Show taps in iOS App Demo Video - ios

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.

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How to disable the Screen-shot in iOS using React-Native

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.

Changing old UI on Xcode to new UI

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".

Show a view on main screen while the app is in background in ios

Thanks in advance.
Is it possible to show a capture screen like assistive touch view in ios when we click on application icon.Means i want to show the iPad screen and top on the with transparent background a view need to display.
I want to create an app like this after clicking the app icon i want a screen like this on my main screen and i can able to customize it and capture the selected area. is it possible to do that. and is there any api for that.
i don't think you are allowed to capture the home screen in public api. this question had similar request.
How can I take a screenshot of the iPhone home screen programmatically
UIGetScreenImage() mentioned in the answer is very useful, if you only targeting Jailbroken phones.
However, i found an open source library called "Record My screen", which claim can
Record the display even on non-jailbroken iPhones.
I personally didn't test that, since i believe Apple would somehow find that and pull the app off (that happened to several apps before). If you really interested in it, maybe you can learn something from that library.
Hope that helps you.

How can I inspect elements on native iOS application

I am running an iOS native app on iOS Simulator and would like to inspect the elements on the app to get the ID.
Does anyone knows how this can be done?
Note: Please, this question is for iOS native App not Web based app!
Thanks
It sounds like you may be looking for something like Firebug or the Chrome Inspector for your native app? I'm not sure what you mean by "ID". Interface elements in iOS don't really have IDs the same way DOM elements have IDs.
You should check out the Spark Inspector (http://www.sparkinspector.com/), which allows you to see the views of your app and modify them at runtime - it may help you see what you're looking for. Full disclosure: I am the author of the app ;-)
There is a new app, called Reveal, that does an incredible job.
Not only you can check view's properties, you can also view all the app in a "exploded" 3D view, change the sizes and properties.
Specially for iOS 7, where the view controller starts from the beginning of the screen (and not below the navigation bar), it can be really useful.
You can download the trial at http://revealapp.com and decide which license you should get.
There are two Best ways for this -
Use Accessibility Inspector which is Apples's inbuilt tool so you don't need any other support .
As you will be using Xcode mostly for you code part, there is an option to play UI recording which capture all the actions and elements that you interact with on native app.
You need to inspect the App's Bundle.
Check this answer on stackoverflow, to get the appID: https://stackoverflow.com/a/8883166/933887
Appium has an inspector for ios applications.
This is the link for appium: http://appium.io/
and in this video you can see the inspector in action: https://www.youtube.com/watch?v=jQZTRz2W9xg

Are there any other iOS system sounds available other than 'tock'?

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.

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