I had the same issue using Cocos2d 2.0
My problem was that the project had evolved over several years and had carried along some now vestigial files like RootViewController and UIViewController and MyRootViewController, etc.
They worked at the time but clearly had raised a flag with today's review committee because I received the "All iPhone apps must work on the iPad" rejection notice. After screaming out loud and finally accepting defeat, I thought that policy makes it pretty hard to make an app iPhone only. Let me know if I am wrong about this.
Even though I was (and am still) perturbed about it, I thought perhaps now I could at least clean up the project with a more elegant solution that handles the base problem: device rotation + content rotation. I ended up using something from a more recent project that was working on and seemed more elegant and actually worked: simply add MyNavigationController to the top of my AppDelegate.
I have added the code below. I am sure it can be improved. Please comment if you can enhance it.
As a result, I was able to delete the old RootViewController and MyRootViewController files so now it's easier to maintain. I never understood their purpose very well anyways. Good riddance!
Here is my solution to displaying and matching device orientation + content orientation:
in AppDelegate.h I had to declare what I was doing:
//top of the file
@interface MyNavigationController : UINavigationController
@end
//inside AppDelegate.h interface
MyNavigationController *navController_;
//bottom of the file before @end
@property (readonly) MyNavigationController *navController;
Here is the code that works at the top of my AppDelegate.m
@implementation MyNavigationController
// The available orientations should be defined in the Info.plist file.
// And in iOS 6+ only, you can override it in the Root View controller in the "supportedInterfaceOrientations" method.
// Only valid for iOS 6+. NOT VALID for iOS 4 / 5.
-(NSUInteger)supportedInterfaceOrientations {
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
if (orientation == UIDeviceOrientationPortrait) {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// [director_ pushScene: [IPAD scene]];
} else {
[[CCDirectorIOS sharedDirector] pushScene:[VerticalDisplayLayer scene]];
return UIInterfaceOrientationMaskPortrait;
}
} else if (orientation == UIDeviceOrientationLandscapeLeft) {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// [director_ pushScene: [IPAD scene]];
} else {
[[CCDirectorIOS sharedDirector] pushScene:[MainMenuScene scene]];
}
} else if (orientation == UIDeviceOrientationLandscapeRight) {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
// [director_ pushScene: [IPAD scene]];
} else {
[[CCDirectorIOS sharedDirector] pushScene:[MainMenuScene scene]];
}
} else if (orientation == UIDeviceOrientationPortraitUpsideDown) {
if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
} else {
[[CCDirectorIOS sharedDirector] pushScene:[VerticalDisplayLayer scene]];
return UIInterfaceOrientationMaskPortraitUpsideDown;
}
} else {
//do nothing
}
return UIInterfaceOrientationMaskLandscape;
}
//this is the one for iOS 6
- (BOOL)shouldAutorotate {
//NSLog(@"MyNavigationController - should Rotate ToInterfaceOrientation ...");
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
// iPhone only
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone ) {
//NSLog(@"MyNavigationController - should Rotate iPhone");
if (orientation == UIDeviceOrientationPortrait) {
//NSLog(@"should Rotate iPhone orientation is Portrait");
[[CCDirectorIOS sharedDirector] pushScene:[VerticalDisplayLayer scene]];
return UIInterfaceOrientationMaskPortrait;
}
if (orientation == UIDeviceOrientationPortraitUpsideDown) {
//NSLog(@"should Rotate iPhone orientation is PortraitUpsideDown");
[[CCDirectorIOS sharedDirector] pushScene:[VerticalDisplayLayer scene]];
return UIInterfaceOrientationMaskPortraitUpsideDown;
}
if (orientation == UIDeviceOrientationLandscapeLeft) {
//NSLog(@"should Rotate iPhone orientation is Landscape Left");
return UIInterfaceOrientationMaskLandscape;
}
if (orientation == UIDeviceOrientationLandscapeRight) {
//NSLog(@"should Rotate iPhone orientation is Landscape Right");
return UIInterfaceOrientationMaskLandscape;
}
return TRUE;
}
//return UIInterfaceOrientationIsLandscape(interfaceOrientation);
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad ) {
//NSLog(@"MyNavigationController - should Rotate iPad");
return TRUE;
}
return TRUE;
}
// Supported orientations. Customize it for your own needs
// Only valid on iOS 4 / 5. NOT VALID for iOS 6.
- (BOOL)shouldAutorotateToInterfaceOrientation: (UIInterfaceOrientation)interfaceOrientation
{
// iPhone only
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPhone )
return TRUE;
//return UIInterfaceOrientationIsLandscape(interfaceOrientation);
if( [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad )
return TRUE;
// iPad only
// iPhone only
//return UIInterfaceOrientationIsLandscape(interfaceOrientation);
return TRUE;
}
// This is needed for iOS4 and iOS5 in order to ensure
// that the 1st scene has the correct dimensions
// This is not needed on iOS6 and could be added to the application:didFinish...
-(void) directorDidReshapeProjection:(CCDirector*)director
{
if(director.runningScene == nil) {
// Add the first scene to the stack. The director will draw it immediately into the framebuffer. (Animation is started automatically when the view is displayed.)
// and add the scene to the stack. The director will run it when it automatically when the view is displayed.
[director runWithScene: [MainMenuScene scene]];
}
}
-(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;
//NSLog(@"MyNavigationController - Will RotateToInterfaceOrientation ...");
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];
CCGLView *glView = (CCGLView *)[director view];
glView.frame = rect;
}
@end
Here is why I had to solve this:
- I needed both Landscape and Portrait modes to display different scenes.
Here are some screenshots that describe the situation