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Search found 4564 results on 183 pages for 'sencha touch 2'.

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  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

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  • How to change ScrollView's position after touch?

    - by Matt
    I'm trying to make a ScrollView with a list of numbers in it that the user can select from. After the user touches and scrolls, after the finger is lifted I want the scroll to "snap" to the item in the middle of the ScrollView and give me the output. My ScrollView contains a vertical linear layout with TextView objects in it. The ScrollView's vertical size is about 60sp. I think this would involve the ScrollView.onTouch with a ACTION_UP, but I don't know how to use it. Also, is there a way to get an item's index or value based on a position in the list? Thanks!

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  • Disposing a dialog in touch devices in lwuit

    - by MANISH
    I am displaying a dialog when a user touches the screen and want the dialog to dispose when the user touches anywhere outside the dialog.i have set setDisposeWhenPointerOutOfBounds() to true though by default it is...n hav written the following code in pointerReleased() event but whenever the user touches the screen outside of dialog the dialog disposes but not without executing the code that shud be executed only wen the x,y are within the dialog....plz help me out....ne1... public void pointerReleased(int x, int y) { dispose(); if (contains(x, y)) { actionCommand((cmds[l.getSelectedIndex()])); } }

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  • AdWhirl implementation in iPhone Cocoa touch

    - by user571283
    Hi dudes, i'm starting to implement AdWhirl in my application. i follow the instructions which is belong to adwhirl but i cant see any ad in my application.i add the following methods in my viewcontroller class - (void)viewDidLoad { [super viewDidLoad]; AdWhirlView *adView=[AdWhirlView requestAdWhirlViewWithDelegate:self]; [self.view addSubview:adView]; } -(NSString *) adWhirlApplicationKey{ return @"myAdWhirlKey"; } -(UIViewController *) viewControllerForPresentingModalView{ return self; } i doesn't display anything. please help how to implement AdWhirl

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  • Detect touch Cocos2d-x

    - by James Dunay
    I'm using Cocos2d-x and trying to detect touches in my HelloWorld project. Though I'm having no luck. .h class HelloWorld : public CCLayer{ private: CCSpriteBatchNode * _batchNode; CCSprite *_turkey; virtual void ccTouchesBegan(cocos2d::CCSet* touches, cocos2d::CCEvent* event); .ccp void HelloWorld::ccTouchesBegan(cocos2d::CCSet* touches, cocos2d::CCEvent* event){ CCLog("this"); } but the thing is that when I click the screen 'this' never shows up in the log. What am i missing here? thanks!

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  • Wildcard App IDs for iPhone/iPod Touch Apps

    - by Can Berk Güder
    I'm writing my third app, and I already have an app in the App Store, but I still don't get this App ID business. I created the App IDs for my first two applications like this: XXXXXXXXXX.me.cbg.FirstApp YYYYYYYYYY.me.cbg.SecondApp but then Apple introduced the App ID wizard, which I used to create the App ID and provisioning profiles for my third application: ZZZZZZZZZZ.* So my question is: What is the "proper" way of creating App IDs for three completely independent apps? Should I use the XXXXXXXXXX.* format or XXXXXXXXXX.me.cbg.*? Should I create three different App IDs, or just one wildcard ID?

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  • Adding on touch event to images inside gridview

    - by Steve
    I have a gridview where each item has a image and a textview (an app), i added the onItemClick to the gridview in order to launch the app, i also removed the orange selection and made selector in xml so when pressed the text would change to grey and on release it would return to white. My problem is that i need the image to apply an alpha value when pressed and restore the previous alpha on release i tested a lot of ways and none did worked correctly. I came close with the updated answer from the autor of the question: How to set alpha value for drawable in a StateListDrawable?, but some how the state pressed never gets called, i don´t know if this is because i am using the onitemClick to launch the app or not. Also i since i can´t define the alpha on imageview xml i don´t know what else to do Any help will be appreciated

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  • How to disable multiple touches on a ScrollView and UIImage

    - by Rob
    I have a scrollview that I am loading images into that the user can touch and play a sound. However, the program is getting confused when I press one image with one finger and then another one with a different finger. It thinks you are pushing the same button again and therefore plays the sound again (so you have two of the same sounds playing at the same time even though you may have pressed a different sound button). I tried setting exclusiveTouch for each UIImage but that didn't seem to work in this case for some reason. What am I missing or is there a better way to do this? Here is some code: for creating buttons.... - (void) createButtons { CGRect myFrame = [self.outletScrollView bounds]; CGFloat gapX, gapY, x, y; int columns = 3; int myIndex = 0; int viewWidth = myFrame.size.width; int buttonsCount = [g_AppsList count]; float actualRows = (float) buttonsCount / columns; int rows = buttonsCount / columns; int buttonWidth = 100; int buttonHeight = 100; if (actualRows > rows) rows++; //set scrollview content size to hold all the glitter icons library gapX = (viewWidth - columns * buttonWidth) / (columns + 1); gapY = gapX; y = gapY; int contentHeight = (rows * (buttonHeight + gapY)) + gapY; [outletScrollView setContentSize: CGSizeMake(viewWidth, contentHeight)]; UIImage* myImage; NSString* buttonName; //center all buttons to view int i = 1, j = 1; for (i; i <= rows; i++) { //calculate gap between buttons gapX = (viewWidth - (buttonWidth * columns)) / (columns + 1); if (i == rows) { //this is the last row, recalculate gap and pitch gapX = (viewWidth - (buttonWidth * buttonsCount)) / (buttonsCount + 1); columns = buttonsCount; }//end else x = gapX; j = 1; for (j; j <= columns; j++) { //get shape name buttonName = [g_AppsList objectAtIndex: myIndex]; buttonName = [NSString stringWithFormat: @"%@.png", buttonName]; myImage = [UIImage imageNamed: buttonName]; TapDetectingImageView* imageView = [[TapDetectingImageView alloc] initWithImage: myImage]; [imageView setFrame: CGRectMake(x, y, buttonWidth, buttonHeight)]; [imageView setTag: myIndex]; [imageView setContentMode:UIViewContentModeScaleToFill]; [imageView setUserInteractionEnabled: YES]; [imageView setMultipleTouchEnabled: NO]; [imageView setExclusiveTouch: YES]; [imageView setDelegate: self]; //add button to current view [outletScrollView addSubview: imageView]; [imageView release]; x = x + buttonWidth + gapX; //increase button index myIndex++; }//end for j //increase y y = y + buttonHeight + gapY; //decrease buttons count buttonsCount = buttonsCount - columns; }//end for i } and for playing the sounds... - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //stop playing theAudio.stop; // cancel any pending handleSingleTap messages [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(handleSingleTap) object:nil]; UITouch* touch = [[event allTouches] anyObject]; NSString* filename = [g_AppsList objectAtIndex: [touch view].tag]; NSString *path = [[NSBundle mainBundle] pathForResource: filename ofType:@"m4a"]; theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL]; theAudio.delegate = self; [theAudio prepareToPlay]; [theAudio setNumberOfLoops:-1]; [theAudio setVolume: g_Volume]; [theAudio play]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { BOOL allTouchesEnded = ([touches count] == [[event touchesForView:self] count]); if (allTouchesEnded) { //stop playing theAudio.stop; }//end if //stop playing theAudio.stop; }

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  • Why I cannot get correct class of a custom class through isKindOfClass?

    - by Anthony Chan
    Hi, I've created a custom class AnimalView which is a subclass of UIView containing a UILabel and a UIImageView. @interface AnimalView : UIView { UILabel *nameLabel; UIImageView *picture; } Then I added in several AnimalView onto the ViewController.view. In the touchesBegan:withEvent: method, I wanted to detect if the touched object is an AnimalView or not. Here is the code for the viewController: @implementation AppViewController - (void)viewDidLoad { UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:... [self.view addSubview scrollview]; for (int i = 0; i<10; i++) { AnimalView *newAnimal = [[AnimalView alloc] init]; // customization of newAnimal [scrollview addSubview:newAnimal; } } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; UIView *hitView = touch.view; if ([hitView isKindOfClass:[AnimalView class]]) { AnimalView *animal = (AnimalView *)hitView; [animal doSomething]; } } However, nothing happened when I clicked on the animal. When I checked the class of hitView by NSLog(@"%@", [hitView class]), it always shows UIView instead of AnimalView. Is it true that the AnimalView changed to a UIView when it is added onto the ViewController? Is there any way I can get back the original class of a custom class?

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  • getting a tiled image collection on the iPad (deepzoom)

    - by Chris B
    I have a set of tiled image collections created via microsoft's deep zoom composer, and a silverlight app that currently consumes them for display via MultiScaleImage - it's all working pretty well - I'd just like to get some experience with iPad programming and have a couple of ideas for some ipad applications. All my ideas rely on me being able to display/manipulate these tiled image sets (on the iPad). I just picked up a iMac to facilitate this. I'm not seeing any objective-c / cocoa-touch libraries for this though, so am assuming I will have to roll my own. (Saw the seadragon ajax component, which is pretty slick, but I'm dealing with collections here, which it doesn't support. I would also like to roll this as a native app just to get the experience). The only open source project I found for displaying/manipulating the tiled image sets was Openzoom -a flash component. I'm not to familiar with actionscript either (python, java, c#, and c are the only languages I have really used), but briefly inspecting the code I didn't really have any issues with it and can probably use it for hints on how to swap the tiles in and out, etc.. But, as I'm pretty new to obj-c/cocoa-touch, some pointers in the right direction would be appreciated. 1) Are there any other projects out there I am missing, or is openzoom my best bet for some reference? 2) Should I be trying to do this display in the UIKit framework, or should I do it as an OpenGL display? 3) Any other suggestions/pointers that I didn't think to ask.

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  • iPhone SDK allow touches to affect multiple views

    - by Parad0x13
    I have a main view that has has two buttons on it that control methods to display the next image and display the previous image. In this case the 'Image' is a class that inherits from UIImageView and has multiple pictures on it that you can interact with, and I call this class a 'Pane'. The pane itself handles all the user interaction itself while the main view controls the display of next and previous panes with the buttons. Here is my dilemma, because the pane fully covers the main view it wont allow for the user to tap the buttons on the main view! So once a pane pops up you cannot change it via the buttons! Is there a way to allow touches through transparent parts of a view, or if not how in the world do I achieve this?! I cannot pass touchesBegan or any of those methods from the pane to the superview because all of the button touch methods are created in the xib file. I cannot insert the pane under the control panel because then you wouldn't be able to interact with the pane. And as far as I know theres no way to pass touch events to every single pane within the paneHoldingArray that belongs to the main view I cannot add the command buttons inside of the pane because I want to be able to replace the command button's image with a thumbprint render of the next/previous pane. I've been stuck on this for a very long time, please somebody help me out with a fix action or a new way to re-engineer the code so that it will work!

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  • iPhone OpenGL ES - How to Pick

    - by Ali Nadalizadeh
    I'm working on an OpenGL ES1 app which displays a 2D grid and allows user to navigate and scale/rotate it. I need to know the exact translation of View Touch coordinates into my opengl world and grid cell. Are there any helpers to do the reverse of last few transforms which I do for navigation ? or I should calculate and do the matrix stuff by hand ?

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  • UITextView w/ Syntax Highlighting

    - by Travis
    Is there a common library, parser, etc. for Cocoa or Cocoa-Touch that can take a chunk of text and do the proper syntax highlighting? As a simple example, I'd like to have a UITextView that has C/C++ syntax highlighting.

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  • Passing a ManagedObjectContext to a second view

    - by amo
    I'm writing my first iPhone/Cocoa app. It has two table views inside a navigation view. When you touch a row in the first table view, you are taken to the second table view. I would like the second view to display records from the CoreData entities related to the row you touched in the first view. I have the CoreData data showing up fine in the first table view. You can touch a row and go to the second table view. I'm able to pass info from the selected object from the first to the second view. But I cannot get the second view to do its own CoreData fetching. For the life of me I cannot get the managedObjectContext object to pass to the second view controller. I don't want to do the lookups in the first view and pass a dictionary because I want to be able to use a search field to refine results in the second view, as well as insert new entries to the CoreData data from there. Here's the function that transitions from the first to the second view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. NSManagedObject *selectedObject = [[self fetchedResultsController] objectAtIndexPath:indexPath]; SecondViewController *secondViewController = [[SecondViewController alloc] initWithNibName:@"SecondView" bundle:nil]; secondViewController.tName = [[selectedObject valueForKey:@"name"] description]; secondViewController.managedObjectContext = [self managedObjectContext]; [self.navigationController pushViewController:secondViewController animated:YES]; [secondViewController release]; } And this is the function inside SecondViewController that crashes: - (void)viewDidLoad { [super viewDidLoad]; self.title = tName; NSError *error; if (![[self fetchedResultsController] performFetch:&error]) { // <-- crashes here // Handle the error... } } - (NSFetchedResultsController *)fetchedResultsController { if (fetchedResultsController != nil) { return fetchedResultsController; } /* Set up the fetched results controller. */ // Create the fetch request for the entity. NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; // Edit the entity name as appropriate. // **** crashes on the next line because managedObjectContext == 0x0 NSEntityDescription *entity = [NSEntityDescription entityForName:@"SecondEntity" inManagedObjectContext:managedObjectContext]; [fetchRequest setEntity:entity]; // <snip> ... more code here from Apple template, never gets executed because of the crashing return fetchedResultsController; } Any ideas on what I am doing wrong here? managedObjectContext is a retained property. UPDATE: I inserted a NSLog([[managedObjectContext registeredObjects] description]); in viewDidLoad and it appears managedObjectContext is being passed just fine. Still crashing, though. Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '+entityForName: could not locate an NSManagedObjectModel for entity name 'SecondEntity''

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  • Handling touches in UITableViewController

    - by subw
    I want to implement the handling of an additional swipe gesture in my UITableViewController. However, it seems that in the case of tableviews the usual touch handling methods like -[touchesBegan::] of the controller are not called. How can I handle touches on a UITableView?

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  • Problem with Xcode organizer screen capture

    - by paul_sns
    I'm currently running Xcode 3.2.2 on Snow Leopard. When opening Organizer Screenshots I see a list of screenshots I did before. But when I click the Capture button, nothing's happening. I don't see any messages popping up or any errors from the Console tab. I also tried restoring the iPod Touch (2nd gen) but that didn't help. Any thoughts? Thanks!

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  • How to ask UIImageView if MultipleTouchEnabled is "YES"

    - by Rob
    I have created a few UIImageViews programmatically, but I have a feeling that even though I setMultipleTouchEnabled to YES during the setup, it is not getting set properly and it's leading to multi-touch issues. My question is, within touchesBegan how do I go about asking the UIImageView that was touched if it has MultipleTouchEnabled or not? I am fairly new to this so I'm really stumbling through code and learning as I go (with your help of course). Thank you ahead of time!

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  • iPhone OS: Tap status bar to scroll to top doesn't work after remove/add back

    - by avocade
    Using this method to hide the status bar: [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; When setting "hidden" back to NO, the tap-to-scroll-to-top (in UIWebView, UITableView, whatever) doesn't work any more, and requires a restart of the app to get the functionality back. Is this a bug (I filed a rdar anyhow) or have I missed a step? Should I perhaps expect this behavior since the statusBar "loses touch" somehow with the respective view?

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