Objective-c: Make a cocoa app to simulate media keys - objective-c

I'm trying to simulate a press of this media buttons by code in a macbook:
The idea is to pause, rewind... the music with the uibuttons in my app. It's posible to do this? I did't find anything.
Something like this:
- (IBAction)playButtonClick:(id)sender {
//code here to play music, like if we pressed the physical play media key
}

I would draw images for that (probalby in two resolutions, one for retina and one for non-retina, while in most cases a retina version is sufficient) in two variations, one in regular mode and one as if the button is currently pressed.
Then use a simple UIButton object for each of them.
And right, when you create the buttons programmatically, then you can use
- (void)playButtonClick:(id)sender
as target for the play button. However, when you want to create and locate the buttons in Interface Builder or Storyboard Editor respectively, then it should be
- (IBAction)playButtonClick:(id)sender
which enables the IB to allow you to draw the connection to the action within IB accordingly.

Related

Godot - Check if Controller connected or not

I have a small tutorial in my game, which should tell the player how controlls work. There are not many, but it doesn't hurt to show them anyway.
So my game supports controller and keyboard + mouse. If the player has a controller plugged in, I want to show him the controller controls and if not, I want to show him the keyboard + mouse controls.
Now I have something like this already implemented which checks the MOUSE MODE. It works fine, but can only detect the controller if a button or a joystick was moved or pressed.
Is there anyway to check if a controller is connected?
input gdscript controller joystick control
You can use Input.get_connected_joysticks() and then look inside the array if there is a joystick. Also usefull for local multiplayer.
This event joy_connection_changed will also be usefull in some case.

Add Stickers in Custom KeyBoard Extension

I am looking to create a Custom Keyboard for iPhone,iPad. I have successfully integrated Phrases and Emoticons into the Keyboard, But couldn't get any idea how to add stickers in the keyboard.
Anyone knows how to add ?
Thanks.
I recently created a custom keyboard for sending stickers on iPhone. I noticed this question is tagged as Objective-C but I will be responding in Swift since that’s how I did it.
If I am understanding your question correctly, “add stickers in the keyboard” may refer to stickers similar to those on Facebook Messenger or Peach. My personal inspiration came from wanting to create something similar to Kim Kardashian’s KIMOJI app. This custom keyboard extension works by allowing the user to tap on a sticker, copy it, and then paste it into an input field to send.
To begin with, I found this great custom keyboard tutorial on AppCoda: Creating a Custom Keyboard Using iOS 8 App Extension (written in Swift). The tutorial walks you through how to create a new keyboard extension within an app, add a view which holds buttons (or keys), and apply appropriate constraints. However, I found all the details of creating keys less necessary for a sticker keyboard.
Following the tutorial, once you create a basic keyboard with a KeyboardViewController and KeyboardView xib, I added UIButtons. In my case, I added six buttons to correspond to six stickers. The first UIView row and second UIView row both held three buttons each. I applied constraints so that each button was equal height and width (approximately 100 x 100). In Storyboard, I clicked on each button and in the attributes inspector I set the button “image” property to the corresponding sticker image I had in my assets. Also, to determine an appropriate height for my keyboard, I found this helpful resource: iPhone Development 101 - iPhone & iPad Keyboard Sizes.
Note: In order to create stickers you need images of some sort. I drew / designed my own. You could also design them using Adobe Illustrator or an equivalent program.
Once you set the images for each button and run the app, the images may not appear. To fix this, I had to visit my sticker keyboard Target > Build Phases > Copy Bundle Resources to ensure Assets.xcassets was included. Running the app again, the images appeared.
Next, assuming you have created a KeyboardViewController that corresponds to your KeyboardView.xib, you can create a corresponding #IBAction for each button/sticker in the view controller. We want the user to copy the sticker selected to Pasteboard so they can send the stickers. To enable your custom keyboard to access Pasteboard, go into the keyboard extension’s Info.plist file. Under Information Property List > NSExtension > NSExtensionAttributes, change the RequestsOpenAccess property to YES.
Now, the IBAction method you created can assign the appropriate sticker image path to the Pasteboard! This is very generally how my code looked:
#IBAction func stickerPressed(sender: UIButton) {
let image = UIImage(named: "sticker")
UIPasteboard.generalPasteboard().image = image
}
When you run and test your app on a device and install it, click the globe icon on the keyboard to switch to your custom keyboard. Tap on a button/sticker, then tap in an input field to paste. In Facebook Messenger, options may appear to “Send Photo” “Edit” or “Cancel.” In Peach or Messages, it will send inline. It just depends on the app.
This process worked for me and I hope it can help someone else out there!
You can create UIImageView inside UICollectionView or UITableView, and show sticker images inside these UIImageViews. And when user taps on them, just get the UIImage present in that view.

Yosemite Toolbar Style

How do I get the new toolbar item style of OSX Yosemite?
I created a standard toolbar, but the buttons don't have that button-like look. Do I need to drag actual buttons to the toolbar to get this look?
What I have:
What I want (that round bezel and white background):
There are two types of items in toolbars, image items and view items. It looks like you have an image item. You seem to want a view item where the view is an NSButton configured as a round textured button. So, yes, you should drag actual buttons to the toolbar.
I would not attempt to control the button background. You should use the button as-is to get the default system appearance. Apple recommends using a PDF template image (all black with the alpha channel used to make the image). The button itself would not have a title/label. Rather that would be on the containing toolbar item.
It looks like you may have applied an internal blue "glow" or highlight to your image. Generally, you should not do that. Let the frameworks apply appropriate effects to the template image automatically based on the button state and shows-state-by mode.
Toolbars in the Human Interface Guidelines
Controls which are appropriate to use in the window frame (including the toolbar)
Designing images for toolbar buttons
Works just fine for my Cocoa app under Yosemite -
are you actually setting the template property for your icon images..?
From the NSImage docs:
The 'template' property is metadata that allows clients to be smarter
about image processing. An image should be marked as a template if it
is basic glpyh-like black and white art that is intended to be
processed into derived images for use on screen.

iPad UIButtons responding to external keyboard input

I'm writing an app based around a calculator-like UI. On an iPad, I'd like the number UIButtons on my calculator UI to respond to the numbers on the external keyboard. I have no text input anywhere in the app, and I'd never want an on-screen keyboard to appear. How do I get my UIButtons to respond to specific key presses as if they'd been touched?
I'd say create a hidden UITextField with the delegate set, make it become the first responder upon viewDidLoad. The keyboard won't appear when a bluetooth keyboard is connected as far as I know, then just check what characters are typed in the shouldChangecharactersInRange and activate the right buttons accordingly.
EDIT: a quick example I just made, https://github.com/benjaminq42/buttonTest , if you wish to have a highlight animation of some sorts you need to create a custom UIButton class. You can use 'setHighlighted' but that 'sticks'.

How do I change the color of TableView and Button controls in iOS?

I designed a web app for iPhone and am now trying my hands at a native Objective-C version, and I'd like to retain some continuity with my original design. Since my web version uses CSS, I was able to customize the color palette, even though the UI was designed to imitate a native iPhone UI. I'd like to use a similar color scheme for my native app, but it doesn't seem so easy out of the box. I've gone through a couple tutorials and played around a bit with Interface Builder, inspecting the individual settings available for each control. My biggest questions are:
Is it possible to (or how do I) change the color of a Round Rect Button?
Is it possible to (or how do I) change the color of cells in a Table View?
Where in the Cocoa Touch Library can I find the standard iOS UI buttons, e.g. the green "Call Back" and red "Delete" buttons in the native voice mail?
Thanks
Nope, I don't think so. And you probably shouldn't anyways. In my opinion it's better to rather stay consistent with the OS and not the web... What you can do is to use a custom image.
UITableViewCell has a property named backgroundView, which is only present if you have a grouped style. This view has -- just like every other view -- a background color. If you don't have this and want to color individual cells, build a custom cell where you put in a view as background view.
As far as I know, they are not publicly available. However, you may find a lot of template images etc on the web that you can use.