I want add functionality to the app for work with earphones, and cannot found any information about button processing from earphones.
Is it possible to recognize touch on it? (but +/Center button/-)
There describe how it works in standard app, and I want to add similar navigation to my app. Have any idea?
Thank you, Larme!
I found good explanation about this theme:
iOS - UIEventTypeRemoteControl events not received
http://www.widecodes.com/0SmVqgjPWP/how-can-i-send-uieventtyperemotecontrol-events.html
Related
I am working on POC in which I have to disable screenshot in ios using React-Native
Unlike Android, in iOS you cannot prevent the user from taking screenshots.
But if you have really have to hide as many as possible information from screenshots, you can try requiring the user to be touching the screen to view whatever information you're displaying (Like Snapchat). This is because the system screenshot event interrupts touches.
Thanks for this comment about the idea.
Is there any way to distinguish in the iOS app a situation that someone have changed volume by hardware buttons on iPhone/iPad from the situation that it has been done by some UI control in the app?
I have searched for that and so far I came up with many ways to be notified that the volume has been changed but there is no way to find out whether it was done by the UI control or hardware buttons. Notifications include info abut a reason of change but it is the same for both situations.
After a long search I came up with this:
There is no way to detect hardware button been pressed (so far iOS 7). You can only be informed with the result - volume changed. It means that the only solution will be to properly handle situation when the volume change is triggered by some UI component.
You might want to have a look at the private API. rpetrich did some research again.. :) click here
But you need to know that this is not really a good idea because apple probably will reject your app when accessing private apis.
I am making demo videos of my iOS apps, some of which I made with XCode and others of which I made in Unity3D. I plan to use the Elgato Game Capture HD to capture my demo videos but I am not sure how to show the "taps." I found Touchpose, but when I changed the main.m as suggested by the instructions on the GitHub page I got error messages saying that QAppDelegate and QTouchposeApplication were undefined. I added import "QTouchposeApplication" but got an error message suggesting I change QAppDelegate to AppDelegate. When I did this the build failed. When I left it as QAppDelegate, added QAppDelegate to the project and imported it into the main.m the error messages went away but the build still failed. Am I doing something incorrectly? I found no tutorials on Touchpose online and am confused. Alternatively, is there some other easy solution, for example using the Elgato software or some other software or framework? I also tried Reflector but my wifi is not fast enough to support good frame rates with it. I am aware that I could use unity and "build for OSX" or in the case of XCode apps just screen record the simulator but I would prefer a single, foolproof solution for all of my apps. Thanks!
One way is to use assistive touch and create your own touch. You can do this by going to Settings > General > Accessibility > AssistiveTouch, turn it on, then tap the thing that pops up, click Custom, then create your own touch. Then use that touch to show taps in a screen recording.
It's a bad solution, but I'll post it in case it fits your needs.
You would have to superimpose multiple videos to make it so that only the tap shows and not the AssistiveTouch icon. Also, you can't scroll while using it.
It's also explained here: https://www.youtube.com/watch?v=4JqjU0-4Cek
Are you able to demo on a simulator? If so, Giphy Capture is a good solution. It has an option for showing taps in the settings.
If you can make your screen recording on iOS simulator, you can enable displaying taps with following code. Open your terminal and run it and restart your simulator.
defaults write com.apple.iphonesimulator ShowSingleTouches 1
I had trouble with Touchpose initially but figured out how to use it. The issue is that you have to go to build phases and add the .m. In regard to screen recording I am using the Elgato Game Capture HD. My only problem is showing the dots on Unity 3D applications, which is something I am still working on.
I'm currently using PhoneGap (Cordova) to build an App on iPad/iPhone.
One of my page in the app (in html/css/js), have more than 100 input type Number.
When i use finger to target each of them, it's working like a charm.
But when i use the prev/next button from IOS Keyboard, sometime, i don't know why, keyboard slide to down and when i try to open it again with targeting a input with my finger keyboard just blink... Impossible to fixe it without a scroll to release all event.
I've clean my code, refactored some part, look on google and stackoverflow if someone had the same problem but i found nothing...
Did someone know if it's a UIWebView problem ? Or phoneGap? or something else?
Thank's for reading.
If you are happy to just remove the next/previous buttons from your app entirely, the new Phonegap/Cordova 2.6.0rc1 has made this incredibly simple.
In your config.xml file, just set the HideKeyboardFormAccessoryBar preference to true.
In order for those two buttons to work you need to specify their behavior and it seems that it is not specified. Made some research and I think you have two options. Either you get rid of the next/previous buttons at all like explained here or you override textFieldShouldReturn: in a way similar to what is described in this post.
I have implemented an alternative keyboard on my first iPhone app. I would like to play a sound when a button is pressed. The default click sound when the standard keyboard is pressed would be fine, but I don't know how to get that sound.
In this answer I found how to play a 'tock' sound:
Playing system sound without importing your own
I got this to work easily enough but it is a very loud sound. I've searched Stack Overflow and the Xcode help for available iOS system sounds other than 'tock' and I can't find them.
Are there other built-in sounds, maybe even the default keyboard sound, that I can use?
Prior to, and since posting this question almost 2 weeks ago I have searched high and low for a method to make the keyboard click sound work in my app. I have attempted to implement and understand Apple's documentation on custom input views. I butchered my app in many ways attempting to make it work and created several test projects. I tried to interpret how to do this from various other sources on the web. All to no avail. I have finished my app all but for this last function.
I finally hit on a simple answer towards the end of this IPhone Dev SDK form question/post. The ultimate answer is easy and can be done in a few seconds with these easy steps.
Link the 'AudioToolbox.framework' to your project (Click on your project's Target, select 'Build Phases' and under the 'Link Binary with Libraries' item click the + button and add the framework.
Add the following to the header file of the class where you want to implement the click:
#import <AudioToolbox/AudioToolbox.h>
Add the following line of code in the implementation file of your class wherever you want the keyboard click sound to appear:
AudioServicesPlaySystemSound(0x450);
THAT'S IT! AND IT WORKED!!! HALLELUJAH!
According to Paul in the other forum this has the following downside:
"keyboard keys won't be affected by the iOS user preference for keyboard sound on/off."
But when I turn the volume up or down on my iPhone or if I mute the iPhone, the keyboard click sounds do go up and down or are muted as would be expected. Given that I found it impossible to implement keyboard clicks "UIInputViewAudioFeedback" as documented, I'm happy to have anything work.
P.S. If anyone has a link to an actual project that I can download, build and run on my iPhone to see EXACTLY how to properly implement: "UIInputViewAudioFeedback" I'd be happy to give it a look. But so far I've found none, nor any step-by-step newbie style instructions on how to make it work.
[Sept 30, 2012 UPDATE:] I'm happy to say that my app was accepted into the app store using this method. Here it is: https://itunes.apple.com/app/fine-tip-tip-calculator/id563429225
...Dale
Try UIDevice's playInputClick:
[[UIDevice currentDevice] playInputClick];
From the documentation:
Use this method to play the standard system keyboard click in response to a user tapping in a custom input or keyboard accessory view. A click plays only if the user has enabled keyboard clicks in Settings > Sounds, and only if the input view is itself enabled and visible.
Make sure you adopt the UIInputViewAudioFeedback protocol in your input view class, and implement the enableInputClicksWhenVisible delegate method to return YES, as per the documentation.
EDIT - For implementation of delegate methods, check out Apple's documentation on custom input views.