Sorry for squeezing two questions into one, just figured those may be related and with respect to the DB storage at SO...
I am trying to find out a way to add the iphone camera native zoom slider as well as something similar to the youtube app player controller. I am guessing that the youtube one may be a custom button or something, but did not find a way to add the zoom slider.
I would like to add those two as overlay to a camera view that I am using within the app.
You could extract the UIKit artwork with https://github.com/0xced/UIKit-Artwork-Extractor.For the movie player controls you could use three UIButton and one UISlider.For the camera control you could subclass UIControl or UISlider.
What is the best way to create tutorial or help screens that can be viewed in an iPhone App on launch?
I'm debating between using two paradigms:
Edit a screenshot of the app with an image editing program to add static help text. Interaction is tapping or scrolling through the tips. This involves creating a custom UIViewController to advance to the next help screen.
Create a custom iPhone UIControl on top of the App user interface that can be tapped to advance to the next tutorial tip. The application will transition between the modes and will be active, rather than static. It involves adding hooks into the App's custom ViewController's to handle "TutorialUIControl" objects.
Here's some screenshots of the application that I need to make help screen UI for, it's an application that creates artwork. More App Information
Screenshot 1: View mode that allows viewers to scroll through an image list, like the UIImagePicker, but for custom image collections.
Screenshot 2: Action mode - allows viewers to select images to save to the "My Saved" album from the active art generation album "My Evolution" or evolve images using sexual/asexual image reproduction.
The "right" answer really depends on the application you are designing. I would highly suggest getting as many apps as you can and looking at how they do help. See what works and what doesn't and think about how that is related to your own design.
In my app (a game) I chose to build a set of static images that could be scrolled through to provide detailed help (based on Apple's sample code). But, I also built an interactive tutorial that plays the first time you run the game. I also pop up a welcome overlay the first time the app is run and suggest what button to press to start a game.
It also helps if you test your tutorial with a lot of different people. After several designs with things too complex, I boiled down my instructions to something extremely simple: "Press the green buttons", and then built up from there.
You can easily store a preference to say whether the app has been launched before, and if that entry is blank you run the tutorial again.
You can create an HTML tutorial that you view through a UIWebView. In on of my iPad apps, I just made a large image that I presented modally with images and text explaining how to use the app.
For iPhone, the best way to include a "How-To" tutorial for your app would have to be a web document, seeing as how you can add images and formatted text.
Alternatively, You can add more views to your controllers with transparent backgrounds and animated buttons and text, for a more interactive feel.
To answer my own questions many months later.
I revamped and used WEPopover to show my help popups, as seen in the iPhone/iPad App, Wallpaper Evolution Lite. The help disappears only if tapped or the button it was attached to was pressed. Using this flow I could highlight a series of buttons to the user.
I added help images within the application to highlight interaction behaviors with the content. The tap, zoom, and drag images are fully interactive.
As #WrightsCS mentioned HTML is another avenue. I use the UIWebView to provide a more in depth help/tips screen with contact information.
In my upcoming app, I'm making use of a paging UIScrollView with help content highlighting app features. The help screen is loaded on the first start of the app, and is accessible through a help menu option.
Here's my fork of the WEPopover github project: https://github.com/PaulSolt/WEPopover
I have implemented one simple application for iphone.now i want to implement some animation.
Example:i have selected one photo from the photo library.Then i want to animate selected portion from the photo using shake effect.
I have seen lots of application in apple store.But i dont know how to implement this functionality.
Maybe you are referring to the "wobble" effect? See how to create iphone's wobbling icon effect?
I am building a custom camera app, and would like to have the camera view similar to the native camera app in iPhone. (i.e., picks videos as a non-modal view, stays in the camera view after each video taken. I found the retake and use views unnecessary). Is there any possible way to do it? Thanks.
you can't do it for videos at present, but you can do it for still pictures in OS 3.1. if you search for "takePicture" and "cameraOverlayView" you should find helpful information; you can resize the preview window to be any size you like.
I would like to be able to display a video on the iphone screen - preferably in a view so that I can control its display coordinates. I want to be able to load the view and overlap and partially overlap a subview ... is any of this feasible? I have read that mpmovieplayer is the only method for video display (and is full screen)? Any workarounds?
You can place an overlay view on top of the video player, but that is pretty much it. There is a sample application in the SDK that shows how to do this.