How to Set Device (Ui) Orientation Programmatically

How to set device (UI) orientation programmatically?

That method is called to determine whether your interface should automatically rotate to a given rotation (i.e letting UIKit do the hard work, rather than you doing it manually).

So if you wanted your app to only work in landscape you'd implement the body of that method with:


return UIInterfaceOrientationIsLandscape(interfaceOrientation);

If you wanted your UI to auto rotate to all orientations you could just

return YES;

Is that what you were asking?

How to change Device Orientation programmatically in Swift?

For each VC declare this variable w/ desired orientation. This is for portrait.

override var supportedInterfaceOrientations: UIInterfaceOrientationMask { return .portrait }   

Then on appearance enforce the desired orientation.

override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.setAnimationsEnabled(false)
UIDevice.current.setValue(UIInterfaceOrientation.portrait.rawValue, forKey: "orientation")
UIView.setAnimationsEnabled(true)
}

How to change the device orientation programmatically and screen's rotation direction should be in clock wise direction

Each orientation in iOS has a raw value.

  1. portrait = 1
  2. portraitUpsideDown = 2
  3. landscapeLeft = 3
  4. landscapeRight = 4

You can change orientation based on these values.

Here is how I have done it in swift

  1. Rotate in clockwise direction:

    @IBAction func rotateClockwise(_ sender: Any) {


    let orientation = UIDevice.current.orientation
    print("Current state:",orientation.rawValue)
    var newOrientation: Int {
    switch orientation.rawValue {
    case 1:
    return 3
    case 2:
    return 4
    case 3:
    return 2
    case 4:
    return 1
    default:
    return 1
    }
    }


    UIDevice.current.setValue(newOrientation, forKey: "orientation")

    }

  2. Rotate in anti clockwise direction:

    @IBAction func rotateAntiClockwise(_ sender: Any) {

    let orientation = UIDevice.current.orientation
    print("Current state:",orientation.rawValue)
    var newOrientation: Int {
    switch orientation.rawValue {
    case 1:
    return 4
    case 2:
    return 3
    case 3:
    return 1
    case 4:
    return 2
    default:
    return 1
    }
    }


    UIDevice.current.setValue(newOrientation, forKey: "orientation")
    }

Note

Make sure to select all orientations in target - general

If that doesn't work add the following code to view controller class

override var supportedInterfaceOrientations: UIInterfaceOrientationMask { get { return .all } }

Change orientation programmatically with button - iOS

I don't have a swift code. Below are the objective c code, It worked for me. You can convert it into swift as per your requirement.

Ojective C

UIInterfaceOrientation currentOrientation = [UIApplication sharedApplication].statusBarOrientation;
NSNumber *value = [NSNumber numberWithInt:UIInterfaceOrientationPortrait];
[[UIDevice currentDevice] setValue:value forKey:@"orientation"];
[UIViewController attemptRotationToDeviceOrientation];

Update

Swift 4.0

var value  = UIInterfaceOrientation.landscapeRight.rawValue
if UIApplication.shared.statusBarOrientation == .landscapeLeft || UIApplication.shared.statusBarOrientation == .landscapeRight{
value = UIInterfaceOrientation.portrait.rawValue
}

UIDevice.current.setValue(value, forKey: "orientation")
UIViewController.attemptRotationToDeviceOrientation()

Above code already tested by me and it is working fine. Incase above code is not worked for you, Then execute it after some delay using performSelector.

How to update the UI when the device orientation changed in Swift?

Actually by using

loginView.frame = CGRect(origin: .zero, size: view.bounds.size)

you assign a frame to your login view which will not change on device rotation.

you might wanna use a constraint approach here as well:

// try replacing
// loginView.frame = CGRect(origin: .zero, size: view.bounds.size)

// with
loginView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
loginView.leadingAnchor.constraint(equalTo: view.leadingAnchor),
loginView.trailingAnchor.constraint(equalTo: view.trailingAnchor),
loginView.topAnchor.constraint(equalTo: view.topAnchor),
loginView.bottomAnchor.constraint(equalTo: view.bottomAnchor)
])

Another approach would be updating the frame of your login view e.g.

override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
loginView.frame = CGRect(origin: .zero, size: view.bounds.size)
}

Last but not least you can use autoresizingMask in viewDidLoad

loginView.frame = CGRect(origin: .zero, size: view.bounds.size)
loginView.autoresizingMask = [.flexibleHeight, .flexibleWidth]

P.S. My previous comment was misleading since the login frame wasn't set in the setupStackView() function

and my final comment:

// you can replace
loginView.frame = CGRect(origin: .zero, size: view.bounds.size)
// with
loginView.frame = view.bounds

Setting device orientation in Swift iOS

You can paste these methods in the ViewController of each view that needs to be portrait:

override func shouldAutorotate() -> Bool {
return false
}

override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
return UIInterfaceOrientationMask.Portrait
}

How to add device orientation to project programmatically in Swift?

No, not exactly. You need to set up all the possible user interface orientations your app's view controllers MIGHT support in info.plist. Once you've done that there are view controller methods the system calls to see what orientations an individual view controller supports. (See supportedInterfaceOrientations in the docs.)

As of iOS 8 we're not supposed to use rotation methods any more, so check the docs carefully. It looks to me like supportedInterfaceOrientations is still supported, but the willRotate..., willAnimateRotation..., didRotateFromInterfaceOrientation, etc, are deprecated.

I suggest reading about user interface rotation in the UIViewController class reference (in Xcode or in Apple's online documentation on the web.)



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