In the android world there is a cool utility called Gesture Builder that allows you to associate a pre-recorded gesture with a command. For example, they can do an X on the screen and it would close the app, or draw a heart and have the app send a valentine email.
Is there a similar feature with WinRT?
I don't think there is anything built in, but you could try $1, N$ - One Dollar and N Dollar Recognizers:
http://depts.washington.edu/aimgroup/proj/dollar/
http://depts.washington.edu/aimgroup/proj/dollar/ndollar.html
http://blogs.claritycon.com/kevinmarshall/2008/11/21/beginning-multi-touch-on-windows-7-amp-basic-gesture-recognition/
http://employees.claritycon.com/kmarshall/DollarMultiTouch.zip
This is not exactly what you want but may be helpful Windows.UI.Input.GestureRecognizer.
Related
can you set a vertical orientation in a qml app?
if so?
I have searched on various sites to try and solve this problem. I found it in C ++ code but I would need the piece of code in qml language
I'm using the application project - qt quick application - empty
I'm using a version of qt 5.10.1
thank you
You're looking for Screen.orientationUpdateMask.
Once the mask is set, Screen.orientation will contain the current orientation of the screen.You can read more about the Screem QML type here. Of course the orientation in this case is set by the accelerometer.
If you want to be able to go back and forth between portrait and landscape without the use of the accelerometer and while having the logic in qml you will need to use the Transform, Scale and Rotation QML types. I wouldn't recommend this approach.
One alternative to using Transform would be to use two different views all together, which might not be a good idea for maintainability especially if you want to use the 4 orientations.
If you want to force the orientation no matter what you can do it in the manifest file as you would normally without Qt.
I'm creating a zombie preparedness app for iOS and I thought it would be cool to have an "Apocalypse mode" which is similar to Airplane mode in that it replaces the status bar carrier icon with a little airplane except possibly with a little mushroom cloud or something instead?
Apocalypse mode would just be a boolean flag in my app the disables all data connection required features (only within the app, not using any private APIs or anything...). If possible, I would still like to have the clock, battery life, Bluetooth icons and whatever else that pops up onto the status bar during normal operation.
I'm looking at the MTStatusBarOverlay library to implement this feature. Related (Stackoverflow post here). I know there is a possibility my app could get rejected for style because of this, but my thought is that I don't want to stray to far from the norm and cross my fingers Apple doesn't jump on me for it.
My question is
How can I copy over the clock and battery life icons? Do I need to hook into an event or is there a UI element I can add.
Am I going about this the right way? Would it be better to just make a transparent overlay on top of the normal status bar with a mushroom cloud that overlays the carrier icon instead of replacing the status bar entirely? I'm worried about variable length carrier icons...
Of course option 3 is I just forget that idea entirely and make some sort of different background or something for this mode, but that seems lame :P
I had a go with something similar a while ago. I created a status bar overlay that accepted touch events, but didn't block the status bar from receiving touches, which is crucial for app store acceptance.
You can check out my question and my answer, however keep in mind it might not be actual anymore, it worked great in iOS4, but never tested it on 5. Worth a try though.
As for the overlay itself, I suggest covering everything up to the clock, and leaving the rest transparent, it should do the job.
I'm in the midst of porting a win32 app to cocoa. Wherever possible, I'm using IB, since... well its way easier in every way possible, obviously. One thing is the designer and the win32 dev set up all the button assets on a massive "sprite sheet" such you move around the viewport to determine button state. Similar to how yahoo does CSS sprites on their home page (http://d.yimg.com/a/i/ww/met/pa_icons/20100309/spr_apps_us.png)
Can IB be setup to handle this type sprite strip with the default buttons, or are we SOL on this one? I can certainly fire something up programmatically that would do this, but would like to incorporate as much of the default button behavior and selector hookup in IB.
Thoughts?
Josh
This isn't supported in IB because it is really not a Cocoa way of setting button images. I understand why you would use sprites in CSS but in a native program (on any platform) it seems really unnecessary and inefficient.
I honestly think it would be much less work for you to forget about using the sprites. Out of curiosity, are these buttons going to be for standard user interactions, or something more along the line of buttons for a game? If it is for standard user interactions (open file, change font, etc.) then I strongly recommend using the stock buttons as much as possible, although I understand that this might be out of your control. The reason is that the worst ported apps are usually the ones that try to keep visual fidelity with their Windows counterpart.
What is the best way to create a numeric pad like the one Apple uses in the telephone app?
I would say just create an array of UIButton objects so that you can utilize UIControlStateSelected and the other button states by using different images for different states.
Another idea is to create something similar to that entire keypad in Photoshop, and then tile it into 12 images using http://www.mikelin.ca/blog/2010/06/iphone-splitting-image-into-tiles-for-faster-loading-with-imagemagick/
That would take some of the work out of get all the images to flow nicely together.
By the way, I just forgot about these until just a minute ago... they have some of the UI graphics from the iPhone and iPad in high res PSD file:
http://www.teehanlax.com/blog/2010/02/01/ipad-gui-psd/
and
http://www.teehanlax.com/blog/2010/08/12/iphone-4-gui-psd-retina-display/
and
http://www.teehanlax.com/blog/2010/06/14/iphone-gui-psd-v4/
I implemented a KeypadView, that is customizable via a delegate.
This github repository has the KeypadView and a delegate-implementation.
As I am still beginner in the field of iOS development I would appreciate, if you share your thoughts with me.
I just bought a Magic Mouse and I like it pretty much. But as a Mac Developer it's even cooler. But there's one problem: is there already an API available for it? I want to use it for one of my applications. For, example, detect the user's finger positions, swipe or stretch gestures etc...
Does anyone know if there's an API for it (and how to use it)?
The Magic Mouse does not use the NSTouch API. I have been experimenting with it and attempting to capture touch information. I've had no luck so far. The only touch method that is common to both the mouse and the trackpad is the swipeWithEvent: method. It is called for a two finger swipe on the device only.
It seems the touch input from the mouse is being interpreted somewhere else, then forwarded on to the public API. I have yet to find the private API that is actually doing the work.
get a look here: http://www.iphonesmartapps.org/aladino/?a=multitouch
there's a full working proof-of-concept using the CGEventPost method.
--
all the best!
I have not tested, but I would be shocked if it didn't use NSTouch. NSTouch is the API you use to interact with the multi-touch trackpads on current MacBook Pros (and the new MacBooks that came out this week). You can check out the LightTable sample project to see how it is used.
It is part of AppKit, but it is a Snow Leopard only API.
I messed around with the below app before getting my magic mouse. I was surprised to find that the app also tracked the multi touch points on the mouse.
There is a link in the comments to some source that gets the raw data similarly, but there is no source to this actual app.
http://lericson.blogg.se/code/2009/november/multitouch-on-unibody-macbooks.html