I am creating a painting/drawing app. I am trying to make everything fit in the view on a 3.5 inch device (so far I have created it to fit a 4 inch device). I have 35 buttons in one of my views for the user to choose the stroke color and size. I understand that the buttons will need to be resized. What is the best way to do this? Everything in the view was inserted through the interface builder. This is what I am working with (the whitespace at the top is an iAd banner):
https://drive.google.com/#folders/0BxjZ6v5AeGPpVktWNmQ5ZmZjQ28
I have been playing about with constraints for some time now but I cannot manage to get the buttons to resize. I feel I may have been close at some points but never completely successful. I was hoping for some help from someone who understands them a little better! So to clarify, I am simply trying to get everything to fit on the screen when the user is on a 3.5 inch device.
Thanks in advance!
I used Autoresizing and it worked well. You need to play around with them a bit. If you explain what exactly your buttons are doing, maybe you will get clearer answers.
Related
i am struggling with the new iOS constraints that Apple have included into the Xcode. i have seen youtube videos and followed them exactly right but i still seem to be having issues. basically i am trying to draw two separate size and coloured views onto the view controller and trying to align them so they appear on exactly the same place without being stretched on each iPhone screen e.g. 3.5, 5.5 etc. I have tried pinning the top one to top layout guide as required and bottom one to bottom layout guide and i have also done the leading and trailing space of both views as well as identifying the vertical spaces between both the views and all the lines do turn blue but for some reason it doesn't align how its meant to and it also ends up resizing one of the views. its really starting to annoy me! please any help is much appreciated. i followed this video https://www.youtube.com/watch?v=IwSTXY0awng
thanks
basically I am trying to edit not only the appearance of the button(thats the easy part) but the frame that detects the touch to be a rhombus rather then a square
html example:http://irwinproject.com
I've tried CGAfflineTransform however it doesn't allow me to make non rectangular objects. is there a way to skew
Im just wondering if this is possible because, if not could someone point me in a direction the only viable answer I've found is resorting to something along the lines of a spriteKit;
I found this however this implementation leaves dead spots on buttons where they overlap
custom UIButton with skewed area in iPhone
is there a way to message people on here there was a gentleman who said he figured out how to transform but never posted his solution.
In order to modify the touch area of an oddly shaped button you could use a solution similar to OBShapedButton. I have used this particular project in the past myself for adjacent hexagon buttons and it worked perfectly. That said, you may have to modify it a bit to work with drawn shapes instead of images.
I have searched for quite a while to find the answer.
Unfortunately, there is not even single one answer can be found on the Internet.
I only have one ApplicationBarMenuItem inside the ApplicationBar which is "About". And after I saw the effect of the "opened" ApplicationBar, I think it is too "fat" (the height of the item is too much, or maybe the line spacing/margin-top and margin-bottom/padding-top and padding-bottom etc...I'm trying to create an image for you, because I don't know how to get a screen shot for that, but anyway I'm sure you know what I mean :))
So here again is the question, is it possible to change the height of ApplicationBarMenuItem in Windows Phone 8?
Many thanks.
No, you can't change the AppBar menu item height.
But... i think this is the way the appbar looks in any system application you can take a look at, and the user isn't going to be dissapointed by the size, is just the expected size. Only my two cents, but i don't think you need to worry about that.
So my current app project is a camera based app and all is going well so far but I have run in to a weird little issue and don't know if there's something basic i'm missing or if it's something more complex.
When I run my app on the iPad in landscape mode (right hand home button), the right end of the screen doesn't recognise touch down events, though if an item is spread across the border (half recognising touches, half not) and you press on the good half and drag, it still recognises the touch and also recognises the touch up event when you let go. Through testing, I worked out that it works fine up to pixel 768 so this makes me think that one of the views thinks that the application is still running in portrait. But then when I run it in portrait, the bottom section (same portion) doesn't work either.
I have looked at another couple of posts on SO:
Article 1
Article 2
I have tried the fixes they say, but have had no luck as of yet. It may be something to do with the fact I have various different views created both programatically and in the interface builder and somewhere along the way, something isn't being initialised correctly but I have tried changing them all, I may have missed some though.
If anybody can shed any light on my situation, that would be greatly appreciated.
Thanks,
Matt
I think the problem has something to do with autoresizing mask. Have you set this? Try to set the background color of all views to see where they are.
I have a problem not sure how to solve this. Hmm I am developing a game, a multi touch game, I already can make everything working fine, except a small issue that I want to show messages on the playing screen, each time the player makes actions. like his finger moves right the message says : "this finger moving right" nicely at the bottom of the screen, then if the finger move left, then it says the his finger moves left... something like that, can anyone show me how. I am using Cocos2D , it shall be much easier in Cocoa.
Thanks a alot for any help.
You'll probably need to be more specific with your question, but for now, here's a general answer:
Handling touch events on the iPhone and Handling touch ("trackpad") events on the Mac.
You'll receive and process the events per the above, then you'll display the results somehow. For testing, you'll probably just want to log the results to the console. For the final version, you might have a label or even a custom view that draws the "instruction" in some fancier way. If the latter is the case, you'll want to read up on custom views and drawing for whichever platform you're using (or both).