Microsoft Edge Touch (hold) Feedback - touch

I am developing a touch application on Edge with my own touch interaction. One thing I want to get rid of is the long-touch (hold) feedback from the browser. Before, there was a context menu pops out after I hold my finger on the screen for a while, which I have successfully disabled. But there is still a annoying rectangle appears when I lift my finger off the screen, presumably a touch feedback, which i would like to disable but have no clue.
Any ideas?

In your stylesheet, you could clear the outline on focus:
.btn:focus {
/* The outline parameter surpresses the border color / outline when focused */
outline: 0;
}
From https://developers.google.com/web/fundamentals/design-and-ui/input/touch/ There are other possible situations you might want to cover for other browsers, but this should get rid of the button's default outline on touch events in Edge.

Related

Remove ui square when many touches

I am coding a game on a Touchscreen with many players at the same time. The issue is, when there are 2 or more touches, a little square is appearing on the screen. It seems to be a unity built-in feature as it is still present in an empty project.
Is there a way to prevent this annoying little square to appear ? I already disabled magic touch shortcuts in windows. And this doesn't appear on the desktop home screen.
I am able to listen to the touches. It seems to be only a visual thing.
Even when I disable multitouch with Input.multiTouchEnabled = false; It still appears.
I also tried to remove the 18 default Axes in the Input Manager.
My goal is to handle every touch separately, without listening to pinch, long press, or scroll interactions. Each player has only to tap somewhere on the screen.
Thanks for you time
Solved it by myself. I completely disabled Touch feedback in the windows parameters. I don't think it is the only way to do that but it works.
Configuration Panel > Pen and Touch
Unmark "Show visual feedback when touching the screen"

Dealing with Popup in Corona game engine

I have a screen in Corona to display a puzzle, and once user guess the correct answer, I'm going to display a simple pop up on the screen to do the congratulation a long with close button to dismiss the popup, now I need for a simple work around to disable any control or behaviour on the original screen while displaying the popup, how can I do that?
I think you need to do this by stop or pause transitions, timers and animations etc. before you go to scene with pop up.
You can add transparent rectangle from transparent image file (not just rectangle, as it will not be touchable).
Size of this rectangle must be the size of all screen.
Position of rectangle - under your popup (or better make it as part of your popup).
Add listeners to this rectangle on touch and tap that will just return false - so it will prevent any clicks under it.
That will save you from pausing / disabling buttons, that you don't want to disable/pause.

Pixelwise scrolling for LO/OO Writer

In LO/OO Writer vertical scrolling can be done e.g. by moving the text cursor up/down, using the mouse wheel, clicking the up/down arrows on the vertical scrolling bar, etc.
Touch scrolling (on touch screens) is not supported, unfortunately. Therefore I wrote a tool (in Autohotkey) which enables touch scrolling. It is working fine, but the scrolling is not as smooth as in other programs supporting touch scrolling: the content of the window is moved in steps of approx. one line.
In my tool I am using the best 'control' for scrolling I could find: touch point movements are remapped to clicks on the up/down arrows on the vertical scrolling bar.
MY QUESTION: Is there (could there be) another 'control' in LO/OO Writer which would allow smoother (pixelwise) scrolling of the displayed content?
Thank you very much in advance for your answers! (Please only answers referring to LO/OO Writer.)
Clicking and dragging the scrollbar allows higher granularity than the up/down arrows. The scroll amount adjusts if the document is zoomed in.
On the downside, using the scrollbar is much more difficult than a simple click on the arrows. There is a discussion at https://autohotkey.com/board/topic/51041-click-drag-scrollbars/.
If it is a touch screen, perhaps you could require the user to touch the scrollbar, so the touch location would give the vertical position of the scrollbar. Then use MouseClickDrag starting from that position.

Unity button doesn't behave as it was clicked after a click and drag

There is a simple button in our application which when is pressed works just as expected, but with a light quick touch it just greys out and does nothing.
Is there a way to capture those light touches too?
EDIT:
I see now when exactly it doesn't work and it is when I tap, drag and release. (even if I tap, drag and don't leave the button area)
Try setting EventSystem.pixelDragThreshold to a higher value. This threshold makes the difference between a click and a drag, and it's default value is quite low for high-res touch systems.

Using pen to control scrollviewer and disable touch

For a page with a scrollviewer - using the hand gesture allows the user to scroll up and down and across or whatever. Using a pen doesn't do anything.
The requirement is to have a button to reverse the functionality of pen and touch.
If this button is pushed the touch can draw ink strokes on a canvas and the pen cannot. This works.
I'm not entirely sure how to proceed with the situations:
pen to be "gesture" to scroll page instead of touch.
hand to draw ink stroke on a canvas that is within a scrollviewer.
Is there a method or attribute that i can set that makes the pen/hand accept gestures?
thanks.
So I found a suggestion (can't remember where) ... that i should disable the zooming and scrolling. When that was set I called the method to allow for inking. Not entirely sure if that's the correct way of doing it but through various testing...it worked.