i dont have device so how can i test double finger touch for rotation and pinch?
Hold down alt key in simulator.
Related
Is there is any way to add mouse and trackpad's gesture like scrolling in simulator screen.
Yes, but you would have to create a Mac app that got these events and then translated them to what the simulator was expecting
This project:
https://code.google.com/archive/p/accelerometer-simulator/
Tries to do something similar but with the accelerometer (since MacBooks have one).
This answer links to some tutorials that show you how to do what that project is doing: https://stackoverflow.com/a/16558215/3937
I have an openGL ES app i'm working on, and i added some gestures:
Pan - 1 & 2 fingers, for moving the object
Pinch - Zoom in and out on the object
Rotation - Just to rotate the object
I can't test these gestures on an iPhone since mine is currently out of use, and i wanted to know is there any way to test these gestures using Xcode's iPhone simulator and the Mac's touch pad?
Currently i could only test the pan gesture since i can click on the Mac touch pad and drag my finger around, so pan does work, but only for 1 finger.
How can i test all the other gestures? is there a way to define that on the iPhone simulator?
Hold down the Option key.
Developer Doc
As Peter says, hold down the option key (alt key on a Windows keyboard) while hovering the mouse over the simulator's screen. That causes 2 points to show on the screen. It's not perfect, but it's better than nothing.
Apple has had multi-touch trackpads and mice for Mac for what, 3 years now, but they still have not added multi-touch support to the simulator. If this was an end-user feature it would have been added years ago. Us developers are not a priority for Apple it seems. :(
You can hold down alt key while pressing left mouse button.
I have a view in which 2 textfields are there when i rotate the view from Portrait to Landscape or from Landscape to Portrait & tried to enter value through keyboard then nothing will happen. & in most of the cases it crashes.
It works fine till iOS 6 but in iOS 7 its not working.
Please suggest/help.
Thanks in advance.
After lots of searching & hit and trail I conclude the issue is related to the command key being "stuck" in the simulator if you rotate the device in the simulator using Command-LeftArrow and Command-RightArrow short cuts, one way around this is to rotate the device by selecting the menu option instead of the keyboard shortcut(command+arrow key). This rotates the device, and seems to leave the keyboard in a working state.
so it's a bug in the simulator(iOS7).
I am testing multi touch support on Safari mobile. So far, i realized i can simulate a pinch gesture on iphone simulator (just holding option key), however i cannot do the same when i change the device to be the ipad.
Any idea: is that a bug, any settings or it changes the simulation process depending on the device.
I have the same problem with the simulator of Xcode 4.3.2: Multi-touch-gestures with the ALT-key work in iPhone-mode, but not in iPad-mode. It cannot be a mistake in my source code, because this is even the case when going to the home-screen in the simulator by pressing Cmd+Shift+H.
I found the following work-around: Use Cmd+2 or Cmd+3 to reduce size of the iPad-window, then multi-touch-gestures with ALT-key will also work in the iPad-simulator. By pressing Cmd+1 you can return to the original size of the iPad-simulator.
Our application starts in landscape mode ... in the plist Initial Interface Orientation is set to "Landscape (left home button)".
When debugging with the iPad simulator, after the application starts, we rotate the simulated iPad using either the menu option Hardware > Rotate Left or using the keyboard command-LeftArrow.
By placing a breakpoint in the View Controller at the entry point for didRotateFromInterfaceOrientation; we observe the breakpoint being hit when rotating into all positions except portrait-upside-down.
This happens if we rotate to the right as well. The breakpoint is hit when rotating into all positions except portrait-upside down.
Is this a known issue, or is there something required to activate this capability?
Thanks in advance.
After reading the post, duh.
shouldAutorotateToInterfaceOrientation does not explicitly assert UIInterfaceOrientationPortraitUpsideDown.
So yes, there is something required to activate this capability.
Hope this helps others in the future.