I'm creating a game that allows the device to be in either landscape-left or landscape-right orientation, and the player can change the orientation while it's paused. When they do I need to change the way the game interprets the accelerometer based on the orientation.
In iOS 5 I used the willRotateToInterfaceOrientation to catch changes and change my variables, but that's deprecated in iOS6. My existing code looks like this:
if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
rect = screenRect;
else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight){
rect.size = CGSizeMake( screenRect.size.height, screenRect.size.width );
GameEngine *engine = [GameEngine sharedEngine];
if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft){
engine.orientation = -1;
} else {
engine.orientation = 1;
}
}
I understand that the replacement is the viewWillLayoutSubviews method in the UIViewController class. I'm building this game in cocos2d 2.1 and there doesn't appear to be a UIViewController class in the demo project, so I'm not clear on how to incorporate it and how the code should look in order to make this work.
Listen for device orientation changes:
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:@selector(deviceOrientationDidChangeNotification:)
name:UIDeviceOrientationDidChangeNotification
object:nil];
When notified, get the device orientation from UIDevice:
- (void)deviceOrientationDidChangeNotification:(NSNotification*)note
{
UIDeviceOrientation orientation = [[UIDevice currentDevice] orientation];
switch (orientation)
{
// etc...
}
}