iOS设备方向忽略方向锁定

时间:2011-01-01 16:28:44

标签: iphone objective-c ios orientation

我想查询iPhone当前的方向。使用

[UIDevice currentDevice].orientation
只要设备没有方向锁定,

就会起作用。但是,如果它被锁定,它始终以锁定方向响应,而不是以设备的实际方向响应。

是否有高级方法来获取实际的设备方向?

10 个答案:

答案 0 :(得分:32)

您也可以使用CoreMotion

方向检测算法:

  • 如果abs(y)< abs(x)你的iPhone处于横向位置,看x的标志是否正确 或者离开

  • 否则你的iPhone处于纵向位置,看起来是y的标志,以便检测到或倒置。

  • 如果您对面朝上或朝下感兴趣,请查看z的值。


import CoreMotion

var uMM: CMMotionManager!

override func
viewWillAppear( p: Bool ) {
    super.viewWillAppear( p )
    uMM = CMMotionManager()
    uMM.accelerometerUpdateInterval = 0.2

    //  Using main queue is not recommended. So create new operation queue and pass it to startAccelerometerUpdatesToQueue.
    //  Dispatch U/I code to main thread using dispach_async in the handler.
    uMM.startAccelerometerUpdatesToQueue( NSOperationQueue() ) { p, _ in
        if p != nil {
            println(
                abs( p.acceleration.y ) < abs( p.acceleration.x )
                ?   p.acceleration.x > 0 ? "Right"  :   "Left"
                :   p.acceleration.y > 0 ? "Down"   :   "Up"
            )
        }
    }
}

override func
viewDidDisappear( p: Bool ) {
    super.viewDidDisappear( p )
    uMM.stopAccelerometerUpdates()
}

答案 1 :(得分:9)

该功能是正确的。如果它始终返回设备方向,即使它被锁定,也会触发方向更改通知。这会破坏锁的目的。

要回答您的问题,无法使用私有API读取加速度计的原始值。

编辑:

在查看文档后,UIAccelerometer类似乎提供了这些数据,即使方向被锁定也是如此。此更改已应用于iOS 4及更高版本。即使您可以使用此数据,仍然需要对其进行处理以确定方向。这不是一项容易的任务,因为您需要不断监视更改并将其与旧值进行比较。

另外,请查看this guide以处理动作事件。这可能为您提供另一种确定方向的途径。

答案 2 :(得分:8)

设置您的视图控制器或其他任何支持UIAccelerometerProtocol,并开始侦听更改(您可以将其设置为10赫兹)。

#define kAccelerometerFrequency        10.0 //Hz
-(void)viewDidAppear:(BOOL)animated {
    DLog(@"viewDidAppear");
    [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
    UIAccelerometer* a = [UIAccelerometer sharedAccelerometer];
    a.updateInterval = 1 / kAccelerometerFrequency;
    a.delegate = self;
}

-(void)viewWillDisappear:(BOOL)animated {
    DLog(@"viewWillDisappear");
    UIAccelerometer* a = [UIAccelerometer sharedAccelerometer];
    a.delegate = nil;
    [[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications];
}

#ifdef DEBUG
+(NSString*)orientationToText:(const UIInterfaceOrientation)ORIENTATION {
    switch (ORIENTATION) {
        case UIInterfaceOrientationPortrait:
            return @"UIInterfaceOrientationPortrait";
        case UIInterfaceOrientationPortraitUpsideDown:
            return @"UIInterfaceOrientationPortraitUpsideDown";
        case UIInterfaceOrientationLandscapeLeft:
            return @"UIInterfaceOrientationLandscapeLeft";
        case UIInterfaceOrientationLandscapeRight:
            return @"UIInterfaceOrientationLandscapeRight";
    }
    return @"Unknown orientation!";
}
#endif

#pragma mark UIAccelerometerDelegate
-(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
    UIInterfaceOrientation orientationNew;
    if (acceleration.x >= 0.75) {
        orientationNew = UIInterfaceOrientationLandscapeLeft;
    }
    else if (acceleration.x <= -0.75) {
        orientationNew = UIInterfaceOrientationLandscapeRight;
    }
    else if (acceleration.y <= -0.75) {
        orientationNew = UIInterfaceOrientationPortrait;
    }
    else if (acceleration.y >= 0.75) {
        orientationNew = UIInterfaceOrientationPortraitUpsideDown;
    }
    else {
        // Consider same as last time
        return;
    }

    if (orientationNew == orientationLast)
        return;

    NSLog(@"Going from %@ to %@!", [[self class] orientationToText:orientationLast], [[self class] orientationToText:orientationNew]);
    orientationLast = orientationNew;
}
#pragma mark -

您需要将UIInterfaceOrientation orientationLast定义为成员变量并进行设置。

答案 3 :(得分:5)

当设备方向锁定时,UIAccelerometer类继续运行。你必须找出自己的方法将变量转换为方向值,但它不应该特别复杂。

玩Apple的AcceleromoterGraph示例应用程序,看看加速度计在不同方向输出的值。

答案 4 :(得分:5)

处理所有6个方向

虽然我们通常不关心FaceUp / FaceDown方向,但它们仍然很重要。

考虑到它们会导致对方向变化更加适当的敏感性,而将它们排除会导致亚稳态变化。迟滞。

以下是我处理它的方式 -

- (void)startMonitoring
{
    [self.motionManager startAccelerometerUpdatesToQueue:self.opQueue withHandler:^(CMAccelerometerData * _Nullable accelerometerData, NSError * _Nullable error) {

        if (error != nil)
        {
            NSLog(@"Accelerometer error: %@", error);
        }
        else
        {
            float const threshold = 40.0;

            BOOL (^isNearValue) (float value1, float value2) = ^BOOL(float value1, float value2)
            {
                return fabsf(value1 - value2) < threshold;
            };

            BOOL (^isNearValueABS) (float value1, float value2) = ^BOOL(float value1, float value2)
            {
                return isNearValue(fabsf(value1), fabsf(value2));
            };

            float yxAtan = (atan2(accelerometerData.acceleration.y, accelerometerData.acceleration.x)) * 180 / M_PI;
            float zyAtan = (atan2(accelerometerData.acceleration.z, accelerometerData.acceleration.y)) * 180 / M_PI;
            float zxAtan = (atan2(accelerometerData.acceleration.z, accelerometerData.acceleration.x)) * 180 / M_PI;

            UIDeviceOrientation orientation = self.orientation;

            if (isNearValue(-90.0, yxAtan) && isNearValueABS(180.0, zyAtan))
            {
                orientation = UIDeviceOrientationPortrait;
            }
            else if (isNearValueABS(180.0, yxAtan) && isNearValueABS(180.0, zxAtan))
            {
                orientation = UIDeviceOrientationLandscapeLeft;
            }
            else if (isNearValueABS(0.0, yxAtan) && isNearValueABS(0.0, zxAtan))
            {
                orientation = UIDeviceOrientationLandscapeRight;
            }
            else if (isNearValue(90.0, yxAtan) && isNearValueABS(0.0, zyAtan))
            {
                orientation = UIDeviceOrientationPortraitUpsideDown;
            }
            else if (isNearValue(-90.0, zyAtan) && isNearValue(-90.0, zxAtan))
            {
                orientation = UIDeviceOrientationFaceUp;
            }
            else if (isNearValue(90.0, zyAtan) && isNearValue(90.0, zxAtan))
            {
                orientation = UIDeviceOrientationFaceDown;
            }

            if (self.orientation != orientation)
            {
                dispatch_async(dispatch_get_main_queue(), ^{

                    [self orientationDidChange:orientation];
                });
            }
        }
    }];
}

此外,我添加了threshold值40.0(而不是45.0)。这使得变化不那么敏感,从而防止了拐点处的滞后现象。

如果您只想对主要4个方向的变化作出反应,那就这样做

if (UIDeviceOrientationIsPortrait(orientation) || UIDeviceOrientationIsLandscape(orientation))
{
     // Do something
}

答案 5 :(得分:2)

我使用coremotion的解决方案,即使设备锁定了方向,它也能正常工作。

    let motionManager: CMMotionManager = CMMotionManager()

on did load方法

motionManager.deviceMotionUpdateInterval = 0.01
    if motionManager.accelerometerAvailable{
        let queue = NSOperationQueue()
        motionManager.startAccelerometerUpdatesToQueue(queue, withHandler:
            {data, error in

                guard let data = data else{
                    return
                }
                let angle = (atan2(data.acceleration.y,data.acceleration.x))*180/M_PI;

                print(angle)
                if(fabs(angle)<=45){
                    self.orientation = AVCaptureVideoOrientation.LandscapeLeft
                    print("landscape left")
                }else if((fabs(angle)>45)&&(fabs(angle)<135)){

                    if(angle>0){
                        self.orientation = AVCaptureVideoOrientation.PortraitUpsideDown
                        print("portrait upside Down")


                    }else{
                        self.orientation = AVCaptureVideoOrientation.Portrait
                        print("portrait")

                    }
                }else{
                    self.orientation = AVCaptureVideoOrientation.LandscapeRight
                    print("landscape right")

                }


            }
        )
    } else {
        print("Accelerometer is not available")
    }
希望它有所帮助。

答案 6 :(得分:1)

使用CMMotionManager可能有所帮助,但不是上述方式。上述逻辑不稳定。我经过了彻底的测试,发现通过看acceleration.x/y/z的值无助于确定方向。

相反,我找到了一种方法来找到WRT角度的方向,即 float angle = (atan2(accelerometerData.acceleration.y,accelerometerData.acceleration.x))*180/M_PI;

为了取向, - if(fabs(angle<=45)currOrientation=UIDeviceOrientationLandscapeRight; else if((fabs(angle)>45)&&(fabs(angle)<135))currOrientation=((angle>0)?UIDeviceOrientationPortraitUpsideDown:UIDeviceOrientationPortrait); else currOrientation = UIDeviceOrientationLandscapeLeft;

这对某些人来说可能会派上用场,但这并没有帮助我找到其他2个方向,即UIDeviceOrientationFaceUp&amp; UIDeviceOrientationFaceDown

答案 7 :(得分:1)

这里是检测设备旋转并返回UIDeviceOrientation的示例。 此解决方案使用CoreMotion并在所有情况下均适用。

示例

let orientationManager = APOrientationManager()
orientationManager.delegate = self
/// start detect rotation
orientationManager.startMeasuring()

/// get current interface orientation
let orientation = orientationManager.currentInterfaceOrientation()
print(orientation.rawValue)

/// stop detect rotation
orientationManager.stopMeasuring()
orientationManager.delegate = nil

遵守委托人

extension ViewController: APOrientationManagerDelegate {
    func didChange(deviceOrientation: UIDeviceOrientation) {
        /// update UI in main thread
    }
}

APOrientationManager.swift

import Foundation
import CoreMotion
import AVFoundation

protocol APOrientationManagerDelegate: class {
    func didChange(deviceOrientation: UIDeviceOrientation)
}

class APOrientationManager {

    private let motionManager = CMMotionManager()
    private let queue = OperationQueue()
    private var deviceOrientation: UIDeviceOrientation = .unknown
    weak var delegate: APOrientationManagerDelegate?

    init() {
        motionManager.accelerometerUpdateInterval = 1.0
        motionManager.deviceMotionUpdateInterval = 1.0
        motionManager.gyroUpdateInterval = 1.0
        motionManager.magnetometerUpdateInterval = 1.0
    }

    func startMeasuring() {
        guard motionManager.isDeviceMotionAvailable else {
            return
        }
        motionManager.startAccelerometerUpdates(to: queue) { [weak self] (accelerometerData, error) in
            guard let strongSelf = self else {
                return
            }
            guard let accelerometerData = accelerometerData else {
                return
            }

            let acceleration = accelerometerData.acceleration
            let xx = -acceleration.x
            let yy = acceleration.y
            let z = acceleration.z
            let angle = atan2(yy, xx)
            var deviceOrientation = strongSelf.deviceOrientation
            let absoluteZ = fabs(z)

            if deviceOrientation == .faceUp || deviceOrientation == .faceDown {
                if absoluteZ < 0.845 {
                    if angle < -2.6 {
                        deviceOrientation = .landscapeRight
                    } else if angle > -2.05 && angle < -1.1 {
                        deviceOrientation = .portrait
                    } else if angle > -0.48 && angle < 0.48 {
                        deviceOrientation = .landscapeLeft
                    } else if angle > 1.08 && angle < 2.08 {
                        deviceOrientation = .portraitUpsideDown
                    }
                } else if z < 0 {
                    deviceOrientation = .faceUp
                } else if z > 0 {
                    deviceOrientation = .faceDown
                }
            } else {
                if z > 0.875 {
                    deviceOrientation = .faceDown
                } else if z < -0.875 {
                    deviceOrientation = .faceUp
                } else {
                    switch deviceOrientation {
                    case .landscapeLeft:
                        if angle < -1.07 {
                            deviceOrientation = .portrait
                        }
                        if angle > 1.08 {
                            deviceOrientation = .portraitUpsideDown
                        }
                    case .landscapeRight:
                        if angle < 0 && angle > -2.05 {
                            deviceOrientation = .portrait
                        }
                        if angle > 0 && angle < 2.05 {
                            deviceOrientation = .portraitUpsideDown
                        }
                    case .portraitUpsideDown:
                        if angle > 2.66 {
                            deviceOrientation = .landscapeRight
                        }
                        if angle < 0.48 {
                            deviceOrientation = .landscapeLeft
                        }
                    case .portrait:
                        if angle > -0.47 {
                            deviceOrientation = .landscapeLeft
                        }
                        if angle < -2.64 {
                            deviceOrientation = .landscapeRight
                        }
                    default:
                        if angle > -0.47 {
                            deviceOrientation = .landscapeLeft
                        }
                        if angle < -2.64 {
                            deviceOrientation = .landscapeRight
                        }
                    }
                }
            }
            if strongSelf.deviceOrientation != deviceOrientation {
                strongSelf.deviceOrientation = deviceOrientation
                strongSelf.delegate?.didChange(deviceOrientation: deviceOrientation)
            }
        }
    }

    func stopMeasuring() {
        motionManager.stopAccelerometerUpdates()
    }

    func currentInterfaceOrientation() -> AVCaptureVideoOrientation {
        switch deviceOrientation {
        case .portrait:
            return .portrait
        case .landscapeRight:
            return .landscapeLeft
        case .landscapeLeft:
            return .landscapeRight
        case .portraitUpsideDown:
            return .portraitUpsideDown
        default:
            return .portrait
        }
    }
}

答案 8 :(得分:0)

在这里使用Satachito的最佳答案是代码,它还可以检测设备是面朝上还是面朝下

import CoreMotion
var mm: CMMotionManager!

init() {
    self.mm = CMMotionManager()
    self.mm.accelerometerUpdateInterval = 0.2
}

public func startOrientationUpdates() {
    //  Using main queue is not recommended. So create new operation queue and pass it to startAccelerometerUpdatesToQueue.
    //  Dispatch U/I code to main thread using dispach_async in the handler.
    self.mm.startAccelerometerUpdates( to: OperationQueue() ) { p, _ in
        if let p = p {
            if(p.acceleration.x > -0.3 && p.acceleration.x < 0.3 && p.acceleration.z < -0.95) {
                print("face up")
            }
            else if(p.acceleration.x > -0.3 && p.acceleration.x < 0.3 && p.acceleration.z > 0.95) {
                print("face down")
            }
            else {
                print(
                    abs( p.acceleration.y ) < abs( p.acceleration.x )
                        ?   p.acceleration.x > 0 ? "Right"  :   "Left"
                        :   p.acceleration.y > 0 ? "Down"   :   "Up"
                )
            }

        }
    }
}

public func endOrientationUpdates() {
    self.mm.stopAccelerometerUpdates()
}

答案 9 :(得分:0)

大多数答案都使用加速度计,即总体加速度 =用户+重力。

但是要确定设备方向,使用重力加速度更为准确。当用户沿特定方向移动时,使用重力将防止边缘情况。要访问重力,我们必须使用startDeviceMotionUpdates API。

let motionManager = CMMotionManager()
motionManager.startDeviceMotionUpdates(to: OperationQueue()) { (data, error) in
    guard let gravity = data?.gravity else { return }

    let newDeviceOrientation: UIDeviceOrientation
    if abs(gravity.y) < abs(gravity.x) {
        newDeviceOrientation = gravity.x > 0 ? .landscapeRight : .landscapeLeft
    } else {
        newDeviceOrientation = gravity.y > 0 ? .portraitUpsideDown : .portrait
    }
}