I want to query the orientation the iPhone is currently in. Using
[UIDevice currentDevice].orientation
works as long as the device isn\'t
That functionality is correct. If it always returned the device orientation, even if it was locked, the orientation changed notifications would fire. This would defeat the purpose of the lock.
To answer your question, there is no way to read the raw values from the accelerometer, without using private APIs.
Edit:
After reviewing the documentation, it seems that the UIAccelerometer class provides this data, even when the orientation is locked. This change was applied in iOS 4 and above. Even though you can use this data, you still need to process it to determine the orientation. This is not an easy task as you need to monitor the changes constantly and compare them to older values.
Also, take a look at this guide for handling motion events. This may provide you with another route to determining the orientation.
my solution using coremotion,it work even when the device has his orientation locked.
let motionManager: CMMotionManager = CMMotionManager()
on the did load method
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")
}
hope it helps.
Here is an example of detect device rotation and return UIDeviceOrientation. This solution using CoreMotion and works in all cases.
Example
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
conform delegate
extension ViewController: APOrientationManagerDelegate {
func didChange(deviceOrientation: UIDeviceOrientation) {
/// update UI in main thread
}
}
APOrientationManager.swift
import Foundation
import CoreMotion
import AVFoundation
import UIKit
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
}
}
}
Handling all 6 orientations
Though we don't often care about FaceUp
/ FaceDown
orientations, they're still important.
Taking them into account leads to a much more appropriate sensitivity for orientation changes, while leaving them out can lead to metastability & hysteresis.
Here's how I handled it -
- (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];
});
}
}
}];
}
Additionally, I've added a threshold
value of 40.0 (instead of 45.0). This makes changes less sensitive, preventing hysteresis at inflection points.
If you only want to react to changes of the main 4 orientations, just do this
if (UIDeviceOrientationIsPortrait(orientation) || UIDeviceOrientationIsLandscape(orientation))
{
// Do something
}