Anybody tried blur effects in iOS 7 presented at the WWDC 2013 - session 226: Implementing Engaging UI on iOS?
I tried to use the code snippets mentioned at time 15:00:
UIGraphicsBeginImageContextWithOptions(image.size, NULL, 0);
[view drawViewHierarchyInRect:rect];
.
.
.
etc...BUT the code won't run, because it calls methods and classes that are not even in the API.
Plus I downloaded the sample project - Running with a Snap. That project doesn't even compile because the classes imported are simply not in the there. Example project...seriously...
Anybody knows if there is ANY way how to do the blurs in iOS 7 without using 3rd party frameworks?
They haven't implemented the api for it yet. A neat temporary solution has been found in the mean time that involves stealing the background layer of UIToolbar.
You can find the solution here bundled up in a nice class
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I have been trying my hands for POC on an idea and trying to find languages which can support Mobile app development (Android/IOS) via single source code.
I zeroed on React-Native and Flutter.
What I found that for React-Native you still have to write code which is platform specific. Components need to be written differently for IOS and Android.
Then I looked in FLutter and I found that - "Flutter's widgets, however, while there are more of them, aren't really adaptive".
I am not able to understand it and what it means.
It would be really helpful if someone can help me with example or guide me to good reference.
In Flutter you have different sets of Widget Collection:
Material Widgets: Android-style
Cupertino Widgets: iOS-style
And lots of Widgets which aren't bound to one of those styles.
With this you are able to create a application looking like any style on any of the available platform. Therefore you can also have iOS-style Widgets on Android and vice versa.
If you want to have iOS Widgets on iOS and Android Widgets on Android, you'll have to create some conditional rendering, which decides wether to render iOS or Android components.
Sidenote: The Material-style Widgets look also really good on iOS. Also you can use a ton of other Widgets to create an UI in your own style.
I am making a tweak for iOS 7, in which I want to know about app launch event, and the details of app being launched (name and identifier). So far the only useful framework I have found is SpringBoardServices.framework. The header files which may be/are useful to track app launch event include:
SBAppLaunchUtilities.h
SBLaunchAppListener.h
If I am on right track, can anyone provide me information about their methods usage? There is no relevant information or guide present on iphonedevwiki.
Moreover, How can I get information about app launched? I have studied Andy ibanez's tutorial. It hooks SBApplicationIcon class, which I guess has been removed from iOS 7 frameworks because I can't find it in dumped frameworks. So what is alternate header? Is it SBSCardItem.h and SBSCardItemsController ?
Looking forward for help. Thanks.
You need to look into SpringBoard.app instead of SpringBoardServices.framework. SpringBoard app comes "alone" because like it's extension implies, it's an app, and not a framework that can be found in the entire Private Frameworks.
You can get a lot of info from the SBApplicationIcon class in SpringBoard, such as the app display name and things like that. Check the headers for more info.
I want to create game with Spritehelper and Levelhelper. I wanted to know, how to create the menu with levelhelper.
How can I achieve this?
Look through this tutorial(http://www.raywenderlich.com/4622/how-to-use-spritehelper-and-levelhelper-tutorial), they provide detailed information and have LevelHelper/SpriteHelper tutorials provided by the developer himself.
After some research of instruments for new game I came to this conclusion:
Level Helper 2:
good levels editing
SpriteHelper support
no UI editor (no UI controls)
own class stack inherited from standard cocos2d classes (no way to create other nodes, not inherited from LHxxxx)
animations editor
physics editor
CocosBuilder
is not supported by developers (last update 2 years ago)
is universal: you can create UI and levels in it
has some bugs, but is open source, so you can easily fix some issues
uses default cocos2d class stack. You can instantiate any class inherited from Node
supports relative node positioning (in percents relative to parent size)
built in support of sprite sheets
animations editor
SpriteBuilder
new editor, based on idea of CocosBuilder (very similar to it)
is under active development by cocos2d developers
is universal (UI and levels)
very good layout features
supports only cocos2d-swift :-(
there is some 3rd party cocos2d-x loaders of SpriteBuilder scenes, but they are not always compatible with new versions of SpriteBuilder
animations editor
physics editor
Cocos Studio 1.x, 2.1
troubles with loading scenes from v1 in cocos2d-x v3 and above
new version of CocoStudio (2.1 for now) is still not ready for production and doesn't support many features from v1
supports relative node positioning (in percents relative to parent size)
animations editor
iOS 5 introduced Notification Center Widgets and I would like to experiment with those widgets and make custom ones (with a Jailbroken device). I couldn't quite figure out how to make such a widget. The Widgets (WeeApps) are bundles stored in /System/Library/WeeAppPlugins. It would be great if anyone has already writren a guide or could share how the principal class of a WeeApp has to look like. Ideal would be to have a WeeApp NIC template for theos :)
Note: This question is regarding so called WeeApps, system plugins for Notification Center introduced in iOS 5. Not to be confused with Today View Extensions introduced in iOS 8.
I don't want to shameless-plug in here, but I wrote a small tutorial to help you with this.
How to write Notification Center Widgets for iOS (iOS 6 and Below)
Hope it helps you!
UPDATE
Please note this is for iOS widgets running iOS 6 and below - In other words, this is for old jailbreak development. I may write an iOS 8 tutorial eventually, but this one is not it.
OK i think i have found a good way to understand it, a sample widget with full source code available on github: https://github.com/WillFour20/WeeAppTest But whats most helpful is this tutorial and the NIC template for theos mentioned in the tutorial, I already made several widgets using this method and my custom NIC templates. http://weeplugins.com/blog/?p=1
I want to build a custom control to reuse in my project which consists of two UITextFields that are linked together + a label.
It is starting to become repetitive across my App and smells of code duplication ;)
However, I wonder what is the best aproach here.
Is it best do everything by code in a controller or is posible do a visual thing like the ones built-in in Xcode?
You can build an Interface Builder plug-in for this. It's fairly straight-forward. To get started, read the Interface Builder Plug-In Programming Guide. It even has a quick, step-by-step tutorial to get you started. Apple recommends creating a plug-in to IB for just your case...
I don't think this is possible. I briefly looked at the IB Plug-In Programming Guide and apparently Interface builder plugins are implemented through Custom Cocoa Frameworks. That is, your plugin is defined in a framework which is loaded in Interface Builder. IB looks in the current projects frameworks to find any custom components defined and will load plugins accordingly. It is not possible to use custom or third party frameworks on the iPhone so I don't see how IB would make a connection here. If somebody has more info I'd love to see this discussion continued.
This is fine except it is for the iPhone. The iPhone presents a more difficult environment to create the plug-in for interface builder. It should be possible but I have yet to see a Xcode project that does this. They are all limited to creation of desktop "AppKit" versions, not iPhone "UIKit" versions of the plugins for IB.