navbar links dont appear iphone - iphone

so im in the process of developing my own website and understanding bootstrap. just recently uploaded the files to the free server and i see that everything that ive worked on its there and it looks just like i see it on my laptop, except of course for a few things that i cannot make work yet like : the position of logo on the navbar and links not being active when pressed. anyway when i checked on my phone to see how it looked like i couldnt see the links on the navbar, all i could see was a square with lines inside but when i touched it nothing appeared. so what should i do? am i missing a something?

Bootstrap has a mobile navigation built into it but it requires javascript. Ensure you have JS enabled and have included the collapse.js file:
http://getbootstrap.com/javascript/#collapse

Related

Unity WebGL Mobile browser workaround and keyboard input fix?

Hey everyone so I read that unity doesn't really support mobile browsers for WebGL games. im using 2020.1.4.And sure enough, the game gets a bit distorted by not being scaled properly. it's like the camera is bigger so it shows on the screen that blue color. I tried some things, setting width and height to auto or removing config.devicePixelRatio = 1; as suggested by a friend but nope! still looks horrible! And if that wasn't enough the keyboard doesn't show up when clicking on form fields. i tried this one
https://github.com/eforerog/keyboardMobileWebGLUnity
which displayed an error when pressed on and this one
https://github.com/dantasulisses/WebMobileInputFix which just didn't even compile!
Any ideas, please?
I did my research and tried every plugin I could find. I used Unity 2020.3.28f1 and tested both on Android-phone and iPhone.Here is my report.
These plugins don't work:
https://unitylist.com/p/f58/Unity-webgl-inputfield
https://github.com/eforerog/keyboardMobileWebGLUnity
https://github.com/dantasulisses/WebMobileInputFix
This plugin works, but you should use different settings for IOS and Android on same input field game object. If you use "prompt", it works for IOS only, and "overlay" works for Android only. Look for documentation in page:
https://github.com/unity3d-jp/WebGLNativeInputField
And this plugin works best at the moment. Yes, it is a bit ugly though, but it works.
https://github.com/kou-yeung/WebGLInput
And there is a fix for Unity 2021 for it:
https://github.com/kou-yeung/WebGLInput/releases/tag/1.0
There's a keyboard that overlays, when using it you just need to tap the notification to access it and then click the "back" button to hide it https://play.google.com/store/apps/details?id=com.fishstix.gameboard
I made this project that simply recreates a keyboard using buttons in unity.
I implemented it in a WebGL build successfully.
https://github.com/thetimeste/WebGL-Build-Keyboard-Unity.git
I would recommend using the native js window.prompt() fields as of writing. They have great cross-platform support, allow for extra features like special characters, emojis, copy and paste etc. and are pretty easy to set up. Once (or honestly if ever) Unity adds their own reliable implementation you can easily remove this lightweight implementation.
Create a .jslib file that has a function opening a window.prompt(description, currentText)
Return the result at the end of that function back to a unity object with a recipient script
Make a derivation from Unity's event system overwriting the OnApplicationFocus(bool focus) function (leaving it empty), to fix a sneaky Chrome Android bug.
That's it. The result should look something like in this demo: https://pop.demo.neoludic.games
If you want to save some development time on a feature that really should just be native in Unity, you can also check out my plugin based on the method above. https://neoludic-games.itch.io/pop-input
I also need to enable mobile virtual keyboard for running webgl on mobile device.
I've tried the code from your mentioned url. It gives you some idea on how to do
it, but the code are totally buggy and unusable. Now I am trying to implement it
by myself.

mobile web app - keyboard not appearing

I have a mobile web application, working well on simulator 5.1/6.0, xcode 4.5 for iphone.
But when I test on a real device (3gs, ios 5.1), I get a strange behavior: anywhere I place an input field html element, where I need the user to fill in something, I tap the field, it gains focus (I see the cursor), but the touch-keyboard does not come up and I can't type anything. If I try it on the sim, all is fine, the kb comes up.
I am not sure how to diagnose this... tried googling for some answers, haven't found any :(
any ideas?
thanks...
ok found the issue, seems like the app was not created using the latest Xcode template (it is a legacy app), so I removed the MainWindowxxx.xibs which I don't need, and used the code from a new XCode app template to initialize the app by programmatically creating the main view controller, and setting it as the window's rootViewController. And, of course, call [self.window makeKeyAndVisible]

jQuery Mobile sprites not displaying when css included as a local resource in a UIWebView on iPhone

On the iPhone I'm using a UIWebView to display some content that is stored on the device so my content can be viewed on the device when there is no internet connection. I'm using the jQuery and mobile stuff in an attempt to create web apps and mobile apps that use one code base.
When I include:
<link rel="stylesheet" href="http://code.jquery.com/mobile/1.0a4.1/jquery.mobile-1.0a4.1.min.css" />
everything works fine, the sprites that make up the back button, home icon etc. all work fine. When I include the above as a local resource such as:
<link rel="stylesheet" href="jquery.mobile-1.0a4.1.min.css" />
The sprites do not display, I just get a dark circle where the sprite should appear. All the other attributes defined in the css work fine, just not the sprites. If I misname the local resource, everything is messed up, so I know the css as a local resource is being included, but it is being handled differently as a local resource vs a remote resource. It even works if I hit the local dev box running apache... so it must have something to do with how the web server is serving the page vs. including it as a file......
I played around with loading the same page twice with separate UIWebViews in an attempt to see if there is some timing issue... since a local resource would load much quicker than a remote resource. The second instance of the UIWebView loaded it correctly. Is there a $.mobile command I can call to refresh the page, or for the library to do it's magic?
any ideas?
thanks for any help
Question was answered in the jQuery forum. Funny, the answer was related to my comments above, and I still didn't think to look at the image files! palm2forehead
had to go in the jquery mobile css file and remove the references to the "images" directory. IOS doesn't handle directories like normal systems so once I did that all was ok.
It did not solve my issue chaning the path.
I had to look up in the mobile.css, i found that the icon were first set with an image, an then moved with classes, i had to set the the full background property on the classes that moved the background image.
Like so:
.ui-icon-plus {
background:#9c9c9c url(icons-18-white.png) no-repeat 0 50%; }
Old way were:
.ui-icon-plus {
background-position:-0 50%;}
Put everything (js,css) to www folder along with index.html file, and include file like this <script src="jquery-mobile-min.js">`, it has solved my problem.

Open Mail.app on IPhone from webpage that's INSIDE an app

our app loads profile pages from our website INSIDE the app. They have been optimized for iPhone css, but they are still an html page. Our mailto link isnt working as expected.
When clicked, nothing happens. However, when clicked and held (tap and hold), the menu slides up with "new message", "create new contact", "copy", etc.
How should this be formatted to get the Mail.app to automatically launch?
<a class="action_bubble" target="_blank" rel="external" href="mailto:bob#bob.com">Send Email</a>
The "call" link works as expected.
<a class="action_bubble" href="tel:1234567890">Call</a>
So, not sure what to do with this...
Here is a project on GitHub that addresses your issue. Basically, when you use a UIWebView controller, you need to decide how to manage the links using the delegate handler for UIWebView. In Interface Builder you can have it automatically recognize phone numbers which is probably why your phone numbers work and it will recognize http links as default behavior. However, mailto and some of the other special href options will need to be handled manually.
make sure "Detection" property is set for your UIWebView like "Phone","Address". you can set it from your IB.
or from code
self.webView.dataDetectorTypes = UIDataDetectorTypeAll;
Could it be, that you have just tried within the simulator? The simulator does not have a mail app, so it couldn't be opened. Try on a device. I think your code actually works.
I've just tested on a device: your code works.
A little late to the party but I've found out the following:
iOS has some weird ways to deal with web content
DON'T encapsulate your email address within an A tag, just put it there as plain text
Make sure that in your storyboard (if using one) the webView has the Addresses property checked and you're done ... same goes for phone numbers

How to require fullscreen mode in a jQTouch application?

I'm using jQTouch to develop a version of a website optimized for safari on the iphone. The jQTouch demo helpfully shows how to show an "install this" message for users not using full screen mode and hide it for those who are. When in fullscreen mode, the body should have the class "fullscreen." So you can hide the "install this" message for people who have already added your app to their home page by adding this css rule to your stylesheet:
body.fullscreen #home .info {
display: none;
}
What I'd like to do is require users to use the app in fullscreen mode only. When viewed from the regular browser, they should only see a message asking them to install the app. That message should of course be hidden otherwise.
This ought to be really, really easy, so I must just be missing something obvious.
I thought one way to do this would be to simply test for the class "fullscreen" on the body: if it's not there, use goTo to get to another div, or hide the other divs, or something like that.
Strangely, however, this doesn't work. As a test, I've still got the original "info" message, as in the jQTouch demo, and it doesn't show up when I launch in fullscreen mode. So the body must have the fullscreen class. And yet I can't find any other trace of it: when I put this alert to test things after the document has loaded, I get nothing when launching in fullscreen mode:
alert($("body").attr("class"));
I also thought I might test for fullscreen mode by checking for the value of the fullScreen boolean. But this doesn't seem to work either. What am I missing? What is the best way to do this?
Well, I couldn't figure out why the standard way wasn't working, but someone on the jQTouch Google Group suggested this, which works:
if (window.navigator.standalone) {
alert ('Thanks for launching this app your home screen')
} else {
alert('Add this app to your home screen for the best experience')
}