How to get device orientation - android

What is the best way to get the device orientation with cocos2d-x (c++)?
My Android/iOS application does support all 4 device orientations, and more important than knowing if it is landscape or portrait, I would like to know if it is upside down or not.
I will have to know from within a CCLayer.
UPDATE
I am trying to get events for right tilt and left tilt. To do so, I am calculating the angle at which the device is held. However, I need to know what orientation the device has, to be able to know if I am actually tilting left or right.

Though cocos2d-x is cross platform, few things are still very much platform dependent, for example, if you see the CCFileUtils, we have separate implementation files for iOS, Android etc, the cross platform is maintained with a single header,
Keeping that in mind,
In Android, you can get the device orientation by using the constants,
Surface.ROTATION_0 (no rotation)
Surface.ROTATION_90
Surface.ROTATION_180
Surface.ROTATION_270.
which you can get by calling Display.getRotation()
(It only rotate in all these directions if, android:screenOrientation:fullSensor is set)
And in iOS,
You can get the values with
UIDeviceOrientationPortrait
UIDeviceOrientationPortraitUpsideDown
UIDeviceOrientationLandscapeLeft
UIDeviceOrientationLandscapeRight
(It only rotates in all these directions if, supportedInterfaceOrientations method returns UIInterfaceOrientationMaskAll)
Note:
Its not a good practice to rotate a phone upside down in portrait mode, only on tablets its accepted.. (Apple might even reject your app for this reason)
Let me know if you want to know how to use it, but googling the keywords will give you the usage..

After a quick google search :
http://www.cocos2d-x.org/wiki/Device_Orientation
http://www.cocos2d-x.org/forums/6/topics/36414
UDPDATE:
I don't think you can determine the orientation the way you want to from cocos2d-x.
Then the only solution that I'm thinking of is to go into java through jni and use android's methods to determine the current orientation. Here's a
link
on how to determine all 4 orientations.
As for how to call java methods from c++, that's another ball game.

Related

Android 9 Screen Rotation Approach

Our team has recently updated a system application (installed in priv-app) from Android 5 to Android 9. This seems to have broken the previously working (and relatively well documented approach) of programmatically flipping the device orientation.
We had been using this approach and it had worked at globablly flipping the device orientation 180 degrees:
Settings.System.putInt( context.getApplicationContext().getContentResolver(), Settings.System.USER_ROTATION, 2)
We check each time to make sure the accelerometer rotation is disabled also. The setting does in fact stick as when interrogate the settings provider and can see the value being updated, the screen is simply not reacting, even after a reboot etc..
I'm trying to understand if Android 9 introduced any further gotchas that can prevent a screen rotation from happening, would be grateful if anyone had any insight on this particular issue?
You can instead use Activity.setRequestedOrientation() if its a particular Activity your want to change. This can be set explicitly to portrait, reverse portrait, landscape, reverse landscape, etc... It will then lock to the orientation you set. You can use the various sensor values if you want it to be flexible for the user.
If you want to know what your current orientation is (including reverse orientations) it can be complicated but I just answered my own question here about how to do it - Android sensor orientation problems with edge-to-edge insets
If you want to change the system rotation
You need to ensure ACCELEROMETER_ROTATION is off and then the value you use needs to come from the surface rotation constants (which are relative to your displays natural orientation) - https://developer.android.com/reference/android/view/Surface#ROTATION_0
Another quick edit - any Activity can override this setting (including a launcher) for themselves. So it may be that whatever you are running is actually what changed to lock or allow certain orientations.

Change screen orientation in a Unity Google Cardboard project

I'm just starting a cardboard project as it's really joyful to experiment VR without any huge hardware, but I have a little problem which sounds really basic : the screen orientation. I just would have my game playable in Landscape Right instead of Left as I'm developing on my Xperia Z.
Usually screen orientation's problems are solved by forcing the orientation through the Player's Settings in the Build Menu. But here, the fact is that when I tick the "Landscape Right" box instead of the left one (which is the default setting of the Cardboard API) it correctly inverts my display but my camera stays at the same orientation as before.
From this results that my gyroscope works in reverse and that the ground is seen on the top, with all the texts reversed as well.
I've already done what Eldir tried here (Google cardboard device orientation) but as it wasn't the same problem I'm having, it wasn't efficient.
Do you have any ideas that if the API allows a quick change for this, or if I have to modify the whole parameters of the gyroscope ?
Thanks !

Camera is being rotated 90 degree in air for android

In my AS3 Flex Mobile application for Android, I am using camera and it is being automatically rotated 90 degrees before I even done any video rotation by myself, it seems like it's a known bug in AIR. But I was wondering if anyone found a solution since it's really pretty important feature for mobile application developer.
I've tried to do some rotation manually in my code, but it is only fixes the view on my display, but still sends the wrong video to the receiver.
If any code is required I will add the snippets
Please let me know.
As you mentioned, this is a known bug with AIR. It is not consistent, either. On some devices, it is in the correct orientation but in some (and all iOS devices, I believe, though I haven't fully tested that), it is rotated as you are seeing. For example, it was always oriented correctly on my Nexus 4 and on my Nexus 5, but a friends Moto X is rotated incorrectly.
Unfortunately, I don't believe there is anything you can do short of having the user do a calibration (i.e. overlay a straight line and tell them to place it horizontally and click a button) and rotating the camera display and any images you take with the display.
That being said, if you are using the camera to take photos, I highly recommend using CameraUI instead, which is the native implementation.
I've faced the same issue today but i'm developping in Java, not with AIR so i don't know if it the same, for me the solution was to add this line before starting the recording.
mMediaRecorder.setOrientationHint(90);

How to detect when device is oriented upside-down in libGDX

I'm starting to develop a game for Android using libGDX.
I noticed that some sample games for this library all have fixed screen orientation. I want my game to be landscape all the time, but I want to rotate the camera 180 degrees when the device is turned upside down (most well behaved Android apps do this automatically).
I'm looking at the docs and Googling, but can't find anything about it.
Basically, I'd like to know what to add to base libGDX app. that shows libGDX logo, to just react when phone is turned upside down?
The Android docs, list this functionality in getRotation function here:
http://developer.android.com/reference/android/view/Display.html#getRotation%28%29
This allows you to get 0/180 or 90/270 for rotation and thus detect how the device is turned.
But I don't see this exposed in libGDX?
Nevermind, I just found it. You need to change:
android:screenOrientation="landscape"
to:
android:screenOrientation="sensorLandscape"
and it works automagically. Maybe libGDX devs should make this the default.

Android API - disable right landscape?

I am busy writing an app that lets me use my phone (Galaxy S2 2.2.3) as a steering wheel. Just a nerdy weekend project really.
I have gotten everything working regarding calculating the orientation of the device using SensorManager.GetOrientation() with a slight snag. The rotation around the axis which comes out of the screen and back of the phone rises from 0 to 90 degrees and then falls back down in the same manner to 0 degrees instead of proceeding to 180.
This had me really confused until I read something somewhere that suggested the API might be flipping (internally as the screen doesn't flip) orientation so the phones coordinates system is flipping from left to right landscape (Its worth noting that I have it locked in landscape mode in the Manifest). This explains the weird behaviour in terms of orientation.
Does anyone know how to stop this happening, or have I gone wrong completely in my understanding?

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