [objects objects]) {
if ([[spawnPoints valueForKey:#"Enemy"] intValue] == 2){
int x = [[spawnPoints valueForKey:#"x"] intValue];
int y = [[spawnPoints valueForKey:#"y"] intValue];
[self addEnemyAtX:x+=16 y:y+=64];
}
}
player = [CCSprite spriteWithFile:#"man.png"];
player.position= _player.position;
[_tileMap addChild:player z: 0];
// [self addChild:player z:10];
[self setViewpointCenter:player.position];
[self addChild:_tileMap z:-1];
[self scheduleUpdate];
}
return self;
}
- (CGPoint)tileCoordForPosition:(CGPoint)position {
int x = position.x / _tileMap.tileSize.width;
int y = ((_tileMap.mapSize.height * _tileMap.tileSize.height) - position.y) / _tileMap.tileSize.height;
return ccp(x, y);
}
-(void)setPlayerPosition:(CGPoint)position {
Player * playerDataManager = [Player playerSaveDataManager];
CGPoint tileCoord = [self tileCoordForPosition:position];
int tileGid = [_meta tileGIDAt:tileCoord];
int x = player.position.x;
int y = player.position.y;
if (tileGid) {
NSDictionary *properties = [_tileMap propertiesForGID:tileGid];
if (properties) {
NSString *collision = [properties valueForKey:#"Collidable"];
if (collision && [collision compare:#"True"] == NSOrderedSame) {
//[[SimpleAudioEngine sharedEngine] playEffect:#"hit.caf"];
if (joyDegrees > 45 && joyDegrees < 135){
player.position = ccp(x,y-1);
}
if (joyDegrees > 135 && joyDegrees < 225){
player.position = ccp(x+1,y);
}
if (joyDegrees > 225 && joyDegrees < 315){
player.position = ccp(x,y+1);
}
if ((joyDegrees > 315 && joyDegrees < 360) || (joyDegrees > -1 && joyDegrees < 45)){
player.position = ccp(x-1,y);
}
return;
}
NSString *collectable = [properties valueForKey:#"Collectable"];
if (collectable && [collectable compare:#"True"] == NSOrderedSame) {
[[SimpleAudioEngine sharedEngine] playEffect:#"pickup.caf"];
[_meta removeTileAt:tileCoord];
[_foreground removeTileAt:tileCoord];
self.numCollected += 1;
[_hud numCollectedChanged:_numCollected];
playerDataManager.playerHealth -= 10;
}
NSString *Gate = [properties valueForKey:#"Gate"];
if (Gate && [Gate compare:#"1"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogCabinMap scene]];
[[CCDirector sharedDirector] pushScene:[LogCabinMap scene]];
}
if (Gate && [Gate compare:#"2"] == NSOrderedSame) {
SaveData * SaveDataManager = [SaveData sharedSaveDataManager];
//[SaveDataManager.padArray removeAllObjects];
for (int i = 0; i < 20; i ++) {
[SaveDataManager.padArray replaceObjectAtIndex:i withObject:[NSNumber numberWithInt:0]];
}
[SaveDataManager.padArray replaceObjectAtIndex:1 withObject:[NSNumber numberWithInt:1]];
//[[CCDirector sharedDirector] replaceScene:[LogShedMap scene]];
[[CCDirector sharedDirector] pushScene:[LogShedMap scene]];
}
}
}
//[[SimpleAudioEngine sharedEngine] playEffect:#"move.caf"];
player.position = position;
}
-(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
return YES;
}
-(void) update:(ccTime)deltaTime {
[self setPlayerPosition:newPos];
[self setViewpointCenter:player.position];
}
// on "dealloc" you need to release all your retained objects
- (void) dealloc
{
// in case you have something to dealloc, do it in this method
// in this particular example nothing needs to be released.
// cocos2d will automatically release all the children (Label)
self.tileMap = nil;
self.background = nil;
self.foreground = nil;
self.buildings = nil;
self.meta =nil;
self.player = nil;
player = nil;
self.hud = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
#implementation HelloWorldHud
#synthesize background;
#synthesize background2;
#synthesize health;
#synthesize baseScaleFactor;
+(CCScene *) scene
{
// 'scene' is an autorelease object.
CCScene *scene = [CCScene node];
// 'layer' is an autorelease object.
HelloWorldHud *layer = [HelloWorldHud node];
// add layer as a child to scene
[scene addChild: layer z:2];
HelloWorldLayer *hud = [HelloWorldLayer node];
[scene addChild: hud z:1];
//layer.hud = hud;
// return the scene
return scene;
}
-(void)initJoystick {
SneakyJoystickSkinnedBase *joystickBase = [[[SneakyJoystickSkinnedBase alloc] init] autorelease];
joystickBase.backgroundSprite = [CCSprite spriteWithFile:#"JoyB.png"];
joystickBase.thumbSprite = [CCSprite spriteWithFile:#"JoyS.png"];
joystickBase.joystick = [[SneakyJoystick alloc] initWithRect: CGRectMake(0, 0, 128, 128)];
joystickBase.position = ccp(55, 55);
[self addChild:joystickBase];
leftJoystick = [[joystickBase.joystick retain] autorelease];
}
-(void) update:(ccTime)deltaTime {
Player *playerDataManager = [Player playerSaveDataManager];
CGPoint scaledVelocity = ccpMult(leftJoystick.velocity, 100);
CGPoint newPosition = ccp(player.position.x + scaledVelocity.x * deltaTime, player.position.y + scaledVelocity.y * deltaTime);
if (leftJoystick.velocity.x == 0 && leftJoystick.velocity.y == 0 ){
if (!playerDataManager.standStill) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = TRUE;
[player runAction:playerDataManager.standAction];
}
}
if (leftJoystick.degrees > 45 && leftJoystick.degrees < 135){
if (!playerDataManager.walkUp) {
[player stopAllActions];
playerDataManager.walkUp = TRUE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkUpAction];
}
}
if (leftJoystick.degrees > 135 && leftJoystick.degrees < 225){
if (!playerDataManager.walkLeft) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = TRUE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkLeftAction];
}
}
if (leftJoystick.degrees > 225 && leftJoystick.degrees < 315){
if (!playerDataManager.walkDown) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = TRUE;
playerDataManager.walkRight = FALSE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkDownAction];
}
}
if (((leftJoystick.degrees > 315 && leftJoystick.degrees < 360) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 )) || ((leftJoystick.degrees > -1 && leftJoystick.degrees < 45) && (leftJoystick.velocity.x != 0 && leftJoystick.velocity.y != 0 ))){
if (!playerDataManager.walkRight) {
[player stopAllActions];
playerDataManager.walkUp = FALSE;
playerDataManager.walkDown = FALSE;
playerDataManager.walkRight = TRUE;
playerDataManager.walkLeft = FALSE;
playerDataManager.standStill = FALSE;
[player runAction:playerDataManager.walkRightAction];
}
}
float scaleFactor = playerDataManager.playerHealth/baseScaleFactor;
health.scaleX = playerDataManager.playerHealth/1;
newPos = newPosition;
joyDegrees = leftJoystick.degrees;
if (playerDataManager.playerHealth < 100) {
[[CCDirector sharedDirector] replaceScene:[CCTransitionFade transitionWithDuration:3 scene: [GameLogic scene]]];
[[CCDirector sharedDirector] replaceScene: [GameLogic scene]];
}
}
-(void) scroll:(ccTime)dt
{
//move 30*dt px vertically
if (background.position.y<background2.position.y){
background.position = ccp(background.contentSize.width/2, background.position.y - 225*dt);
background2.position = ccp(background2.contentSize.width/2, background.position.y+background.contentSize.height);
}else{
background2.position = ccp(background2.contentSize.width/2, background2.position.y- 225*dt);
background.position = ccp(background.contentSize.width/2, background2.position.y+background2.contentSize.height);
}
//reset offscreen position
if (background.position.y <-background.contentSize.height/2)
{
background.position = ccp(background.contentSize.height/2,background2.position.y+background2.contentSize.height);
}else if (background2.position.y < -background2.contentSize.height/2)
{
background2.position = ccp(background2.contentSize.height/2, background.position.y+background.contentSize.height);
}
}
-(id) init
{
if ((self = [super init])) {
CGSize size = [CCDirector sharedDirector].winSize;
background = [CCSprite spriteWithFile:#"rain.png"];
background2 = [CCSprite spriteWithFile:#"rain.png"];
[background.texture setAliasTexParameters];
[background2.texture setAliasTexParameters];
//position background sprites
background.position = ccp(background.contentSize.height/2,background.contentSize.width/2);
background2.position = ccp(size.width,0);
//schedule to move background sprites
//[self schedule:#selector(scroll:)];
//adding them to the main layer
//[self addChild:background z:-1];
//[self addChild:background2 z:-1];
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"GUI.plist"];
CCSpriteBatchNode *GUISpriteSheet = [CCSpriteBatchNode batchNodeWithFile:#"GUI.png"];
[self addChild:GUISpriteSheet];
CCSprite * healthBar = [CCSprite spriteWithSpriteFrameName:#"bar.png"];
CCSprite * cap = [CCSprite spriteWithSpriteFrameName:#"cap.png"];
CCSprite * endCap = [CCSprite spriteWithSpriteFrameName:#"endcap.png"];
health = [CCSprite spriteWithSpriteFrameName:#"red.png"];
healthBar.anchorPoint = ccp(0,1);
health.anchorPoint = ccp(0,1);
cap.anchorPoint = ccp(0,1);
endCap.anchorPoint = ccp(0,1);
healthBar.position = ccp(1 , size.height);
healthBar.scaleX = 25;
cap.position = ccp(0 , size.height);
int width = [healthBar boundingBox].size.width;
endCap.position = ccp(width , size.height);
health.position = ccp(1, size.height-2);
baseScaleFactor = width;
health.scaleX = baseScaleFactor;
[self addChild:healthBar];
[self addChild:cap];
[self addChild:endCap];
[self addChild:health];
CGSize winSize = [[CCDirector sharedDirector] winSize];
label = [CCLabelTTF labelWithString:#"0" dimensions:CGSizeMake(50, 20)
alignment:UITextAlignmentRight fontName:#"Verdana-Bold"
fontSize:18.0];
label.color = ccc3(0,0,0);
int margin = 10;
label.position = ccp(winSize.width - (label.contentSize.width/2)
- margin, label.contentSize.height/2 + margin);
[self addChild:label];
CCMenuItemFont * pause = [CCMenuItemFont itemFromString:#"Pause" target:self selector:#selector(pause:)];
CCMenu *menu = [CCMenu menuWithItems: pause, nil];
pause.position = ccp(206,142);
[self addChild:menu];
CCSprite *pix = [CCSprite spriteWithFile:#"pix.png"];
pix.position = ccp(size.width/2, size.height/2);
//pix.scale = 50000;
[self addChild:pix z:1];
//[pix runAction:[CCTintTo actionWithDuration:10 red:255 green:0 blue:0]];
//[pix runAction:[CCScaleTo actionWithDuration:15 scale:500]];
pix.color = ccc3(255, 255, 255);
[self scheduleUpdate];
[self initJoystick];
}
return self;
}
- (void)numCollectedChanged:(int)numCollected {
[label setString:[NSString stringWithFormat:#"%d", numCollected]];
// [label setString:[NSString stringWithFormat:#"%d", score]];
}
- (void) pause: (id) sender
{
[[CCDirector sharedDirector] pushScene:[pauseM scene]];
}
- (void) dealloc
{
self.background = nil;
self.background2 = nil;
self.health = nil;
self.meta =nil;
player = nil;
// don't forget to call "super dealloc"
[super dealloc];
}
#end
Above is the .m scene that is running when the problem occurs and below is the GameLogic.m
#import "GameLogic.h"
#import "Player.h"
#import "Menu.h"
#implementation GameLogic
+(id) scene
{
CCScene *scene = [CCScene node];
GameLogic *layer = [GameLogic node];
[scene addChild: layer];
return scene;
}
+(id) gameLogicSaveDataManager {
static id gameLogicSaveDataManager = nil;
if (gameLogicSaveDataManager == nil) {
gameLogicSaveDataManager = [[self alloc] init];
}
return gameLogicSaveDataManager;
}
-(id) init
{
if( (self=[super init] )) {
CCSprite *bg = [CCSprite spriteWithFile:#"bg.jpg"];
bg.anchorPoint = ccp(0,0);
id fadeIn = [CCFadeIn actionWithDuration:3];
[self addChild:bg];
[bg runAction: fadeIn];
CCLayer *menuLayer = [[[CCLayer alloc] init] autorelease];
[self addChild:menuLayer];
CCMenuItemImage *home = [CCMenuItemImage
itemFromNormalImage:#"bg.jpg"
selectedImage:#"bg.jpg"
target:self
selector:#selector(home:)];
CCMenu *menu = [CCMenu menuWithItems: home, nil];
home.position = ccp(0,0);
[menuLayer addChild: menu];
}
return self;
}
- (void) home: (id) sender
{
[[CCDirector sharedDirector] replaceScene:[Menu scene]];
}
- (void) dealloc
{
[super dealloc];
}
#end
OpenGL error 0x503 means GL_STACK_OVERFLOW, it means you are pushing too many things onto the opengl stack.
I see several instances of pushScene in your code, but no instances of pop anything anywhere. You cannot just keep pushing things indefinitely without popping them, or you will get this error.
We need to what is currently running in your scene, how it has been allocated and how it is released. We also need to know the same information for the new loaded scene GameLogic. Edit your question and add these data.

Taking image using UIImagePickerController

I am taking pictures from the iPhone camera using the UIImagePickerController Class.
I am using this delegate method for getting the image.
- (void)imagePickerController:(UIImagePickerController*)picker didFinishPickingMediaWithInfo:(NSDictionary*)info
{
UIImage *image = [info objectForKey:#"UIImagePickerControllerOriginalImage"];
}
But when I am using that image in an ImageView or sending the image data to some url, the image is appearing rotated by 90 degree.
What is the issue ? Am i doing it correctly ?
Thanks
You need to rotate the picture yourself depending on your orientation.
Use this Code (it may also resize your picture) I found it somewhere in the net, but cannot remember where:
#implementation UIImage (Resizing)
static inline double radians (double degrees) {return degrees * M_PI/180;}
- (UIImage*)imageByScalingToSize:(CGSize)targetSize {
UIImage* sourceImage = self;
CGFloat targetWidth = targetSize.width;
CGFloat targetHeight = targetSize.height;
CGImageRef imageRef = [sourceImage CGImage];
CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef);
if (bitmapInfo == kCGImageAlphaNone) {
bitmapInfo = kCGImageAlphaNoneSkipLast;
}
CGContextRef bitmap;
if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) {
bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
} else {
bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo);
}
if (sourceImage.imageOrientation == UIImageOrientationLeft) {
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -targetHeight);
} else if (sourceImage.imageOrientation == UIImageOrientationRight) {
CGContextRotateCTM (bitmap, radians(-90));
CGContextTranslateCTM (bitmap, -targetWidth, 0);
} else if (sourceImage.imageOrientation == UIImageOrientationUp) {
// NOTHING
} else if (sourceImage.imageOrientation == UIImageOrientationDown) {
CGContextTranslateCTM (bitmap, targetWidth, targetHeight);
CGContextRotateCTM (bitmap, radians(-180.));
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage* newImage = [UIImage imageWithCGImage:ref];
//CGContextRelease(bitmap);
//CGImageRelease(ref);
return newImage;
}
#end

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