Can Vuforia AR button open another view or app? - iphone

I'm making an app using unity and vuforia extension. When app will recognize an image it should show a button above it and, when the user presses it, I want to display a photo gallery. Is there a way to make this button trigger showing another UIView? Or show another app?

Yes, you can definitely do this. There are resources out there that will teach you how to create a plugin where you can launch an external UIView. For example: http://forum.unity3d.com/threads/56755-Unity-plugin-to-handle-loading-native-Cocoa-UI-s-with-ease
Also, you can open another app using Apple's URL scheme, described here:
https://developer.apple.com/library/ios/featuredarticles/iPhoneURLScheme_Reference/Introduction/Introduction.html

Related

Recreating iOS Camera app overlay buttons

I'm trying to recreate the Camera.app buttons and interface from iOS in my own, custom camera application built on GPUFilter. Specifically talking about the Flash, Options, and front vs back camera button toggle that are across the top of the app:
Curious to know if these are built into Storyboards as UI objects or if there's another easy way to recreate these without totally reprogramming. I'm also interested in using the overlay table view that they use (in picture above) for options.
Thanks!
You can using AVCamCaptureManager and AVCamRecorder classes. Apple has a demo program build on its developer site here.

Is it possible to record/replay a set of touch events on iPhone for demo purposes?

I'm thinking of a way to include a demo of how my iPhone app works along with the app. I need to demonstrate how one of my on-screen GMGridView controls works.
Is it possible to record or programmatically create a set of long press, touches moved, touches ended events and then invoke them on the interface?
I would suggest this:
Add a visual tap effect when you press the screen Record yourself
using the App on the simulator using a screen capture Add in a video
player at the tutorial screen that shows how to use the app
Or create a UIView animation doing the above steps if you rather not add a video player.
A great way to this is SIKULI tool. You can automate the demo work flows easily : http://sikuli.org/

iOS Delete Button - Objective C

I was wondering where does one get access to iOS delete button. This is the button that Apple uses to close the iAd window, and for deleting iPhone apps from the home screen, and also the Twitter App uses it to delete the photo that you add to a tweet. Do they just download this image somewhere or is there an option for it somewhere like for the info button, and the detail disclosure.
Thanks
I also found that Growl uses this icon along with Lion's Mission Control...
You can use UIKit Artwork Extractor to extract about any iOS artwork that is not public. Just search for close and you will find several close button png images.
Apple doesn't make that image available, unfortunately.
This iPad template has the icon you want, though, in a PSD: http://www.teehanlax.com/downloads/ipad-gui-psd/
If it's actually an image and the iOS Simulator displays it, it should be hidden somewhere inside the Simulator frameworks or support files.
What, you mean the circle with an X in it? It's pretty easy to make your own, either in an image editor or just drawing it in code. I can guarantee you that's what the Twitter app did.

, how to open and close screen with effect like Facebook?

I'm using three20 for my dashboard.
(ttlauncher)
Now when I select a icon to open a screen
How do I make the screen open like Facebook? (small to big)
And close to return to the dashboard like Facebook? (big to small)
Do I need to modify the ui screens to use three20 aswell? Or the effect is standard iOS effects?
These are custom animations developed by the team who worked on the App.
If you download the Facebook iOS SDK you should be able to have a glimpse at how it's done by looking through the source code and using it as a reference.
https://github.com/facebook/facebook-ios-sdk
Of particular interest to you is the FBDialog class (which is a UIView subclass).

iPhone App Tutorial/Help Screen UI

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