How can I simulate the tab-bar/camera behavior in the picture?
I have seen many apps which shows the very similar behavior, and I suspect there could be a library for it?
You can tab on the camera icon in the tab bar controller.
It opens camera, and you can also access your album by clicking the button on the right.
Related
Inside the Twitter iPhone app, if you click on a link it pushes in a WebView.
Ive gotten this far, but I can't find the correct identifier for the forward and backward buttons like at the bottom left of the image below. Are they native? or are they just images they have created themselves?
You might want to have a look at a drop-in inline web view controller I did: SVWebViewController. It should save you a fair bit of coding :)
Per the list of UIBarButtonItems from the docs, those items you desire need to be custom images a they are not provided in the current SDK.
I am working with a basic UIImagePickerController. I have read about camera overlays and am not ready / don't need to dive into that world yet.
After the user takes a photo, the UIImagePickerController displays a "Preview" screen. All I want to do is change the text on the button on the preview screen from "Use" to "Upload".
It seems to me that there should be a very easy way to access this, but I have found very few references to the "Preview" screen.
Any assistance would be appreciated.
That functionality is not exposed in the SDK. There is no way to customize the Preview screen.
I have a Tab Bar application and in there I have a Navigation Bar going back and forth between 2 views with a back button (1st view - home, 2nd view - google map website link). On the second view, when I implemented a UIWebView and gave it a google map url of my company's location, when I ran it in iOS Simulation, it ran the google map application in the UIWebView, but the problem is that in the bottom left corner, the zoom in button is showing, but the zoom out button is hiding 2/3 if the button image, so I was wondering how can I adjust the UIWebView screen size to fit in with the UINavigationController? Hope someone can help and please let me know if you do not understand my question
*I posted a picture to show you on my iOS simulator what I'm talking about, the botton left corner is where my zoom out is not fully showing
Why don't you use the MKMapView and display the Google map directly? Showing the Google maps web site seems rather strange to me, because using the native map view is way nicer and you have more control.
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
Is there a way to create buttons similar to the glossy icon-buttons on the home screen on the iphone but in your own app? The only thing i've found to create image button is to create rounded rect-buttons and set the image or background property on it, but that does not automatically create the glossy surface and rounding.
You'll need to use images. Apple doesn't make the glossy UIGlassButton class public.
If you're after buttons the same size as on the home screen, on black background, you could just set the image as your Icon.png, install the app in the simulator, take a screenshot of the home screen with the generated glossy icon, cut the icon out, and repeat the whole process with the rest of your icons.
Maybe simpler, if you don't have Icon.png set in your app, you'll get the white button on the home screen. Take a screenshot of that, and use it in a layer in Photoshop or similar to lighten up the underlying layer with your icon.
If you need buttons with other sizes, have a look at this blog entry on Cocoa with Love. Those buttons don't look exactly like the ones on the home screen, but you might be happy with that look, or modify the code to your taste.