I have seen at least two ways:
1)to handle the touch screen events
2)to schedule a repeatable task which will send a joypad state to an object. The original link:
link
I have chosen the second way. But additionally I use a timer instance for repeating pressing button event.
I have also created a constants which mean all the possible joypad states (sneakyinput joypad states are represented by numbers by default)
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I'm working on a toy with multiple "touch areas" which serve as inputs to my synth.
Using an oscillatorBank I can start and stop notes easily.
In regular keyboards there's only 1 key for each Midi note, so "retriggering" a note requires the musician to lift their finger, even if only briefly allowing one to call .stop() and then .start() on the note.
The scenario I'm working on is when the note is held down, but is then triggered again on another "touch area". Could I somehow "retrigger" the "attack" sound for that note? Should I start and stop the player? Ideally I would call
oscillator.restart(noteNumber: )
but that doesn't exist that I know of.
Many thanks.
Seems like a simple wrapper for stop(noteNumber:) and start(noteNumber:) that you could set up in an extension.
I've been searching for a little while to investigate whether or not our Gtk+ 3 application (Gtk#, actually, but bound to Gtk+ 3) will be easily convertible to receive touch events rather than mouse clicks. This is pure investigation at the moment since I don't actually have a touch screen yet (that's also the reason why I can't easily test my theories).
As far as I can tell, the Gnome 3 can indeed do this and the documentation that seems relevant is the gesture stuff, found here.
I've not been able to find any sample Gtk+ code so I'm hoping it's a simple matter of instantiating one of the gesture classes and simply setting it up to deliver events to the main event loop.
Is there anyone with experience with Gtk gestures that can guide me in a simple example? Let's say I have a DrawableArea and I want to receive a very simple, single-touch event that gives me an event with the point within the area that was touched.
Once I have that, I should be able to build on it to handle swipes, pinches and so on.
You cannot inject pointer events as touch events: they are fundamentally different, and they interact with the gesture recognition state machine that lives inside GTK.
GTK has the ability (for debugging purposes) to emulate touch events via pointer, though obviously it cannot emulate multi-touch events because a pointing device only has one event sequence. If you have a recent version of GTK 3.x, you can use the GTK_TEST_TOUCHSCREEN environment variable set to a non-zero value.
If you want to know how to use GtkGesture implementations in your own widgets, then I suggest you look at the GtkGesture API reference, and look at the various types of gestures available, like GtkGestureSwipe or GtkGestureZoom. You're supposed to add GtkGesture instances to your widget when constructing it, and then catch the signals on the specific gesture when they are recognised.
I am using UIAccessibilityPostNotification and UIAccessibilityAnnouncementDidFinishNotification in my app. According to this link, the notification should be posted either when the announcement finishes successfully or it does not (i.e. the user swipes to another element on the screen).
UIAccessibilityAnnouncementDidFinishNotification expects an NSNotification dictionary as a parameter from which you can determine the value spoken and whether or not the speaking has completed uninterrupted. Speaking may become interrupted if the VoiceOver user performs the stop speech gesture or swipes to another element before the announcement finishes.
It works fine if the announcement finishes, but if I swipe or tap the screen before it finishes, no notification is posted. Any thoughts on why this might be? Could it be a bug? If so, any suggestions on workarounds? I have text coming in that needs to be read sequentially so am using this to synchronize. Even if I could somehow reset my speaking flag to 0 when the user taps the screen/does anything, that would be great.
Create a custom view and that custom view needs to implement the protocol UIAccessibilityFocus
- (void)accessibilityElementDidBecomeFocused
- (void)accessibilityElementDidLoseFocus
- (BOOL)accessibilityElementIsFocused
I have a volume slider in my application that I'd like to have a sound effect play when the user changes the value. The standard valueChanged event works well here, and I'd like to use it in conjunction with a touches ended signal to trigger the sound at the end. Is there a control event here that I'm missing that would run my method when the touches finish? It doesn't seem like there is a UIControlEventTouchesEnded...
Some code samples would help, but I guess you're looking for UIControlEventTouchUpInside. I'm not sure, if it works with a slider.
One possibility would be to set the slider's continuous to NO. Now it emits just one valueChanged event, namely when the user is all finished - just what you want to know.
Hey, I was wondering if there was an event or something that can check if my user is holding down a button? (for iphone, iOS)
The Event class is TouchEvent. You'll need to toggle the touch state in a variable if you want to keep the fact someone is pressing down after the fact (of the event).
You can use MouseEvent if you need/desire a single touch point. Though you still need the variable.
You need to set Multitouch.inputMode to MultitouchInputMode.TOUCH_POINT in order to turn on touch events on the iPhone. Unfortunately, you can only test touch/gesture events on the iPhone itself. (MouseEvent and TouchEvent are virtually identical in use: MOUSE_DOWN = TOUCH_BEGIN, MOUSE_MOVE = TOUCH_MOVE, TOUCH_END = MOUSE_UP. The main difference is that you can only have one "mouse" yet multiple touches.)
Personally, I use MouseEvent to test on the machine, with an if-then setting up TouchEvent listeners if Multitouch.supportsTouchEvents is true (which it only is on the iPhone/Android).
If the button is a Cocoa Touch UIButton, you can easily connect a number of its gesture events from Interface builder to code Xcode IBActions (where you write the appropriate methods).
How your project would connect to flash, I am not sure. Give us more details and perhaps someone can better help. ;)