GUI areas restricted by the iOS - ios

I would like to be able to use the areas that are occupied by the iOS in my app, using javaFX and Gluon. How can this be done?
That means any javaFX controllers functions as expected. Now they are almost impossible for a user to focus. When I have another controller in the middle area of the screen that one works like normal.
On iPhone 6 you can press the top most area and drag down to get access to a menu. The same exact thing with the bottom-most area by pressing then dragging upwards. And I believe that OS related functionality to be the reason.
The touch event probably do not reach the app properly over these areas. I am seeking to be able to have controllers placed here and have them work just as they are in other places.
This was done by adding a VBox layout, with TextField and TextArea to Gluon Layer - and then adding it to Layers of a class extending Gluon View (Called "BasicView").

Related

SwiftUI: Accessibility sound feedback for a draggable element

I am making an application that works essentially like a simple Drag-and-Drop Playground with the command blocks on the left and a droppable area on the right. I want to make it fully compatible with VoiceOver and I'm running into trouble with some of the accessibility aspects since this is my first Swift application.
This is what the playground currently looks like: (App Screenshot)
My goal is to provide the users with audio cues/feedback while they are dragging the elements to help them figure out what part of the screen they are currently at. The ideal functionality would be exactly like what one uses when editing an iOS device's Home screen (the arrangement layout of the apps).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a row/column alert when you are dragging an app over an open area. I want a similar type of feedback that says "Droppable Area" when you are over the correct area (see scenario 1).
When trying to rearrange apps on the home screen with VoiceOver enabled, you hear a sound when you tap on an area that has no app icon. (This also happens when you are not editing the layout and simply tap on an open area with no app.) I want that noise to be what you hear when you drag a command over an area that is not droppable (see scenario 2).
Any ideas on how this might be possible or good references to look at?

Understanding the use of views in a Multi-Device Project

This is the first time I have really attempted a Project using Firemonkey, with the Target Platform been Android.
I am finding it difficult trying to understand the workflow with the use of views been somewhat trivial, I just can't seem to grasp the concept at the moment.
I have successfully managed to get the Delphi IDE to recognise my device (Xperia Z2) so when building and running the Project I can see the app on my phone (although so far I am not too impressed, long black screens before anything showing and sometimes the app wont show at all, not to mention slow compilation and linking time).
The first problem I ran into is that controls dont appear on the Android device in the correct places. I added Android 5" Phone as a view as that would be the closest thing to my device, the controls on the Form Designer are aligned to how I want them, for simple testing I just dropped a couple of buttons that are centered in the middle of the form horizontally. When running and viewing the app on my phone however, the buttons are wider than the visible area of the phone, I tried the same with other views such as Android 4" Phone and it's the same. The controls appear lined up correctly on the Delphi Form Designer, but when running and viewing them on my phone they are not lined up at all, it feels like I need to guess where the controls should appear making views seem pointless, after all I cannot test on a multitude of devices and therefore if they don't appear on my phone as they do on the Delphi Form Designer what hope do we have? I expected that how the controls appeared in the view window is exactly how it should appear on my Android deivce but this does not seem the case.
The other view related question is, what is the purpose of the Master View? From my vague understanding you need views to design the layout for each Android device, does this mean then for each device view we have to constantly reposition and move controls independantly for each view? What purpose does the master view have, other than from what I can tell you can only delete controls from the master view and from each view use the Revert to Inherited context menu.
It feels like I need to guess where the controls should appear, the device view at Design Time seems rather inaccurate, surely how you look at the device view on the Form Designer is exactly how it should appear on your Android device?

Is copy-paste of views in Interface Builder an unadvisable user behaviour?

Background:
My workflow for developing interfaces for mobile apps depends on Illustrator and Photoshop. I'm not a fan of Interface Builder, nor am I impressed by the Android UI designer in Eclipse (haven't tried IntelliJ yet). It's awkward to take an experience of laying out UI from such apps, and translate into IB. Once in a while I try again to build a UI in IB, only to get bogged down in bad experiences.
The current problem I'm having is this:
When selecting a set of well-laid-out views within a View Controller's view from an iPhone storyboard, and then pasting into the corresponding View Controller view of the iPad storyboard, the views are all messed up. They get thrown all over the canvas, and the size manipulation handles are hidden because they're not within the bounds of the superview.
Is copying and pasting inappropriate behaviour in Interface Builder? Must I drag everything out of the library again?
Side note: I'm working on a 13-inch screen, and the iPad view is larger than the small area given to work with. I zoom out so I can actually see the whole thing, then select a component to adjust it, and find IB automatically zooming back in.
I've found question-answers saying the auto-zoom cannot be disabled, and so I have to just put up with that awkward UX.

iOS iPad are there hover like workaround within apps? NOT websites

There seems to be dozens of questions on how to deal with :hover event on the websites when viewed in iPad.
My question is different - I'm building a native iOS game and it would be really good if a user can compare two items side by side. On PC this can easily be done by displaying one item a mouse-over panel when mouse hovers over an inventory item. The main benefit of such panel is that it is easy to show and easy to close on PC.
What are my alternatives for displaying a transient, hover-like interaction panel in a native iOS app?
For iPad (not iPhone) a UIPopover is pretty close to what you want. If you want to support iPhone/iPod as well, there are third party popover libraries for those devices.
However, I'm not sure how this would do for comparing 2 items, since the system only displays 1 popover at a time.
This is really more like a map callout bubble. You could build your own callout bubble sort of interface yourself without a lot of work. When you tap on an item, it would display it's callout, and when you tap on it again, or tap outside all items/callouts, it would hide it. I've done something like that for a custom map system I built for a client and it wasn't that hard.

Vertical Scrolling for iPhone in ActionScript 3

I am working on a project for iPhone (flash builder 4.6), in which I have to implement a custom scroll component.
Basically I have to show the Facebook users in a list render-er, scrolling is working fine initially but when the number of friends increases (more than 300) the scrolling freezes (mainly tapping not working, swipe is still working, I mean to say that MOUSE_MOVE event is not working properly here).
If any one have any idea about it, please share with me.
You need to create (or use an existing) list component that uses a virtual list. i.e. only creates enough cells (or renderers) needed to fill a screen. It then recycles the renderers as you scroll.
Have a look at this:
http://madskool.wordpress.com/2011/06/30/tutorial-3-lists-and-pickers/
Or if you are using stage 3D, http://feathersui.com/examples/components-explorer/

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