Is it possible to use EarlGrey to programmatically tap the device view on objective c?
I tried doing that using this API with a tap recogniser:
CGPoint point;
point.x =2;
point.y=2;
[GREYActions actionForTapAtPoint:point];
It failed to get the tap event
Related
I'm trying to make a screenshot capture App. The App will first place a semitransparent full screen dark view over other Apps, this will make other Apps not responding to mouse scrolling event. How can I set a view covers other Apps and keep them respond to scrolling event? Thanks.
Ignore MyApp's dark view?
or
Send event to other Apps in MyApp?
-(void)scrollWheel:(NSEvent *)theEvent {
NSLog(#"user scrolled %f horizontally and %f vertically", [theEvent deltaX], [theEvent deltaY]);
}
Edited:
Found a way to get a App's pid and Followed #Willeke's reference, write the following code, but not work.
-(void)scrollWheel:(NSEvent *)theEvent {
[super scrollWheel:theEvent];
CGEventRef wheelevent = CGEventCreateScrollWheelEvent(NULL, kCGScrollEventUnitLine, 1, theEvent.deltaY, theEvent.deltaX);
// AppPid is gotten before mouse wheel scrolls
CGEventPostToPid(AppPid, wheelevent);
CFRelease(wheelevent);
}
I'm having some troubles reading trackpad events. I need to catch a single tap and a drag of one finder on trackpad. And also to distinguish them. Catching a single tap is working like this:
- (void)mouseUp:(NSEvent*)theEvent
{
CGFloat wdev2 = self.bounds.size.width / 2;
CGFloat hdev2 = self.bounds.size.height / 2;
NSPoint point = [theEvent locationInWindow];
float x = (point.x - wdev2) / wdev2;
float y = (point.y - hdev2) / hdev2;
[_touchHandler handleMouseTouch:x And:y];
}
but how to recognize a drag? I tried mouseDragged: and that's giving me three finder pan event.
Thanks in advance.
I believe you'll want to use mouseDragged in addition to NSGestureRecognizer.
mouseDragged:
The default implementation of this method does nothing. Use this
method to update the state of your gesture recognizer in whatever way
is appropriate.
A gesture recognizer monitors events that occur in its view (and any
subviews) but does not take part in the responder chain itself. The
gesture recognizer receives events before any views do. Use the
delaysPrimaryMouseButtonEvents property to control whether event is
propagated to the view.
Used with NSGestureRecognizer you should be able to get your desired effect.
↳ AppKit Framework Reference > NSGestureRecognizer Class Reference
I am building a venue layout app for the ipad that will use different classes of objects (tables /chairs/ stage segments etc) for the user to add to the floor plan and adjust.
In other apps I have used UIgestures for the panning and rotation of objects:
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x, recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
- (IBAction)rotateMe:(UIRotationGestureRecognizer *)recognizer{
recognizer.view.transform = CGAffineTransformRotate(recognizer.view.transform, recognizer.rotation);
recognizer.rotation = 0;
}
However the objects for this app will be smaller than normal fingers will allow for multiple touch gestures.
I would like to opt for a "Rotate" button within the view that when pressed and held will allow a single touch on anyobject to custom rotate it.
Or if anyone can guide me to a better option?
There's a project on GitHub called KTOneFingerRotationGestureRecognizer that is a custom rotation gesture recognizer that uses a single finger to do rotations. You touch down on an object and spin it as if it had an axle in it's center. It might work for you, depending on how small your shapes are. You might need to make your views a little larger the the images they contain (add some padding, in other words.)
Should be fairly simple to do. A touch of the rotate button will toggle rotation on and pressing another object will perform the rotation. Use CGAffineTransformMakeRotation to rotate.
yourObject.view.transform=CGAffineTransformMakeRotation(yourVariable*M_PI/180.0);
Increment yourVariable by whatever angle you choose and it should rotate a bit each time, i.e incrementing by 90 would rotate the object 90 degrees each time you touch the object.
I have a (vertical) UISlider inside a UIScrollview. I'd like to be able to change the value of the slider, and, without lifting my finger, scroll the scrollview left or right.
Desired behavior:
Touch down inside vertical UISlider, followed by a finger drag left or right causes the scrollview to scroll
Actual behavior:
Touch down inside vertical UISlider, followed by a finger drag left or right causes no movement in UIScrollview. A touch down outside the UISlider followed by a drag will scroll the scrollview as expected
UIView has a property called exclusiveTouch which seems as if it might be related to my problem. I tried setting it to NO, with no luck.
So, how can is set up my UISliders so that the scrollview beneath them will respond to touches which originate inside the UISliders?
Have you tried subclassing UIScrollView and implementing - (BOOL)touchesShouldCancelInContentView:(UIView *)view? According to the Apple documentation:
// called before scrolling begins if touches have already been delivered to a subview of the scroll view. if it returns NO the touches will continue to be delivered to the subview and scrolling will not occur
// not called if canCancelContentTouches is NO. default returns YES if view isn't a UIControl
If you simply return NO if the view is your UISlider, this may do what you want, assuming your UIScrollView only scrolls horizontally. If this doesn't work, you likely will have to do custom touch handling (ie. overriding touchesBegan:withEvent:, touchesChanged:withEvent:, etc.) for both your UIScrollView and your UISlider.
What you are seeing is the intended behavior.
Each touch event only gets handled by one control. What exclusiveTouch does is actually to prevent other touch events from being delivered to other views.
To do what are trying to do you would have to do some of the touch handling yourself. Passing the event to both your views. You could do either do it by implementing all the touchesBegan:, touchesMoved: etc. methods and pass the events to both views. You can read more about that approach in the UIResponder documentation. Another approach is to do the event handling in a UIGestureRecognizer on the scroll view that hit tests the slider and updates the value of the slider using the y-delta. You can read more about gesture recognizers and event handling in the section about Gesture Recognizers in the Event Handling Guide for iOS.
Side note:
Go to the Settings app and toggle a switch half way (for example the Airplane mode toggle) and then drag down. Nothing will happen. The rest of the OS behaves the same way. Are you sure that this is the interaction that you really want to do? Apps that behave differently often feel weird and unfamiliar.
Your question confused me a bit. You are saying a vertical slider - but dragging left and right?
If you wish to scroll the scrollview when dragging the UISlider, the proper way to do so is
[mySlider addTarget:self action:#selector(sliderMoved:) forControlEvents:UIControlEventValueChanged];
and
- (void) sliderMoved:(UISlider*) slider {
myScrollView.contentOffset.x = slider.value * (myScrollView.contentSize.width - myScrollView.bounds.size.width);
}
Hope this is what you want.
You need to set delaysContentTouches as NO and prevent for UISlider objects to scroll, Check below code.
mySlider.delaysContentTouches = NO;
- (BOOL)touchesShouldBegin:(NSSet *)touches withEvent:(UIEvent *)event inContentView:(UIView *)view {
if ([view isKindOfClass:[UISlider class]])
{
UITouch *touchEvent = [[event allTouches] anyObject];
CGPoint locationEvent = [touchEvent locationInView:view];
CGRect thumbRect;
UISlider *mySlide = (UISlider*) view;
CGRect trackRect = [mySlide trackRectForBounds:mySlide.bounds];
thumbRect = [mySlide thumbRectForBounds:mySlide.bounds trackRect:trackRect value:mySlide.value];
if (CGRectContainsPoint(thumbRect, locationEvent))
return YES;
}
return NO;
}
I think you can get some reference from this example in this example it is shown that how to cancel any touch or any gesture recognizers and apply them to other views.
May this lead you to the solution of your problem and if it will just let me know about it
Happy Codding :)
Is it possible to use the native compass that iOS has within my own application? Or do I need to draw and animate my own compass?
There is no native compass UIView. In order to use the magnetometer, you'll have to use CoreLocation and the following delegate method:
- (void) locationManager:(CLLocationManager *)manager
didUpdateHeading:(CLHeading *)newHeading
to rotate a UIView to point North (bearingView is a UIImageView):
float heading = newHeading.magneticHeading; //in degrees
float headingDegrees = (heading*M_PI/180); //assuming needle points to top of iphone. convert to radians
self.bearingView.transform = CGAffineTransformMakeRotation(headingDegrees);