Changing old UI on Xcode to new UI - ios

This is a newbie question. But I would like to change my old UI (pngs) on my current project to some new updated ones that are of similar size. Is there anyway to drag and drop the UI directly without affecting the actions so the buttons still work the same on the app. Or do you have to recode everything when you change UI? I'm not really sure the steps I need to do, but I have all the new UI ready to go. Can anybody guide me through these steps?
Another question is, I have a video editor and want to test out a video player in the simulator at run time, but right now I can see my music or video files because I don't have any in the simulator. How do I import these files into a project to test it out (on the computer), I know the camera roll on a phone would work.
If anybody can give me some guidance, I would greatly appreciate it. I know these are newbie questions.
Thanks,

If the new images are the same size of the old images, just rename the new images exactly like the old images and then overwrite the old images at the project's path.
And for the video files, drag the video files directly to the iOS simulator. The video will open in the Safari, click the share button in the tab bar of the safari and hit "Save Video".

Related

Asset Catalog and Media Library Access and Naming Issues

Hey there stackoverflow!
This is probably actually a really stupid question, but I'm going to ask anyway, because why not.
So I made an app mockup in Sketch, and exported the images. All good, fine, dandy. When I import the images into XCode (still in their respective folders), still - good, fine, dandy. When I try to drag and drop an image from the media library picker in Storyboard; I'm running into a problem.
In Sketch, I used symbols and had some states that were organized, Ex. 'Icons/Toggle/Blue/On' and 'Icons/Toggle/Blue/Off'. The problem is, if I also had a 'Icons/Toggle/Red/On', Media Library is putting all of the 'On' images in one... asset, I suppose?
I can see the images in the media library if I click on the 'On' asset, but I can't choose one to place onto the storyboard view, or even just drag and drop that asset.
Even worse - when I use 'provide namespace' in the assets picker, I can clearly see the images separating:
But when I go back to the storyboard - poof! Gone. And once again, all grouped together.
So - anyone know how to just pick a single image from the long list or will I have to rename everything or... is there some sort of trick?
EDIT: Just to add, I did a clean and a build run; still cannot see the images in Media Library or drag and drop them.
Solved: Though a clean and build run did not work (nor did closing the project/XCode and opening it up again), a full system reset seemed to have done the trick?
So maybe not solved but. Solvedish.

Show taps in iOS App Demo Video

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.

iOS: Old Tab Bar Icons showing

So originally I made some custom tab bar icons that looked pretty neat, and I put them in my project. I recently just realized they look disgusting. So, I got some free tab bar icons and replaced the old ones. When the app loads, I at first see the old icons, then when the app is fully loaded I see my new icons. Now I don't want any user to see this. I then took action by permanently deleting the pictures not only from Xcode, but from my hard drive, which still did not fix the problem. I went to my DerivedData folder and emptied all my cache files. No success. This is a giant project and I don't want to have to make a new app, copy paste, make all the connections, and get all the frameworks again.
You said "when the app loads" you see the old icons. By any chance are you seeing this during load of the app, before it's actually usable, and as soon as the app becomes usable it's showing the new icons? I bet your default.png shows the old icons and you never updated it.

how to embed flash/SWF animation in startup screen in IOS app?

i wanna to embed an animated logo in the application startup screen, this logo is already done in 2 formats of files SWF and Flash, my question is about how to embed these files directly in the application startup screen, such that the animated logo appears directly on the startup screen.
Appreciate your concern,
Thanks in advance
This is not possible. iOS does not support Flash.
Update: to follow up with a possible solution, since your Flash is just an animation, perhaps you can just render it to a video and use that instead?
First off, your start-up screen is a static image ("Default.png")... so you can't do animated stuff there.
Once your app fully starts up and the static image disappears, then you could have something animated.
In a practical sense, it can not be Flash or a SWF though (Flash files are SWF files, by the way). One can build Flash-based apps for iOS using Adobe AIR, but that's a full blown environment and IDE separate from Xcode.
It'd be smarter to do your start-up animation using CoreAnimation, HTML5 or some other fine animating framework (Unity, Cocos2d or whatever).
Or a separate video file (in which case the user has minimal interaction possibilities). But +1 to Darren for suggesting this answer faster than I could think of it.
If you are planning to publish your app on the AppStore, then what you are trying to do is Impossible !
Your best option is to create the animation you want using Core animation or you can simply convert that animation to a video and play it once your app is loaded.

Web development for iPad: how to make safari view non-draggable

I'm making a web project that is fitted to the iPad screen. I'm trying to make it look as much like a native app as possible. It is loaded in safari or atomic browser. What I'm trying to find out is if it's possible to eliminate the drag and even the zoom functions of one of those browsers for just that site.
To rephrase, I want to make my site fixed on the screen at all times. The issue is, a user will try to hit a button and it will drag the screen.
PS. An additional question is how I can make it so images don't have the "save as" functionality if held down I tried putting a span over the images, and that worked for firefox, but not iPad safari.
If you can solve any or all of these, you would have my biggest thanks!
Turns out that there are several metatags that you can put in your js file which keep the screen fixed. Good stuff on that is here:
http://jakeboyles.com/2011/01/16/how-to-build-an-iphone-and-ipad-web-app/
As far as the "save as" issue, I don't know yet, that part of my app development hasn't been solved.

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