I am attempting to implement MFi controller compatibility with my project and all is going well so far. Apple's documentation notes that for the GCExtendedGamepad class (which is the one I care about) there are several button elements:
The controls associated with the extended gamepad profile include the following:
Two shoulder buttons.
Two triggers.
Four face buttons arranged in a diamond pattern.
One directional pad.
Two thumbsticks.
However, there is one last button right in the center of the thing. On my Nimbus controller it's a button labeled "Menu" but the diagram included in the official documentation page shows it as a pause button. Either way, I see no further mention of this button or any means of accessing it. Is there any way to handle input for this button specifically?
Related
I would like to implement an interface where the buttons need to be placed around a circular group object. All buttons need to be arranged around the circle in the circular order. It is similar to contacts interface provided by Apple Watch while side button is pressed. I keep thinking how apple would have implemented that. Watchkit framework doesn't allow the developer to set X&Y of the UI elements to position whereever we want. It would be great if someone can help me on how to do this technically.
PS:I need buttons around the circle as they have to be actionable.
How should I go about creating a menu like in Hotstar, where one can make a half swipe on the menu below the navigation bar? I suppose using a container rather than carousel view would be more suitable.
I am including a Hotstar app screenshot to illustrate my intent:
NOTE:
I am not looking for frameworks implementing the drawer / side menu.
What you're looking for here, in fact, is a sliding tab bar. The philosophy of the UI element you describe is that it switches content (with or without animations - that's up to your preference/taste).
For start, I can point you to M13InfiniteTabBar or ZRScrollableTabBar but I'm sure there are many others (these are the ones I had the chance to try out). Both of them are implemented in Objective-C as you marked in the tags.
Of course they are not exactly what you showed in terms of design, but they aren't hard to customize.
Are you looking Like this side menu
https://github.com/mikefrederick/MFSideMenu
Brent Simmons wrote in a blog post that tap gesture recognizers, presumably on a UIView, are less accessible than UIButtons. I'm trying to learn my way around making my app accessible, and I was curious if anyone could clarify what makes that less accessible than a UIButton, and what makes an element "accessible" to begin with?
For more customizability I was planning to build a button comprised of a UIView and tap gesture recognizers with some subviews, but now I'm not so sure. Is it possible to make a UIView as accessible as a UIButton?
Accessible in this context most likely refers to UI elements that can be used using Apple's accessibility features, such as VoiceOver (see example below).
For example, a visually impaired person will not be able to see your view or subviews, or buttons for that matter; but the accessibility software "VoiceOver" built into every iOS device will read to her/him the kind of object and its title, something like "Button: Continue" (if the button title is "Continue").
You can see that most likely the tap gesture recognizer will not be read by VoiceOver and thus be less "accessible".
What is the name of the UIView/UIViewController in the left upper corner of the attached picture?
And more general question: where could an iOS developer find full and illustrated list of all available UIViews and ViewControllers?
Sorry, don't have enough reputation to attach the picture, please follow the link: image with iphone interface mockup.
That isn't a controller, it's a UIActionSheet. Also, the XCode documentation is pretty useful for browsing through iOS classes. To get to it, press the button in the top right-hand corner of XCode, labeled "Organizer".
More on UIActionSheet, you declare one by calling:
initWithTitle:delegate:cancelButtonTitle:destructiveButtonTitle:otherButtonTitles:
Make sure to set your controller as the delegate and to implement:
actionSheet:clickedButtonAtIndex:
to specify what should happen when a button is clicked.
To show the Action Sheet initially, it has a bunch of showFrom... methods to specify where it will appear on the screen (for iPad, at least).
i'm working on my first app and the problem a have is that the application interface design is quite customised, (even though it is a tab bar based app). now in one of the view controllers i need to present the user with the print interaction controller to print images. the thing is i don't use a navigation bar or a toolbar system or otherwise. i have managed to attach a target action method to a custom button. however, apple states that the printing interface should be presented by a system button (the one that looks like an arrow, kind of). question is: is there any way of putting a system icon inside a button that is not inside a (bar)?, or would it be ok to somehow tell the user (with an overlay or something) that tapping the button i'm using (the button is a red ribbon coming down from a picture frame) they will get the printing options?
Apple says:
Although the print button can be any
custom button, it is recommended that
you use the system item-action button
shown in Figure 6-1.
I'd interpret that to mean that you can use your own button if you want to.
You might want to consider having a toolbar at the top of the view for this particular tab. Just appearing on this tab. This would make the issue moot.
You could also, have the tool bar "slide in" and "slide out" from the top to provide access to this (and other?) actions. A single or double tap could instigate such an action.
Unfortunately, Apple doesn't expose the images for the custom bar button items in any reasonable manner. If you'd like access to them, I suggest using the bug reporter system at Apple's developer site to request that.