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  • iPhone SDK UIScrollView doesn't get touch events after moving it

    - by newbie
    Hi! I'm subclassing UIScrollView and on the start I fill this ShowsScrollView with some items. After filling it, I setup frame and contentSize to this ShowsScrollView. Everything works fine for now, i get touches events, scrolling is working.. But after rotation to landscape, I change x and y coordinates of ShowsScrollView frame, to move it from bottom to top right corner. Then I resize it (change width and height of ShowsScrollView frame) and reorder items in this scroll. At the end I setup new contentSize. Now i get touches event only on first 1/4 of scrollview, scrolling also work only on 1/4 of scrollview, but scroll all items in scrollview. After all actions I write a log: NSLog(@"ViewController: setLandscape finished: size: %f, %f content: %f,%f",scrollView.frame.size.width,scrollView.frame.size.height, scrollView.contentSize.width, scrollView.contentSize.height ); Values are correct: ViewController: setLandscape finished: size: 390.000000, 723.000000 content: 390.000000,950.000000 On rotating back to portrait, I move and resize all thing back and everything works fine.. Please help!

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  • Intercepting/Hijacking iPhone Touch Events for MKMapView

    - by Shawn
    Is there a bug in the 3.0 SDK that disables real-time zooming and intercepting the zoom-in gesture for the MKMapView? I have some real simple code so I can detect tap events, but there are two problems: zoom-in gesture is always interpreted as a zoom-out none of the zoom gestures update the Map's view in realtime. In hitTest, if I return the "map" view, the MKMapView functionality works great, but I don't get the opportunity to intercept the events. Any ideas? MyMapView.h: @interface MyMapView : MKMapView { UIView *map; } MyMapView.m: - (id)initWithFrame:(CGRect)frame { if (![super initWithFrame:frame]) return nil; self.multipleTouchEnabled = true; return self; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { NSLog(@"Hit Test"); map = [super hitTest:point withEvent:event]; return self; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"%s", __FUNCTION__); [map touchesCancelled:touches withEvent:event]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent*)event { NSLog(@"%s", __FUNCTION__); [map touchesBegan:touches withEvent:event]; } - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { NSLog(@"%s, %x", __FUNCTION__, mViewTouched); [map touchesMoved:touches withEvent:event]; } - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { NSLog(@"%s, %x", __FUNCTION__, mViewTouched); [map touchesEnded:touches withEvent:event]; }

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  • best way to save data in ipod touch/iphone objective-c

    - by Leonardo
    Hi all, I am writing a very simple application, for iphone. Unfortunately I am really a newbie. What I am trying to do is to save data at the end of a user experience. These data are really simple, only string or int, or some array. Later I want to be able to retrieve that data, therefore I also need an event id (I suppose). Could you please point out the best way, api or technology to achieve that, xml, plain text, serialization... ? many thanks Leonardo

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  • UISegmentedControl tint color on touch

    - by gotye
    Hey everyone, I have a UISegmentedControl in my app (see code below) : // --------------- SETTING NAVIGATION BAR RIGHT BUTTONS NSArray *segControlItems = [NSArray arrayWithObjects:[UIImage imageNamed:@"up.png"],[UIImage imageNamed:@"down.png"], nil]; segControl = [[UISegmentedControl alloc] initWithItems:segControlItems]; segControl.segmentedControlStyle = UISegmentedControlStyleBar; segControl.momentary = YES; segControl.frame = CGRectMake(25.0, 7, 65.0, 30.0); segControl.tintColor = [UIColor blackColor]; [segControl addTarget:self action:@selector(segAction:) forControlEvents:UIControlEventValueChanged]; if (current == 0) [segControl setEnabled:NO forSegmentAtIndex:0]; if (current == ([news count]-1)) [segControl setEnabled:NO forSegmentAtIndex:1]; // --------------- But I can't make it to show something when you click on it ... It functionnally works perfectly but I would like it to tint to gray when you click on it (but just when you click) ... would that be possible ? Thank you, Gotye.

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  • how to crop an image using rectangale overlay and touch on iphone

    - by Amir
    Hey Everyone, I am looking for a good tutorial or sample code, that would show how to crop an image taking from iphone camera something in lines of http://www.defusion.org.uk/code/javascript-image-cropper-ui-using-prototype-scriptaculous/ but you would control the corners with your fingers any tip would be greatly appericated, as i am new to iphone dev. Thanks, Amir

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  • Adding sections to a plist for Xcode for use in Cocoa touch Table View

    - by Steve
    I am a beginning iPhone SDK programmer. I built a simple practice application I am trying to use to learn more about table views. It's an app that loads football teams from a plist and displays them in a table view with their stadium name and logo. Tapping the team goes to a detail view for that team. I am trying to understand how to add sections to this, so that I might have a couple of teams in one section and others in another section, etc. I would assume I need to both re-structure my plist and change the code to read arrays from the different levels of the plist? To begin, I had a plist with the root array consisting of 3 dictionaries, one for each team. Each dictionary had 3 keys, "name" "stadium" and "logo". This works fine. I am loading it via: NSString *path = [[NSBundle mainBundle] pathForResource:@"teams" ofType:@"plist"]; teams = [[NSMutableArray alloc] initWithContentsOfFile:path]; and then // Configure the cell. NSDictionary *team = [teams objectAtIndex:indexPath.row]; cell.textLabel.text = [team objectForKey:@"name"]; NSString *imgPath = [team valueForKey:@"logo"]; cell.imageView.image = [UIImage imageNamed:imgPath]; cell.detailTextLabel.text =[team objectForKey:@"stadium"]; return cell; No problem. But now I wanted the sections, so I changed my plist to: <array> <dict> <key>teams 1</key> <array> <dict> <key>name</key> <string>Packers</string> <key>stadium</key> <string>Lambeau Field</string> <key>logo</key> <string>packers.jpg</string> </dict> <dict> <key>name</key> <string>Jets</string> <key>stadium</key> <string>Giants Stadium</string> <key>logo</key> <string>jets_logo.jpg</string> </dict> </array> </dict> <dict> <key>teams 2</key> <array> <dict> <key>name</key> <string>Cincinnati Bengals</string> <key>stadium</key> <string>Paul Brown Stadium</string> <key>logo</key> <string>bengals.jpg</string> </dict> </array> </dict> And I am unsure how to modify the viewDidLoad to assign the sections to one NSArray and the teams "level" to another array.

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  • Preventing mouse emulation events (ie click) from touch events in Mobile Safari / iPhone using Javas

    - by Jaime Cham
    In doing a single page Javascript app with interactive DOM elements I've found that the "mouseover-mousemove-mousedown-mouseup-click" sequence happens all in a bunch after the "touchstart-touchmove-touchend" sequence of events. I've also found that it is possible to prevent the "mouse*-click" events from happening by doing an "event.preventDefault()" during the touchstart event, but only then, and not during the touchmove and touchend. This is a strange design, because because it is not possible to know during the touchstart yet whether the user intents to drag or swipe or just tap/click on the item. I ended up setting up a "ignore_next_click" flag somewhere tied to a timestamp, but this is obviously not very clean. Does anybody know of a better way of doing this, or are we missing something? Note that while a "click" can be recognized as a "touchstart-touchend" sequence (ie no "touchmove"), there are certain things, such as keyboard input focus, that can only happen during a proper click event.

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  • Touch event in CPLayerHostingView?

    - by senthilmuthu
    Hi, i am using Core-plot . but when i declare the normal UIView as CPLayerHostingView,how can i handle drawRect of that view , i cant give another custom UIview name and write code in drawRect of that view?please any help to handle drawRect of CPLayerHostingView?

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  • Why my own UIViewController can't detect touch?

    - by Tattat
    I have my OwnViewController, the viewDidLoad is like this: - (void)viewDidLoad { [super viewDidLoad]; UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImg" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; self.view = imageView; CGImageRelease(imageRef); } It works, and I have detect touches method like this: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesBegan"); } But my UIView can't detect any touches. My Own UIViewController is a subclass of UIViewController. It is a little square view on the IB, why that can't detect touches? thx u.

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  • Cocoa touch SDK 3.2 - How to play video

    - by teepusink
    Hi, How do I play video on SDK 3.2 (iPad)? Read many questions here but they talked mostly for iPhone. For example, the MoviePlayer example here http://developer.apple.com/iphone/library/samplecode/MoviePlayer_iPhone/Introduction/Intro.html That works on 3.1.3 but when I run it on 3.2, it doesn't work. So basically I'm able to play a video on 3.1.3 using this code but the same code won't run on 3.2 NSString *moviePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"Movie.mp4"]; MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:moviePath]]; moviePlayer.movieControlMode = MPMovieControlModeDefault; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(movieFinishedCallback:) name:MPMoviePlayerPlaybackDidFinishNotification object:moviePlayer]; [moviePlayer play]; Thanks, Tee

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  • Would a multitouch capable PC allow me to do Android development simulating the touch UI without an Android device ?

    - by Scott Davies
    Hi, I recently purchased a Samsung Galaxy Tab as a reference implementation (phone and first gen Android tablet), of Android 2.x for app development. I have noticed a slew of Android 3.0 slates being talked about at CES 2011 (Motorola XOOM, etc.). If I had a multitouch PC with the Android SDK/Emulator on it, would this allow me to more closely approximate device simulation by allowing user input via the multitouch screen ? Would it work via touch just like Windows 7 recognizes touch as mouse style input ? Has anyone done this ? Thanks, Scott

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  • Why is implementing copy-paste in a touch screen based smartphone such a big deal?

    - by EpsilonVector
    I'm not entirely sure this is on-topic, but it definitely needs a programmer's understanding to be answered, and deals with general development (for a specific scenario) as opposed to a specific piece of code. In a way it also translates into "what are the challenges in doing X in a touch screen app", and similar questions have been asked here in the past. So here it is: When Apple didn't implement copy-pasting on the iPhone since version 1 I just assumed it was a UI issue- they were waiting until they figured out a good UI for it. But now the idea is out there, and Microsoft still released Windows Phone 7 without copy-pasting, promising it'll be ready in a few months. My question is: why does this takes a few months to implement? Are there some technological challenges that are unique to programming for a touch screen that I'm not familiar with?

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  • Why isn't multi-touch working for my imagebuttons?

    - by Droidy
    I'm using imagebuttons that play sounds using SoundPool. Here is example code of one of the imagebuttons: ImageButton Button1 = (ImageButton)findViewById(R.id.sound); Button1.setOnTouchListener(new OnTouchListener() { public boolean onTouch(View v, MotionEvent event) { if (event.getAction() == MotionEvent.ACTION_DOWN ) { mSoundManager.playSound(1); return false; } return false; } }); For some reason, it doesn't allow you to click multiple buttons at the same time. Is it because I'm building for 1.6 SDK? Thanks!

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  • iPhone UIWebView touch cause Toolbar to appear

    - by BahaiResearch.com
    I am trying to have a UI which is a full screen UIWebView. When the view is touched the tool bar appears. I can do everything but get the touchend event in the UIWebView. I have tried putting a UIColor.Clear'd UIView ontop and catching TouchEnd there and passing it on, but would like a better solution. I understand that we are not supposed to subclass the UIWebView from the docs. Ideas?

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  • Predicting performance for an iPhone/iPod Touch App

    - by Avizz
    I don't have an iPhone Developer Program Account yet and will be getting one in the next couple of days. Can instruments be used with the simulator to give a rough estimate on how well my app may perform? Using instruments I checked and fixed all the leaks it was detecting, and it appears that my memory usage maxes out at about 5.77mb. Is there any other tests I could perform with instruments to judge how well my app would perform? I realize there is no way other then the actual device to get a definite answer, it would be nice to get an estimate.

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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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  • 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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  • 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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