Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6764253
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 26, 20262026-05-26T14:34:20+00:00 2026-05-26T14:34:20+00:00

This should be seemingly obvious and simple, but it isn’t for me and seems

  • 0

This should be seemingly obvious and simple, but it isn’t for me and seems to be more confusing than you’d think at first.

The Cocos2d template’s GameConfig.h I have set the following:

#if defined(__ARM_NEON__) || TARGET_IPHONE_SIMULATOR
#define GAME_AUTOROTATION kGameAutorotationNone

// ARMv6 (1st and 2nd generation devices): Don't rotate. It is very expensive
#elif __arm__
#define GAME_AUTOROTATION kGameAutorotationNone

// Ignore this value on Mac
#elif defined(__MAC_OS_X_VERSION_MAX_ALLOWED)

#else
#error(unknown architecture)
#endif

In the App Delegate applicationDidFinishLaunching I have this:

#if GAME_AUTOROTATION == kGameAutorotationUIViewController
    [director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
    [director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif

In the RootViewController shouldAutorotateToInterfaceOrientation:

#if GAME_AUTOROTATION==kGameAutorotationNone
    //
    // EAGLView won't be autorotated.
    // Since this method should return YES in at least 1 orientation, 
    // we return YES only in the Portrait orientation
    //
    return ( interfaceOrientation == UIInterfaceOrientationLandscapeLeft);

So despite that all conditions for kGameAutorotationNone are set to UIInterfaceOrientationLandscapeLeft, what do I see? Portrait.

What’s is strange is that I can see Landscape Left if I instead shouldAutorotateToInterfaceOrientation to:

#if GAME_AUTOROTATION==kGameAutorotationNone
    //
    // EAGLView won't be autorotated.
    // Since this method should return YES in at least 1 orientation, 
    // we return YES only in the Portrait orientation
    //
    return ( interfaceOrientation == UIInterfaceOrientationPortrait);

Can anyone help me understand what is going on here?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-26T14:34:21+00:00Added an answer on May 26, 2026 at 2:34 pm

    The effect you’re seeing comes from the fact that device and interface orientations are switched for the landscape orientations:

    UIInterfaceOrientationLandscapeLeft  == UIDeviceOrientationLandscapeRight
    UIInterfaceOrientationLandscapeRight == UIDeviceOrientationLandscapeLeft
    

    That means your device orientation is LandscapeLeft but you don’t allow the RootViewController to rotate to interface orientation LandscapeRight. Therefore it will default to Portrait mode. I suppose if you rotated your device 180° it would suddenly rotate to the device orientation LandscapeRight.

    Btw, when you change the autorotation settings in GameConfig.h you don’t need to make any changes to the RootViewController class.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

This should be super simple. The first code block works, but when I wrap
This should be simple, but I'm getting confused. I have a parent/child tables -
This should be quite simple, but I can't work out the syntax. I have
This should be a simple issue but I can't figure this out. I have
This seems like a noob question, but the simple answer is eluding me. I
So, this is a seemingly simple question, but I'm apparently very very dull. I
Ok so obviously there's more to it, but here's the basics. This is seemingly
This should be a simple one: I have an observableArray object called To in
This should be a no brainer but I have a small mystery with the
This should be a really, really simple one, I would assume. I'm throwing together

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.