How can you make Mootools drag and drop that is touch compatible? - drag-and-drop

I am building a drag and drop interface using Mootools .draggable() method. It's working great except that it does not work on touch devices which is important for it to do. Is there a way to make .draggable() touch compatible?

have you read this answer? Drag with mootools on mobile
it does not seem to work too well with droid tablets. see http://jsfiddle.net/dimitar/kLVJy/ - dragging is choppy and drops it too early. might be better on ios, not sure. something to build on anyway

As Dimitar said, read the answer Drag with mootools on mobile.
The provided answer though is buggy, and works bad in both android and ios at the time of this writing.
Speaking about android the problem is due to a bug, see http://code.google.com/p/android/issues/detail?id=5491.
The workaround consists in calling
event.preventDefault()
in the touchmove callback. Such workaround works well in my case for both android and ios.
Demo: http://jsfiddle.net/abidibo/aWJ8S/

Related

Unity-iOS: Native iOS code development in Unity project?

I am new to Unity. I have done a character walk animation in 3ds max and imported in Unity. I created Xcode project for iOS through Unity, and animation works as expected.
I want to develop some UI button controls on screen and animate this animation in my iOS app, only when this button is clicked. How do i code it now for this UI controls and events? Do i need do adding these controls and events on the Xcode project (which created by Unity) (or) I can do everything like this kind of native code in Unity itself?
Please advise!
Thank you!
Getsy.
You can do all UI in the Unity itself. You have these options:
Old Unity GUI system. It is pretty easy to program, but it is awful in terms of performance and usability for designers — it's created completely from code, with no editors. It's almost never used in commercial products except for debugging and developer tools. However, it's still a good option for prototypes.
Use other GUI package. There are a lot of 2d and UI packages for Unity of all kinds. Currently the most popular one is NGUI, which is pad, but also has an evalution version.
Create your own UI framework (still in Unity). Just wanted to mention that this is a viable option, but it's obviously the worst one for your case.
Wait for the new 2D/GUI Unity framework. It's supposed to come out in 4.3 version, and it is just around the corner; more than that, the original NGUI author is working on it.
In you place, I'd create basic prototype controls with built-in Unity3d GUI, and by the time I'd need to create something more presentable, new Unity GUI would hopefully already be there.

JScrollPane touch scrolling doesn't work in IE10/Surface

I've tried searching for this but it doesn't appear to be a known issue.
Finger scrolling doesn't appear to work in IE10, even on the main jscrollpane site: http://jscrollpane.kelvinluck.com/
Demos: http://jscrollpane.kelvinluck.com/basic.html
Only tested on a Surface RT device...
It seems to work fine on iOS/Android devices.
Any ideas?
Thanks
I am also having the same issue, I have found the following article somewhat helpful, but still can't seem to get it to work completely. I would have just commented but I don't have enough rep apparently.
http://msdn.microsoft.com/en-us/library/ie/hh772044(v=vs.85).aspx
From what I can tell, this has something to do with IE10 and 11 hijacking the touch action on touch devices in order to allow the user to swipe left and right to switch between apps. I am currently testing on a Surface Pro2 using both the metro version of IE11 and the desktop version of IE11. According to the article you should be able to prevent that behavior using css "touch-action" property but I can't quite get it to work right. I'll update if I find anything more useful.

How can I use gestures on iPhone apps using Delphi Firemonkey?

I am trying to write an iPhone app using Delphi XE2 / FireMonkey and have got past many of the initial hurdles, but am now stuck on gesture handling.
I have created a test app with a TVertScrollBox, but I cannot scroll the contents, unless I enable the scroll bars (which are very thin), and touch those. This is not very iPhone friendly (and almost unusable). Would appreciate a pointer in the right direction.
Documentation seems to suggest using UIGestureRecognizer...
http://developer.apple.com/library/ios/#documentation/EventHandling/Conceptual/EventHandlingiPhoneOS/GestureRecognizers/GestureRecognizers.html
...however these need to be attached to a View, whereas the app is using a FireMonkey form.
Any thoughts would be appreciated.
I have worked out how to do this...
The TVertScrollBox control needs to have the MouseTracking property set to True.
All controls added to the TVertScrollBox then need to have their HitTest property (if it exists) set to False. After that it just works!
With Delphi Xe3, Fire monkey as support for basic gestures (zoom, rotation, pan)
But officially Xe3 doesn't support anymore "IOS" as a target.
You have to wait beginning of 2013 for the release of their "mobile studio" extension
Gestures not in FireMonkey at the moment.

Implementing tracing gestures on iPhone

I'd like to create an iPhone app that supports tracing of arbitrary shapes using your finger (with accuracy detection). I have seen references to an Apple sample app called "GestureMatch" that supposedly implemented exactly that, but it was removed from the SDK at some point and I cannot find the source anywhere via Google. Does anyone know of a current official sample that demonstrates tracing like this? Or any solid suggestions on other resources to look at? I've done some iPhone programming, but not really anything with the graphics API's or custom handling of touch gestures, so I'm not sure where to start.
If you're on 3.1.3 firmware you can use the touchesBegan, touchesChanged, and touchesEnded methods. If you were to do an iPad app on 3.2, you'd have access to gesture recognizers such as UIPanGestureRecognizer - which provides the same basic functionality but also gives you some extra information.
The problem here is that they will not give you a smooth line without some extra work on your part, but these are the basic ways to handle finger tracking.
Unfortunately I don't have any examples to give you, but check out the stuff I mentioned in the developer documentation. You should be able to at least get started from that.
I'm uncertain if gesture recognizers are available in 4.0. Might be worth checking out.

Does Android provide widget like the iPhone UIPickerView

I feeling that the UIPickerView of iPhone is good idea and easy to use on touchable mobile phone. I am strange that why Android SDK do not provide the same effect widget ?
or maybe coder have to clone it on Android ?
any help ... thanks ...
FWIW, I was looking for the same thing, and I found this -> http://code.google.com/p/android-wheel. I have not used it yet, but I am thinking about giving it a whirl.
I think the spinner would be the android equivalent. It doesn't have the same eye candy, but functionally it would be the same. You could write your own widget to add the eye candy and animations though.
You can use a NumberPicker. Although it has 3 visible fields instead of 7, and it doesn't have 3D effect (it is just a table with some fading out).