iphone - cocos2d problem - layer not updating quick enough -


i adding overlays cocos2d layer in preparation screenshot...

cgsize winsize = [[ccdirector shareddirector] winsize];  ccscene* currentscene = [[ccdirector shareddirector] runningscene];   gamelayer* toplayer = (gamelayer *)[currentscene.children objectatindex:0];   ccsprite *middlebackground = [ccsprite spritewithfile:@"mid_bg.png"];  middlebackground.position = ccp(winsize.width * 0.5,winsize.height * 0.55);  [toplayer addchild:middlebackground z:3 tag:111];   ccsprite *bottombackground = [ccsprite spritewithfile:@"bot_bg.png"];  bottombackground.position = ccp(winsize.width * 0.5,winsize.height * 0.1);  [toplayer addchild:bottombackground z:3 tag:112];   ccsprite *topbackground = [ccsprite spritewithfile:@"top_bg.png"];  topbackground.position = ccp(winsize.width * 0.5,winsize.height * 0.94);  [toplayer addchild:topbackground z:3 tag:113];   [[uiapplication sharedapplication] setstatusbarhidden:yes];   ccsprite *topbackground2 = [ccsprite spritewithfile:@"statuscover2.png"];  topbackground2.position = ccp(winsize.width * 0.5,winsize.height * 0.992);  [toplayer addchild:topbackground2 z:3 tag:114];   [[toplayer popovercontroller] dismisspopoveranimated:yes]; 

then

[uiimage imagewithcgimage:uigetscreenimage()]; 

however later not taking overlays account. taking screenshot of layer before overlays added.

is there anyway can tell cocos2d scene/layer update frame now?

because cocos2d asynchronous can't tell that. however, can schedule callback happen in 2 seconds , have callback screen capture.

[self schedule: @selector(screenshot:) interval:2.0]; 

then define selector this:

-(void) screenshot:(id)sender {   [uiimage imagewithcgimage:uigetscreenimage()];   [self unschedule:@selector(screenshot:)]; } 

don't forgot unschedule it.


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