I'm working right now on an iOS project with air. Everything is fine, and I implemented the "swipe" gesture among some others. In the beginning, the gesture was recognized, the event fired, everything alright.
Then I changed something (don't ask me what), and the event isn't any more dispatched.
So my Problem is, if I want to test it, I'll have to compile, then upload to testflightapp.com, then install it. Takes a lot of time.
Is there any possibility to test the gesture on my mac while developing? So I can trace and check what is happening, or what not.
I compile with the Flash IDE CS5.5, but could also with Flash Builder if there is a solution.
And just for your interest, here the interesting part of my code.
Multitouch.inputMode = MultitouchInputMode.GESTURE;
contestView.addEventListener(TransformGestureEvent.GESTURE_SWIPE , onSwipeContest);
function onSwipeContest (e:TransformGestureEvent):void{
if (e.offsetX == 1) {
//User swiped towards right
// do something
}
}
This is a lame answer, but why aren't you skipping the testflight step and just dumping it straight to your phone? do you have xcode installed? if so, fire it up, open the organizer, set your device for development, and have at it. way, way faster that way.
anyway.
are you sure that gesture events aren't functioning on your mac? i've found that multitouch events are spotty, but gesture ones usually work ok on the trackpad from air 2 onward.
Related
I'm relatively new to iOS development, but I'm having a go at working on some open source code for an old game that used to be pretty popular (Eden World Builder)
I've made quite a lot of progress in cleaning up the codebase, making small changes. But there's an issue I can't seem to fix. Every button in the game will not respond to taps around the edges of the screen. If a button is in the corner of the screen, you will have to tap towards the bottom of the button.
I've tried to move the buttons away from the edges, and they work, but that isn't practical for use. So there's something preventing the edges of the screen from registering button taps for some reason, and it doesn't seem to be anything to do with the button target areas themselves.
One thing I've noticed: This game is currently on the App Store, even though it hasn't been updated since 2015. In the App Store version (Which is built from the same code that I have) the issue doesn't occur. It must be something to do with building it in a newer version of Xcode, right?
Any assistance would be very helpful, this has been frustrating me for weeks now. Thanks
The answer to your first question is most likely either that your button is outside its parent view, or a gesture recognizer is interfering.
If a button extends beyond its parent views boundaries (or any of its higher parents' boundaries), it will still be visible as long as the parent doesn't have clipping enabled. The result is that you will still see the button, but it will only respond when touching the parts that are inside the parent view. You can find this visually by using Xcode View UI Hierarchy found in the Debug Navigator.
If it is gesture recognizers that interfere with your button, there are several solutions that might work. Several are described in the link you got from #Anbu in the comment.
The answer to your second question is that old apps are linked against old frameworks. Even if they run on the latest iOS version, they still pull in older versions of the framework, causing them to (mostly) continue work as before. This is done to keep compatibility with legacy code.
Try adding this to viewDidAppear
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
if let window = view.window,
let recognizers = window.gestureRecognizers {
recognizers.forEach { r in
r.delaysTouchesBegan = false
r.cancelsTouchesInView = false
r.isEnabled = false
}
}
}
Am using Xcode 8.1 with cocos2D V3 for developing a board game.
The game runs in the Landscape mode, which is set in the AppDelegate.m,
[startUpOptions setObject:CCScreenOrientationLandscape forKey:CCSetupScreenOrientation];
In the Deployment Info, (under 'General' tab), I had checked only the 'LandscapeLeft' and 'LandscapeRight' checkboxes. But while validating the Archive, it threw an error, : for iPad, all the orientations need to be checked.
Now the problem happens when I check the 'Portrait' checkbox. The game starts to run erroneously. An in-game timer does not run, (the update callback does not get called), a few animations do not run/get stuck. All this happens while the 'Portrait' checkbox is checked.
Any idea why this would be happening? Again, I might have overlooked / made a mistake somewhere? (Please see image)
Help Much appreciated !!!
Well strange as it may seem, the issue was this :
I had a small mistake in a function call in AppDelegate.m
- (void)applicationDidResignActive:(UIApplication *)application {
[[GameStats sharedGameObject] saveData];
}
while the method call should have been applicationWillResignActive ..
This spell mistake in the function call never threw a compiler error, and I had been testing on Simulators.
This solved the matter. Strange but clueless as to what went wrong under the hood ! !
I am testing my app with the UI Automated Testing framework. I have a UIACollectionView I would like to pull down or drag my CollectionView. I already tried the ways from the documentation:
to drag up
target.dragInsideWithOptions({startOffset:{x:0.5, y:0.9}, endOffset:{x:0.5, y:0.2}, duration:2.0});
or to pull down:
target.dragInsideWithOptions({startOffset:{x:0.5, y:0.3}, endOffset:{x:0.5, y:0.8}, duration:2.0});
when this didnt work I tried to use the inheritated methods of the UIAScrollView. chatList is my UIACollectionView
archivedChatCell = chatList.cells()["Noise"]
archivedChatCell.scrollToElementWithValueForKey(1, "isVisible")
chatList.scrollDown()
chatList.scrollToElementWithPredicate("Noise")
But nothing is moving in the screen. I read in some threads that this (dragInsideWithOptions) is a Apple problem that needs to be fixed for the iOS7 UI Testing.
Does someone have any idea what the problem is? Am I missing something or is there a work around for that?
The weird thing is, I am using the same code in a different CollectionView in my App, the dragInsideWithOptions works fine and drags or pulls the screen.
thank you
Yes, dragInsideWithOptions and flickInsideWithOptions are not working on the simulator. However, they do work on a real device. Therefore, my suggestion is to use a real device until Apple fixes the problem.
Anybody experiencing no response for IBAction touchUpInside in Xcode 4.5, deployment target iOS 5 as well? It works in simulator for me having iOS6, but not iOS5.
I had this same issue because I was using a tap gesture. You should be able to keep your existing code by adding the line below. This will keep your tap gesture from killing any taps on interior buttons and such...
yourTapGesture.cancelsTouchesInView = NO;
Edit:
I have found the solution. I was adding a tap gesture to the view, which was overriding the view's ability to detect a touchUpInside action on any buttons since they are part of the view as well. So what you should do is either remove the gesture recognizer or make it specific to a certain object. For example, I added the touch gesture to the specified part of the view that was not on the subview (I created a new object / outlet and labeled it as such). Still not sure why it's different in 5.1 vs. 6.0, but this should help you.
Original Post:
I am having the same issue. I have a project where buttons on a subview are clickable on version 6.0 of the simulator but not version 5.1. I have some gesture recognizers in there as well but commented them out to see if they were the issue and they are not. The only thing I have found is that the buttons are sometimes clickable on a touch up outside action (even though they are programmed for touch up inside), so I am not sure if maybe Apple changed the eNums for button actions? If I come up with a solution I will be sure to provide it here.
I just created a new demo project. I added a button to a view, handle touchUpInside, built and tested using Xcode4.5 on both deployment target ios6 and ios5 - both worked just fine. Try with a demo project yourself - won't take more than a few min.
I'm currently working on a game for Windows Phone 7, using the XNA version of Cocos2d.
Due to the rules of the game, I need it so that the user can only touch one thing at a time but multitouch seems to be always in effect. Additionally I don't know if this is a Cocos error, but it also causes the game to behave erratically (responding to a single touch like they were many).
I guess I would have to correct every touch event of the game one by one, but I was wondering if I can use something to disable multitouch quickly, or reduce the number of touches accepted to one at a time.
I'm not sure about Cocos2d-x for XNA. But in regular XNA if you want to force only single-touch input, the simplest way to that is by using the Mouse class. In a touch environment it is still available - emulated by using touches. It only responds to a single touch at a time.
Each frame you can get the list of touches. Since their management is delegated to your code, just ignore them if you have more than one. Another option is only using the first one, remember its TouchID and ignore all the rest.
I've used the first option when porting mouse applications over to the phone.
Cocos touch input has to be treated somewhere in the game, in accessible code, so you should have access to their point of entry.
Yes, you can do this with Cocos2D-XNA. You set the TouchMode to be either OneByOne, or AllAtOnce. OneByOne will give you the single CCTouch signature methods, and AllAtOnce will get you the List signature methods.
public MyCtor() {
TouchEnabled = true;
TouchMode = CCTouchMode.OneByOne;
}
public override bool TouchBegan(CCTouch t) {
}
public override void TouchMoved(CCTouch t) {
}
public override void TouchEnded(CCTouch t) {
}
Now you only get one touch at a time. There's no way to disable the touch pad's delivery of all touches from all fingers though. As another user mentioned, you would just ignore those.
Remember that you get a touch ID with every touch, which works to match the touch data with each began, moved, ended event call. I suggest you make use of touch ID as well to ensure that you are processing only the touches that you want.