I am using opentok screen share in my app, I am using the TBscreenCapture method provided by the opentok, the app is working fine in iPhone, but in the iPad the screen capture is returning the view with misplaced frame, the image is like instead of starting from 0,0 it is starting from -100,-100 where 100 is representational figure, so I am not able to see the upper part of the screen transmitted.
This is an iOS camera engine library that allows easy integration of special capture features and camera customization
https://github.com/piemonte/PBJVision
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After using and then switching back from Stage3D, is there a way to require AIR on iOS to recognize that the 2D stage is not empty and start displaying 2D again?
My team's app has run well on Android and the ADL emulator, but on iOS (iPad 12.1.4 latest), I get a blank screen (which I tested and is the 'empty' stage). The point at which this happens is after I try to hide/disable/change visibility on my Stage3D content (Away3D) to go to a 2D menu. It isn't crashing, because I can still interact with the invisible menus and return to the stage3D scene which displays perfectly again. If I do not remove the stage3D layer, the rest of the scene displays correctly as well. I have tried all sorts of searches and ideas, but cannot seem to figure this one out myself. I am using Adobe Animate, and AIR release 32.0.0.89. I have not updated Animate to the latest version since I am mid-project.
I am making a landscape universal game with Spritekit and Swift in Xcode 6.1. I have been researching about how to make a universal app, and there seems to be a lot to do in regards to layout so that your game looks the same across all devices.
I have read that you can do this by defining a "playable area" in which you put all your game features into. The link below shows a image explaining the playable area idea.
http://cdn5.raywenderlich.com/wp-content/uploads/2013/09/Aspect-Ratio-Diff.jpg
Apart from the 1 tutorial I have found online talking about this, (which wasn't for Swift) I cannot find anything about how to actually "define" a playable area for Swift in Spritekit.
Is there a way I can create a rectangle, lets say on the iPhone 6 for example, so that it will cover all devices as long as I build my game within that rectangle?
Basically how do I define a "playable area" so that I can see the boundaries that I have to build my app within? Like in the linked picture?
To make the layout appear the same on every device , assuming u support iPhone 5 and above only . You can make use of .Aspectfill under your GameViewController to scale the scene to fit all the resolutions. This means that you will be using the iOS 5 simulator and that you will relinquish support of iPhone 4s.
The best way to define a playable area would be to either create a rectangle node that encompasses a certain area while ensuring that your physics world is showing physics for testing.
If you want to build for each screen size natively, you would have to adjust your content manually as technically , devices such as the iPhone 6 plus for example are designed so you can see more things.
I am currently trying to implement the Sony Camera API within a photo capture app.
I wondered if it is possible to detect the orientation of the Sony Camera (I am using the DSC QX10). This means, I'd like to adjust the displayed Liveview on the screen of my iPhone depending on if the Sony camera is held in portait or landscape mode? (Currently I only achieved to implement the portrait view. In case I rotate the camera to landscape, the Liveview image on the iPhone is distorted.)
I hope my question is clear enough.
Best regards,
Josef
Please download latest Camera Remote API SDK beta(v1.50 or later) and check out the "liveviewOrientation" parameter in getEvent response.
Best Regards, Prem, Member of Developer World team at Sony.
I am working on an iPad application, and I have to give a demo on a television through HDMI, but iPad screen only appears in the middle of the TV screen.
How can I make my app fill the whole TV, without leaving black spaces on the sides?
I have seen another app that covers the whole screen of the TV.
It sounds like you want to mirror your iPad display onto the tv?
If that is the case then you cannot change the aspect ratio because you are mirroring your 1024x768 screen.
Status board is designed specifically to support a second screen and does not mirror the iPads display.. this is done because the second UIScreen has a size that supports the physical screen.
If you want to optimize your app to support a second screen then check this out: https://developer.apple.com/library/ios/documentation/WindowsViews/Conceptual/WindowAndScreenGuide/UsingExternalDisplay/UsingExternalDisplay.html
Otherwise I'm aftaid you have to live with the black borders..
Think about it, if you tried mirroring your macs monitor onto an external display then this would still be the case
i think about extending support within one of my apps to handle a second screen via AppleTV.
The question is:
If i just mirror my App, the nice 46" LCD TV shows only a 4:3 Letterbox Image of my App. Is it possible to use the full 16:9 ratio if i change my app to render a different screen for Apple TV / AirPlay?
Absolutely. In iOS 5, a mirrored AirPlay screen can be used as a secondary UIScreen, which can have content different from what is on the device screen. That's what you want to do.
You can see how to do this here:
https://github.com/quellish/AirplayDemo
Your device screen is mirrored until you start using that secondary UIScreen, and you can remove the window you attach the to the UIScreen and go back to mirroring. This lets you control when you're putting custom content on there, and when you're just mirroring.
Absolutely - see Real Racing HD 2 for a great example!