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ios - 应用程序不会填满设备屏幕,启动屏幕也不会自动旋转

转载 作者:搜寻专家 更新时间:2023-11-01 05:39:12 26 4
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我有两个问题,我怀疑它们是相互关联的。

我有一个支持两种横向方向的通用应用程序。我的应用程序启动(带有界面构建器启动屏幕),然后显示 SKScene。我有三个大问题。

  1. 在 iPad 上,并且仅在 iPad(iOS 8 或 9)上,当应用程序加载时,所有图像都会丢失,只留下文本。此外,启动屏幕的显示区域比实际设备显示屏小约一厘米。这在 iPhone 上不是问题
  2. 在 iPad 上,并且出于某种原因仅在 iPad(iOS 8 或 9)上,整个应用程序周围都带有边框。我的应用程序占用的屏幕区域小于实际设备。这在 iPhone 上不是问题。
  3. 我的应用在“shouldAutoRotate()”函数中设置为自动旋转。但是我无法让启动屏幕以正确的方向启动。

我想您可能会对以下内容感兴趣:

摘录自 viewController:

import UIKit
import SpriteKit
import AVFoundation
import GameKit
import CoreData
import iAd

extension SKNode {
class func unarchiveFromFile(file : String) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)

archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}

class GameViewController: UIViewController, SceneTransitionDelegate, GKGameCenterControllerDelegate, ADBannerViewDelegate {


var audioPlayers:[AVAudioPlayer] = []
var sounds:[NSURL] = []
var nextSongDelay:NSTimer = NSTimer()
var currentSong:AVAudioPlayer = AVAudioPlayer()
var disp:CGFloat = 0
var starget:String = "HI"
var soundEffects:[AVAudioPlayer] = []

var rwidth:CGFloat = 0
var rheight:CGFloat = 0
var skView:SKView { return view as! SKView }
//var skView:SKView { return view as! SKView }
var iadp:Bool = false

var ar:Bool = true
var uord:Bool = false



override func viewDidLoad() {
super.viewDidLoad()

theEssence = self
launchAudio()
//mediumRectAdView!.delegate = self;

let defaults = NSUserDefaults.standardUserDefaults()

if (isAppAlreadyLaunchedOnce() == false)
{
defaults.setBool(false, forKey: "player")
}


if (defaults.boolForKey("Toothachepunlockiad") == true)
{
s_manualoverride.self = true
iAdBanner.hidden = true
}

// Configure the view.
let skView = self.view as! SKView
//skView.showsFPS = true
//skView.showsNodeCount = true
skView.showsPhysics = false
delli = self
authenticateLocalPlayer()

iAdBanner.frame = CGRectMake(0, self.view.frame.size.height, self.view.frame.width, 50)
iAdBanner.delegate = self
bannerVisible = false
iAdBanner.hidden = false

ar = true
self.shouldAutorotate()

transitionToScene(Menu.self)


}
//SceneTransitionDelegate method
func transitionToScene(sceneClass:Scene.Type) {
playing = false
var sizeRect = UIScreen.mainScreen().applicationFrame
var width = sizeRect.size.width
var height = sizeRect.size.height
let skView = self.view as! SKView
let scene = sceneClass(size: skView.bounds.size)
scene.size = CGSizeMake(width, height)
rwidth = width
rheight = height
swidth = width
sheight = height
skView.ignoresSiblingOrder = true

scene.scaleMode = .AspectFill
scene.sceneDelegate = self

skView.presentScene(scene)


}

func transitionToScene(sceneClass: Scene.Type, transitionAnimation: SKTransition)
{
playing = false
var sizeRect = UIScreen.mainScreen().applicationFrame
var width = sizeRect.size.width
var height = sizeRect.size.height
let skView = self.view as! SKView
let scene = sceneClass(size: skView.bounds.size)

scene.size = CGSizeMake(width, height)
rwidth = width
rheight = height
swidth = width
sheight = height
skView.ignoresSiblingOrder = true

scene.scaleMode = .AspectFill
scene.sceneDelegate = self
skView.presentScene(scene, transition: transitionAnimation)
}


override func shouldAutorotate() -> Bool {
return ar
}

override func supportedInterfaceOrientations() -> Int {
if UIDevice.currentDevice().userInterfaceIdiom == .Phone {
return Int(UIInterfaceOrientationMask.AllButUpsideDown.rawValue)
} else {
return Int(UIInterfaceOrientationMask.All.rawValue)
}
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
if (playing == true)
{
println("MEMORY WARNING WE ARE DIEING")
//fatalError("MEMORY WARNING WE AARE ALL GOING TO DIE")
}
// Release any cached data, images, etc that aren't in use.
}

override func prefersStatusBarHidden() -> Bool {
return true
}

func bannerViewDidLoadAd(banner: ADBannerView!) {
if(bannerVisible == false) {

// Add banner Ad to the view
if(iAdBanner.superview == nil) {
self.view.addSubview(iAdBanner)
}

// Move banner into visible screen frame:
UIView.beginAnimations("iAdBannerShow", context: nil)
banner.frame = CGRectOffset(banner.frame, 0, -banner.frame.size.height)
UIView.commitAnimations()

bannerVisible = true
}

}

func bannerView(banner: ADBannerView!, didFailToReceiveAdWithError error: NSError!) {
if(bannerVisible == true) {
// Move banner below screen frame:
UIView.beginAnimations("iAdBannerHide", context: nil)
banner.frame = CGRectOffset(banner.frame, 0, banner.frame.size.height)
UIView.commitAnimations()
bannerVisible = false
}

}

func bannerViewActionShouldBegin(banner: ADBannerView!, willLeaveApplication willLeave: Bool) -> Bool {
// Configure the view.
let skView = self.view as! SKView
skView.paused = true

return true
}

func bannerViewActionDidFinish(banner: ADBannerView!) {
let skView = self.view as! SKView
skView.paused = false
}
}

我最近做的一些事情可能触发了这个:添加了结构崩溃报告添加了自动旋转

Picture of it

最佳答案

我在 iPhone 6 Plus 上遇到了类似的问题。原因是缺少加载该设备显示尺寸的图像。检查您是否有所有所需尺寸和方向的加载图像。正如您在图片中看到的,Xcode 会告诉您特定图像的大小。希望这会解决您的问题。

enter image description here

关于ios - 应用程序不会填满设备屏幕,启动屏幕也不会自动旋转,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32751740/

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