Prevent VoiceOver From Reading UIButton as "Possible Text" - swift

I am writing a very simple game that is designed specifically for blind users, but may also be used by sighted users. It uses many buttons as elements, however, blind users interact with these buttons through custom gestures (pan, tap, etc), so standard voiceover interaction is not appropriate.
The issue lies in the fact that there are no accessibility objects on the screen at all, so whenever the game loads, voiceover starts reading the labels on buttons (e.g. "Possible text: back, menu...). These buttons are read regardless of the fact that they are not enabled. I also can't remove most of them from the view for blind users.
I have tried turning off accessibility for the elements, unchecking "button" from accessibility traits, everything has allows direct interaction selected, I have tried .accessibilityElementsHidden, all the suggestions from How do you exclude a UIButton from VoiceOver? and nothing seems to work.
My current solution has a clear UILabel with no text in it, this is set to the only item in the .accessibilityElements array, and then for good measure I post an accessibility screen changed notification with that label as the object so it becomes focused, then I wait a second in a dispatch queue async after call, remove the label entirely, and set focus back to the main view so the user can interact.
Here is an example of my current solution:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
self.accessibilityElements = [lblVoiceOver!]
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIAccessibility.post(notification: .screenChanged, argument: lblVoiceOver)
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
self.lblVoiceOver.removeFromSuperview()
UIAccessibility.post(notification: .screenChanged, argument: self.view)
}
}
This is a silly hack, at best, and I would love to implement a real solution that simply prevents the "Possible text" from being read by voiceover. I believe the possible text feature was added in iOS 11, to help apps that are not written with accessibility in mind to be more accessibility friendly, but so far I haven't found a way to turn this off.

The issue lies in the fact that there are no accessibility objects on the screen at all.
If you want to reach this purpose, just write self.view.accessibilityElementsHidden = true in your view controller that will contain no accessible element for VoiceOver anymore: this will indicate that the content of your container isn't accessible.
blind users interact with these buttons through custom gestures (pan, tap, etc), so standard voiceover interaction is not appropriate [...] I would love to implement a real solution that simply prevents the "Possible text" from being read by voiceover.
... following the preceding rationale, you should prevent VoiceOver from analyzing and reading anything in your view.
Now, dealing just with your buttons, I created a blank project with a simple code for the view controller hereafter (Swift 5.0, iOS 12):
import UIKit
class NonAccessibleButtonVC: UIViewController {
#IBOutlet weak var aboveLabel: UILabel!
#IBOutlet weak var belowLabel: UILabel!
#IBOutlet weak var myButton: UIButton!
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
myButton.accessibilityElementsHidden = true
}
}
... and you get the following result on your device:
The button isn't taken into account as an accessible element and if it doesn't work in your code, it means that anything else prevents this correct operation. Add maybe the setAccessibleElement button property value to false according to your context ?
However, another solution could be defining the display of the desired accessibility objects in your view thanks to its accessibilityElements property taking away the buttons for instance (see Example 2 of this link): that will definitely work in addition to ordering all your elements.

Related

UITextView dataDetector is not working in tableViewCell

I have a UITextView in a TableViewCell and I wanted to enable data detection in the textView in order to show clickable links and Phone numbers.
So I did this in storyBoard
These steps didn't work so I did the same in code.
#IBOutlet weak var postDescTextView: UITextView!
override func layoutSubviews() {
super.layoutSubviews()
postDescTextView.isUserInteractionEnabled = true
postDescTextView.isSelectable = true
postDescTextView.dataDetectorTypes = .all
}
But none of the steps seems to work.
There is clearly something I'm doing wrong. I'm pretty sure the answer is a simple one. I've found some similar questions like these.
Question 1
Question2
But unlike these questions, I don't want my TextView editable nor I don't want to be able to select The TableViewCell. Just need to make the Datalink detection work in a TableViewCell.
If you're trying to make postDescTextView programmatically remove everything else and add the following.
postDescTextView.isEditable = false
postDescTextView.dataDetectorTypes = .all
Or if you have a storyboard
Note: If you're using the programmatic approach there is no need for giving it in viewDidLayout which gets called every time there's a layout change. Give it in the init method instead.

Swift: SKSpriteKit, using Storyboards, UIViewController and UIButton to set in game parameters?

Context
The default code that comes with a new SpriteKit game has a storyboard such that - following the launch screen - all there is, is a GameViewController which calls forth the GameScene. However, this may be less ideal for many games. For example, one may wish to have the user select difficulty from a main menu, and then go to the GameScene - outlined below:
Notably, the middle view controller is a custom class MyUIViewController so that the UIButtons "easy" and "hard" can have the following IBActions:
#IBAction func setGameDifficultyToEasy(sender: AnyObject) {
gameDifficulty = "easy"
print("Game difficulty set to \(gameDifficulty)")
}
#IBAction func setGameDifficultyToHard(sender: AnyObject) {
gameDifficulty = "hard"
print("Game difficulty set to \(gameDifficulty)")
}
where gameDifficulty is a global variable, that the GameScene utilizes to determine aspects of the game play.
In the M.W.E. setting gameDifficulty to "hard" causes there to be three sprites on the screen, whereas setting gameDifficulty to "easy" puts forth only two.
Easy
Hard
Question
In the following gif, one sees that:
gameDifficuly is initialized as "hard"
the UIButton "Easy" was selected.
This can be seen be the printout statements.
Interestingly, although the UIButton was pressed first then the GameViewController was called, the changing of the parameter gameDifficulty was not set until after the GameScene was rendered.
**How can I get the UIButtons to set the parameter gameDifficulty prior to GameScene being called?
Minimum Working Example
Stack Overflow SKSpriteKit
Note
My answer here shows that this is clearly possible, but by relegating everything to SKViews rather than using a storyboard. So if possible, please keep answers related to using storyboards.

SWRevealViewController conflict with UISlider

I currently facing an issue trying to delegate SWRevealViewController panGestureRecognizer method in one of my view.
When i slide my UISlider, the panGesture interfer and open the sidemenu instead to move my slider.
i tried to delegate the panGesture and it works well, but if i quit my view and go to an other, the pangesture is not functionnal anymore, and i can't reveal my sidemenu from my second view.
My code :
class Search : UIViewController, UIGestureRecognizerDelegate{
#IBOutlet weak var sliderprice: UISlider!
override func viewDidLoad() {
super.viewDidLoad()
self.revealViewController().panGestureRecognizer().delegate = self
}
override func viewDidAppear(animated: Bool) {
self.view.addGestureRecognizer(self.revealViewController().panGestureRecognizer())
}
func gestureRecognizer(gestureRecognizer: UIGestureRecognizer, shouldReceiveTouch touch: UITouch) -> Bool {
if (touch.view == self.sliderprice){
return false
}
else{
return true
}
}
}
While this is an old question, I'll answer it anyways, maybe for someone coming from Google search it will be helpful.
After many hours of research and thinking, finally I was able to come up with multiple solutions to this problem.
The Lazy
This solution is not recommended, but working, so I decided to list it.
Before setting self as self.revealViewController().panGestureRecognizer()'s delegate, store the original self.revealViewController().panGestureRecognizer().delegate to a property, and when you leave the screen at viewWillDisappear(), set self.revealViewController().panGestureRecognizer().delegate back to the one you stored in viewDidLoad(). So in the end it gets back its original delegate. Tampering with delegates like this is never really recommended, but I said, it works.
The Nicer One
I consider this still not the best solution, but we are getting there. Find a class, a controller that you use in the whole application and gets called when you start the app. Here set the SWRevealViewController's panGestureDelegate to this class, and overwrite the gestureRecognizerShouldBeginmethod appropriately (see below).
The Best One - (in my opinion)
Now this is the best and most clear solution.
For the time being (May, 2018) the last commit to SWRevealViewController was in 2015.
Fork the original project ( https://github.com/John-Lluch/SWRevealViewController ) or simply copy the two necessary files (SWRevealViewController.m and SWRevealViewController.h) and place them into a separate folder to handle 3rd party libraries. Then you can remove SWRevealViewController from your Podfile. Don't forget to fix your imports for SWRevealViewController where you have it.
Now you are free to modify the files. What I suggest is the following.
Go to SWRevealViewController.m and implement the following method:
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
shouldReceiveTouch:(UITouch *)touch
{
return ![touch.view isKindOfClass:UISlider.class];
}
If the touched view is a UISlider (or a custom class that inherits from UISlider) the gesture won't begin, meaning the pan gesture will no longer be conflicted with the UISlider's pan gesture.
I seriously hope I could help anyone out there as this problem was a pain in my back for quite some time now.

Use NSPanel for user input. Not opening up again

I want to display a 'NSPanel' for the user to input a name for a new folder. Why a NSPanel? Because it looks awesome! It hosts one TextField and one PushButton to confirm the name. It shall also close the window when clicked.
It displays when the "add" button gets clicked in my menu. It also closes when the "done" button gets clicked in the NSPanel. But when I click "add" again it doesn't show up anymore. That also occurs when I close it via the normal "close button" in the title bar. So it is not explicitly related to the "done"-PushButton. I also tested implementing func windowWillClose(notification: NSNotification) which also doesn't get triggered in either cases. What could be the problem? Also, does it somehow need to be a "new" window every time? Or am I using this correctly for user input? I mean it just gets instantiated once and then "shown" and "unshown" or am I wrong?
So I did a new Cocoa-Class - Subclass of NSWindowController - and let xCode create a .xib for that also. In that .xib I "designed" the NSPanel. I ticked visible at launch without that the window wouldn't appear when the menu button gets clicked. I also hooked up an IBOutlet for the NSPanelin my Cocoa Class. My Class at the moment looks like this:
import Cocoa
class NamingHUD: NSWindowController, NSWindowDelegate {
#IBOutlet var insertNameWindow: NSPanel!
#IBOutlet weak var nameTextField: NSTextField!
override var windowNibName : String! {
return "NamingHUD"
}
override func windowDidLoad() {
super.windowDidLoad()
insertNameWindow.center()
insertNameWindow.makeKeyAndOrderFront(nil)
NSApp.activateIgnoringOtherApps(true)
}
#IBAction func userSetName(sender: NSButton) {
print("Close button clicked")
insertNameWindow.close()
}
}
In my Main Class I declared it as a variable like this:
var namingHUD:NamingHUD!
and then in override func awakeFromNib() as:
namingHUD = NamingHUD()
as well as in a click handler like:
#IBAction func addClicked(sender: NSMenuItem) {
namingHUD.showWindow(nil)
}
Now. When I click and addClicked() gets called the window shows up as expected. Fine! I enter a name and hit the "done" button and it closes the window properly. Also Fine! But when I click again, say to add another folder, the window doesn't show up anymore. I also created a Preferences Window the exact same way. But with a Window instead of a NSPanel inside. That totally works as it should.
So I clearly confused something or forget something. What could it be? I openly admit that it is the first time I am working with any kind of window outside of following a tutorial. So I clearly didn't grasp the whole concept of it. I read up about windows in Apples Developer Guide and it kinda makes sense. But... well, doesn't work at the moment. Am I "misusing" the NSPanel? Shouldn't be the case as it inherits from NSWindow or?
Did you connect the window outlet of NamingHUD to your awesome panel? Nibs are loaded lazily:
namingHUD = NamingHUD() // init the controller but doesn't load the nib
...
namingHUD.showWindow(nil) // now you are loading it for the first time
It works the first time because showWindow() loads the nib and show the window referenced by the window outlet. Your panel shows up because it's set to "Visible at launch". Your of course had no window to show.
Subsequent clicks don't load the nib file again, only order the window outlet to show up. That's why your panel did not show again. FYI: an NSPanel is a subclass of NSWindow so it has everything that NSWindow has, and then some more.

Keep window always on top?

In Objective-C for Cocoa Apps it's possible to use such way to keep window always on top?
How to achieve the same with Swift?
self.view.window?.level = NSFloatingWindowLevel
Causes build error Use of unresolved identifier 'NSFloatingWindowLevel'
To change the window level you can't do it inside viewDidload because view's window property will always be nil there but it can be done overriding viewDidAppear method or any other method that runs after view is installed in a window (do not use it inside viewDidLoad):
Swift 4 or later
override func viewDidAppear() {
super.viewDidAppear()
view.window?.level = .floating
}
For older Swift syntax check the edit history
I would prefer this way. This ignores all other active apps, and makes your app upfront.
override func viewWillAppear() {
NSApplication.sharedApplication().activateIgnoringOtherApps(true)
}
While the other answers are technically correct - when your app will or did resigns active, setting the window level to .floating will have no effect.
.floating means on top of all the windows from the app you are working on, it means not on top of all apps windows.
Yes there are other levels available you could set, like kCGDesktopWindowLevel which you can and should not set in swift to make your window float above all.
None of them will change the fact that your window will go behind the focused and active apps window. To circumvent i chose to observe if the app resigns active notification and act accordingly.
var observer : Any;
override func viewDidLoad() {
super.viewDidLoad()
observer = NotificationCenter.default.addObserver(
forName: NSApplication.didResignActiveNotification,
object: nil,
queue: OperationQueue.main ) { (note) in
self.view.window?.level = .floating;
// you can also make your users hate you, to take care, don't use them.
//NSApplication.shared.activate(ignoringOtherApps: true)
//self.view.window?.orderFrontRegardless();
}
}
another way could be subclassing NSWindow and override the property .level with an always returning .floating, but the code above is less work and keeps control in the place where you want to set the window floating.
I spent a long time trying to make this work. I then realized there was a simple answer, just worded in a different way. Here it is: Change macOS window level with SwiftUI (to make a floating window)
As explained there:
You can access your windows with NSApplication.shared.windows and set the level for each one.
for window in NSApplication.shared.windows {
window.level = .floating
}
EDIT: you can use other levels, including .screenSaver (highest, I think) and ```.normal`` if you want to return to standard behavior. Source: https://developer.apple.com/documentation/appkit/nswindow/level