I'm working on a game for Google TV (Sony NSZ-GS7) which uses the touchpad to move things around.
AFAIK it is not possible (yet) to change or disable the pointer Arrow-bitmap programmatically, which is pretty shitty from game design perspective, is it at least possible to disable the default click-sound played by the device on every click so i can replace it with my own?
Try to disable the standard onClick noise using setSoundEffectsEnabled(false);
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I'm building an openvr app for steamvr to assist with seated play (my room is small so my tracking area isn't ideal). My app pretty much just adjusts the play-area height when I hold the grip button and "scroll" on the touchpad so that I can reach objects that are too low/high at variable heights. (I tried "OpenVR Advanced Settings" but the options for keybinding with it is limited to simple button presses so I decided to make my own version).
I'd like to prevent touchpad input from being sent to the game while the grip button is being held, so that the moving on the touchpad doesn't cause movement in game, is this possible at all?
I'm assuming it's not possible, but wondering whether anyone has had any experience with this.
After your clarification in the comments the answer is no, you can not "eat up" device inputs in an application, I usually work on OpenVR drivers and there after you submit a device input and/or any other event its available to anything that expects pose update events, and event subscribers can not stop others from receiving the said events
However there might be a work around (if its still an issue) I know of at least 1 application that can do what you want and that application is OVR Toolkit (when the overlay is active and you try to click something in the overlay, the game running in parallel will not receive the input, however that will only happen if OVR Toolkit overlay surface receives input, it may be a built in OpenVR overlay feature and you don't have to do anything or it can be defined by the developer, I don't really have a want to test this right now)
Sadly though OVR Toolkit is not open source, but there is an open source toolkit for unity for making overlays, which is open source and might be the solution you're looking for, it can be found here
I'm currently implementing accessibility for my game. I'm using UIAccessibilityTraitAllowsDirectInteraction for the buttons of the interface, as suggested by Apple. It works well, but the problem is that you have to touch every button of the interface once, to 'activate' it. It makes sense, as the blind people have to go through all the elements of the interface before they can use it.
However, I'm using the same interface again and again in the game, I'd like to disable voiceover if the user has already discovered the interface in that game session. (that'll probably be an option that you can enable/disable in the game settings).
Can you think of any way to do that?
I'm creating an iphone app with video clips (among other things) where I need to play one or more ads before the actual video clip. Naturally my client doesn't want users to be able to fast forward during the ads but at the same time they must be able to exit the view so I cant set controlStyle to MPMovieControlStyleNone.
I would prefer not to hack the default view and remove the scrubbar so it seems my only option is to implement a custom bar with a single "Done"/"Back" button.
I've googled my eyes out trying to find example code for this, but no dice. I've seen similar questions posted here as well but no answers are given that could help me out. I'm a novice IOS developer and could really use som help with this (custom control bar with single "Done" button for fullscreen MPMoviePlayerController that shows/hideson tap OR disable scrubbar in an acceptable fashion – in fullscreen mode).
Anyone done this before or know where to find some example code? Thanks!
Im using ZXing, is working fine on my new app, but i would like to integrate the option of front or rear camera,
so far the only reference to this i've found is on the google group
But is not very clear what they mean with that,
so any pointers on what i have to do to accomplish this?
thanks !
ZXWidgetController doesn't provide that functionality and it's not really set up to make it easy to change.
The code that needs to change is in - (void)initCapture. It calls [AVCaptureDevice defaultDeviceWithMediaType:AVMediaTypeVideo]. This returns the default camera and you don't want the defalt.
You need code similar to that in - (ZXCaptureDevice*)device in ZXCapture.mm. That code won't work out of the box (it's designed to work with both AVFF and QTKit) but it's the same idea. Instead of using the default video input device, go through the devices and look at device position to find the device you want.
Be nice to port that code to the widget but that hasn't happened at this point.
I'm trying to let the users of my app cancel an active alarm using a slider, like the timer app or the iPhone lock screen.
Is this control available to us as developers? If so, what's the name of it, and do I need to add it programmatically? I do not see it in the interface builder.
Thank you!
You could always try this on cocoacontrols.
Slide to unlock control
There you go,
http://xcodenoobies.blogspot.com/2011/03/how-to-do-slide-to-unlock.html
It's not a standard control - you'll need to create it yourself.
However, I think you should be able to customize the slider control. You can change the look and feel of that by supplying your own graphics, and it should be easy to simulate the behavior of the lock slider (such as making it slide back to 0 if it doesn't get all the way across).