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  • Android browser touch events stop display being updated inc. canvas/elements - How to work around?

    - by Ed Kirk
    On some android's native browser touching the page seems to stop the display from being updated until the finger is released. This occurs for both html element based animation (switching classes) and for canvas based animation. It does not however stop normal js execution and other events are fired as normal. On devices with this problem the dolphin browser also seems effected (not firefox though). Touchstart/move both have preventDefault() fired as well as stopPropergation(), cancelBubble = true; and e.returnValue = false;. In the CSS webkit selection has also been disabled. The page will not scroll. A similar question has been asked here: Does Android browser lock DOM on touchStart? but I'd like to find out if this behaviour can be overcome, or at least to discover what devices will be effected by the problem, is it a device or version android issue? If you cannot answer the question running the demo and reporting your experience along with your device model and useragent (displayed at bottom of demo page) as a comment might help others or myself answer the question. Here is a demo and steps to reproduce the behaviour. A QR code for the link can be found here https://s3-eu-west-1.amazonaws.com/canvas-test-pd/tmp.png. https://s3-eu-west-1.amazonaws.com/canvas-test-pd/index.html The web page has a canvas at the top and a div with a background image at the bottom. Every second the canvas is cleared and a different image displayed and the div has it's class switched (both toggle between 0 and 1 pngs). Once this has toggled a few times place your finger on the canvas (the top grey box) and hold it there. Wait to see if the animation continues (sometimes it will once or twice then stops) and if there are any visual distortions. Update It seems that the Galaxy Tab running 3.2 requires handlers for touchstart/end of document, not just required divs for the screen to continue updating the display. Thanks jimpic. I'm starting to believe it's an issue caused by manufacturers skins, although this is difficult to prove.

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  • import pictures from the iphone photos storage to the canvas within uiwebview

    - by How2iphone
    I am currently experimenting with canvas drawing function in a uiwebview.Its a simple app that allows you to finger paint on the Iphone.Can someone point me in the rite direction on a problem I'm having.I need to be able to import pictures from the photos storage to the canvas within the uiwebview.Its built on Html,javascript and css.Would prefer to use objective C in xcode to acomplish this.Any ideas would be greatly appreciated.

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  • UIView surface Detection

    - by Sanjay Darshil
    In my code I crated two UIView View1 and View2 out of which View2 rotates on finger touch using CGAffineTransform and View1 is drawn like Arrow shaped (triangle) using CGContext. The View1 is steady view (fixed) which Points (shown directed Up) to the Surface of View2 , So I want to detect the View2 surface points when it stopped rotation and appears in front of the view1. How can I made this possible to detect the UIView Surface when it appears in front of another UIView?

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  • Testcase with multitouch on Android?

    - by makke
    The TouchUtils class in the android documentation has functions like drag() [http://developer.android.com/intl/de/reference/android/test/TouchUtils.html#drag(android.test.InstrumentationTestCase,%20float,%20float,%20float,%20float,%20int)], but they do not support multi touch gestures, like a two finger swipe. Looking at the MotionEvent.obtain() methods, there does not seem to be any way of invoking a "virtual" multi touch event from a testcase. Anyone has got it working?

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  • touch multi UIViews

    - by user262325
    Hello everyone There are a series UIViews arranaged very close. I hope when my finger touchs some of them, my app can detect which UIView touched. Maybe one or two or three.(because the displayed parts of each UIView are too thin). I hope to get the middle x value of the touch, then spread the UIView where the middle x value locates and the UIViews near it. Welcome any comment Thanks interdev

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  • Screenshot Tour: Ubuntu Touch 14.04 on a Nexus 7

    - by Chris Hoffman
    Ubuntu 14.04 LTS will “form the basis of the first commercially available Ubuntu tablets,” according to Canonical. We installed Ubuntu Touch 14.04 on our own hardware to see what those tablets will be like. We don’t recommend installing this yourself, as it’s still not a polished, complete experience. We’re using “Ubuntu Touch” as shorthand here — apparently this project’s new name is “Ubuntu For Devices.” The Welcome Screen Ubuntu’s touch interface is all about edge swipes and hidden interface elements — it has a lot in common with Windows 8, actually. You’ll see the welcome screen when you boot up or unlock a Ubuntu tablet or phone. If you have new emails, text messages, or other information, it will appear on this screen along with the time and date. If you don’t, you’ll just see a message saying “No data sources available.” The Dash Swipe in from the right edge of the welcome screen to access the Dash, or home screen. This is actually very similar to the Dash on Ubuntu’s Unity desktop. This isn’t a surprise — Canonical wants the desktop and touch versions of Ubuntu to use the same code. In the future, the desktop and touch versions of Ubuntu will use the same version of Unity and Unity will adjust its interface depending on what type of device your’e using. Here you’ll find apps you have installed and apps available to install. Tap an installed app to launch it or tap an available app to view more details and install it. Tap the My apps or Available headings to view a complete list of apps you have installed or apps you can install. Tap the Search box at the top of the screen to start searching — this is how you’d search for new apps to install. As you’d expect, a touch keyboard appears when you tap in the Search field or any other text field. The launcher isn’t just for apps. Tap the Apps heading at the top of the screen and you’ll see hidden text appear — Music, Video, and Scopes. This hidden navigation is used throughout Ubuntu’s different apps and can be easy to miss at first. Swipe to the left or right to move between these screens. These screens are also similar to the different panels in Unity on the desktop. The Scopes section allows you to view different search scopes you have installed. These are used to search different sources when you start a search from the Dash. Search from the Music or Videos scopes to search for local media files on your device or media files online. For example, searching in the Music scope will show you music results from Grooveshark by default. Navigating Ubuntu Touch Swipe in from the left edge anywhere on the system to open the launcher, a bar with shortcuts to apps. This launcher is very similar to the launcher on the left of Ubuntu’s Unity desktop — that’s the whole idea, after all. Once you’ve opened an app, you can leave the app by swiping in from the left. The launcher will appear — keep moving your finger towards the right edge of teh screen. This will swipe the current app off the screen, taking you back to the Dash. Once back on the Dash, you’ll see your open apps represented as thumbnails under Recent. Tap a thumbnail here to go back to a running app. To remove an app from here, long-press it and tap the X button that appears. Swipe in from the right edge in any app to quickly switch between recent apps. Swipe in from the right edge and hold your finger down to reveal an application switcher that shows all your recent apps and lets you choose between them. Swipe down from the top of the screen to access the indicator panel. Here you can connect to Wi-Fi networks, view upcoming events, control GPS and Bluetooth hardware, adjust sound settings, see incoming messages, and more. This panel is for quick access to hardware settings and notifications, just like the indicators on Ubuntu’s Unity desktop. The Apps System settings not included in the pull-down panel are available in the System Settings app. To access it, tap My apps on the Dash and tap System Settings, search for the System Settings app, or open the launcher bar and tap the settings icon. The settings here a bit limited compared to other operating systems, but many of the important options are available here. You can add Evernote, Ubuntu One, Twitter, Facebook, and Google accounts from here. A free Ubuntu One account is mandatory for downloading and updating apps. A Google account can be used to sync contacts and calendar events. Some apps on Ubuntu are native apps, while many are web apps. For example, the Twitter, Gmail, Amazon, Facebook, and eBay apps included by default are all web apps that open each service’s mobile website as an app. Other applications, such as the Weather, Calendar, Dialer, Calculator, and Notes apps are native applications. Theoretically, both types of apps will be able to scale to different screen resolutions. Ubuntu Touch and Ubuntu desktop may one day share the same apps, which will adapt to different display sizes and input methods. Like Windows 8 apps, Ubuntu apps hide interface elements by default, providing you with a full-screen view of the content. Swipe up from the bottom of an app’s screen to view its interface elements. For example, swiping up from the bottom of the Web Browser app reveals Back, Forward, and Refresh buttons, along with an address bar and Activity button so you can view current and recent web pages. Swipe up even more from the bottom and you’ll see a button hovering in the middle of the app. Tap the button and you’ll see many more settings. This is an overflow area for application options and functions that can’t fit on the navigation bar. The Terminal app has a few surprising Easter eggs in this panel, including a “Hack into the NSA” option. Tap it and the following text will appear in the terminal: That’s not very nice, now tracing your location . . . . . . . . . . . .Trace failed You got away this time, but don’t try again. We’d expect to see such Easter eggs disappear before Ubuntu Touch actually ships on real devices. Ubuntu Touch has come a long way, but it’s still not something you want to use today. For example, it doesn’t even have a built-in email client — you’ll have to us your email service’s mobile website. Few apps are available, and many of the ones that are are just mobile websites. It’s not a polished operating system intended for normal users yet — it’s more of a preview for developers and device manufacturers. If you really want to try it yourself, you can install it on a Wi-Fi Nexus 7 (2013), Nexus 10, or Nexus 4 device. Follow Ubuntu’s installation instructions here.

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  • Lock application window movement on Mac

    - by Martin Tóth
    Sometimes, when I use touchpad to control cursor and I'm clicking or double clicking, I move the application window a few pixels because my finger does not tap the touchpad on one place. Is there a way (Mac OS X) to lock application window, so that it can't be moved with cursor unless unlocked again? Is there another way to solve this? (Besides me being more careful when double clicking...) Edit: Is there even an attribute of "window object" that can lock it's position? I can try to write an App that handles just that (or a script run every time I run Application which I want to lock windows for). If there isn't would an OS X Application that "watches" windows movements and counters them (moves back) be hard to code?

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  • Flixel - Animated Tilemaps

    - by nospoone
    I am using Flixel 2.55 and I am trying to animate a tilemap. I found this piece of code that apparently enables the use of sprites as tiles. From what I understand, this loops over the tilemap's graphic and replaces the tile's pixels with the sprite's pixels each time they change. I have implemented the class and it's working, but not completely; the tiles get replaced, but do not animate unless the camera moves. Here's the relevant parts from LevelLoader.as, which only instantiates the AnimatedTilemaps (piece of code from forum) and pushes sprites to the array. // AnimatedTile is just an extended FlxSprite private var _waterTop1:AnimatedTile; // Create ground tilemap _groundTilemap = new AnimatedTilemap(); _groundTilemap.loadMap(_rawXML.Ground, Assets.OverworldGround, 8, 8); FlxG.state.add(_groundTilemap); _waterTop1 = new AnimatedTile(8, 8, Assets.WaterTop, 100); // .Animate only adds and plays an animation, with a startAtFrame param. _waterTop1.Animate('run', [0...47], 10, true, 0); Now, it seems as though the sprites are updating. I tried tracing the update()s, and they are running for both the sprites and the tilemap. The sprites are even changing frames. Using only AnimatedTiles and hard placing them (giving a x and y) works and animates. What troubles me is that they only update when the camera moves. I've been on this for a week now and can't seem to put my finger on what's wrong. I am also open to other solutions to have animates tiles in a tilemap. If other details are needed, just ask. PS: Sorry for my english, I am not a native speaker...

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  • Allen for Umbraco with location EXIF meta data

    - by Vizioz Limited
    The latest version of Allen for Umbraco has now hit the Apple App store, we have managed to add some nice improvements to this version that include:Storing location and direction information when photos are taken within the AppEmbedding EXIF data into the images when they are uploadBackground UploadingPull to refresh the media tree Location and DirectionBy default when the camera is used within an application the location and direction that the camera is pointing is not stored within the image meta data. We have now added full support so that this data is now added. We have added a setting which allows you to prevent this data from being uploaded to your website if you do not want the location data to be sent you can turn it off within Allen, Note: Please don't forget that location services do need to be turned on to allow the app to access the images in the phone's asset library.We have had quite a few ideas from users already for using this location data, including logging free parking in Denmark to geo-tagging holiday photos and linking the photos to Google street view. Embedding EXIF dataWe now embed all the meta data available on the iPhone into the image when it is uploaded to your server, this allows you to pull the data out and use it within your site. Have a look at Cultiv's Photo Meta Data package for great example code that allows you to automatically pull this data out and populate properties on your Umbraco media item.We slightly modified the source code of this package to allow the package to always extract the image data, as the default package requires a property to allow the data to be extracted, it's an easy change, if you get stuck add a comment to this post. Background UploadingIf you try to upload multiple images and need to start doing something else on your phone, you can now click the home button and the application will continue to upload your images in the background. As soon as it has finished you will receive a standard Apple notification. Pull to RefreshOur final enhancement has been to add "Pull to refresh" to the media trees, just pull the tree downwards with your finger and it will refresh, this is useful if you are adding items to your media tree while testing your site with Allen for Umbraco. Future enhancements.. your ideas?If you have any ideas for future enhancement feel free to add a comment below!

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  • Magic Mouse for Windows 7 (Touch Mouse)

    - by samsudeen
    Microsoft has unveiled the launch of the new product named “Touch Mouse” at the on going Consumer Electronic show (CES). This mouse allows us to do the normal mouse functions such as  Click, flick, scroll and swipe easily without using any buttons.The features of this mouse is similar to the “Magic Mouse” from Apple hence we can call this as “Microsoft’s Magic Mouse”. This mouse is designed specially for “Windows 7″ to expose the touch features of the OS as per the Microsoft’s below statement Touch Mouse brings a new dimension to Windows 7. By quickly responding to single finger gestures, it speeds up everyday tasks that are already fast in Windows 7: scrolling, panning, paging forward and back, docking, minimizing/ maximizing, showing desktop, and more. Touch Mouse also provides elegant touch functionality to non-touch Windows 7 PCs, so you can enjoy dynamic touch sensitivity at a fraction of the cost of a new PC. The below video clip explains the “Touch Mouse” features using the “Windows 7″ operating system   Touch Mouse This mouse will be launched only in June at an estimated price of $80. You can find more details about the “Touch Mouse” at the below  Microsoft web site. http://www.microsoft.com/hardware/touch-mouse/ This article titled,Magic Mouse for Windows 7 (Touch Mouse), was originally published at Tech Dreams. Grab our rss feed or fan us on Facebook to get updates from us.

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  • Apple’s Sep 10th event confirmed. iPhone 5S and low cost iPhone 5C launch is expected

    - by Gopinath
    The much rumored Apple event on September 10th is confirmed. Apple sent official event invitations to media houses and popular bloggers across the globe with the title "This should brighten your day". For the past couple of months there are a lot of speculations on next generation iPhone. Media and bloggers are dubbing it as iPhone 5S and rumored to have finger print sensor for biometric authentication, 12- or 13-megapixel camera with dual-LED flash, and a gold-colored variant. Another speculated surprise Apple may pull out is a low cost variant of iPhone called as iPhone 5C. In order to fight Android penetration, Apple is speculated to announce a plastic iPhone in multiple bold colors similar to the Nokia phones. The new iPhones will be running on iOS 7, a new flat UI which is drastically different from previous versions. iOS 7 is in beta for several months and it heavily barrowed user interface clues from Microsoft’s Windows 8 operating system. What ever Apple is going to introduce on September 10th, gadget freaks and investors are eagerly waiting to see if Apple can continue innovating after Steve Jobs. Since 2011 this is the big launch

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  • SpellBook Parks Bookmarklets in Chrome’s Context Menu

    - by ETC
    If you want your bookmarklets right at your finger tips instead of stashed in your bookmarks menu, SpellBook is a handy Chrome extension that parks them right in the context menu. Install SpellBook and save your favorite bookmarklets in the “Bookmarklets” folder it creates for you. All the saved bookmarklets will be available in Chrome’s right-click context menu (as seen in the screenshot here). SpellBook is a free download and works wherever Chrome does. Hit up the link below to grab a copy. SpellBook [Chrome Extension Gallery via Download Squad] Latest Features How-To Geek ETC How To Make Hundreds of Complex Photo Edits in Seconds With Photoshop Actions How to Enable User-Specific Wireless Networks in Windows 7 How to Use Google Chrome as Your Default PDF Reader (the Easy Way) How To Remove People and Objects From Photographs In Photoshop Ask How-To Geek: How Can I Monitor My Bandwidth Usage? Internet Explorer 9 RC Now Available: Here’s the Most Interesting New Stuff Never Call Me at Work [Humorous Star Wars Video] Add an Image Properties Listing to the Context Menu in Chrome and Iron Add an Easy to View Notification Badge to Tabs in Firefox SpellBook Parks Bookmarklets in Chrome’s Context Menu Drag2Up Brings Multi-Source Drag and Drop Uploading to Firefox Enchanted Swing in the Forest Wallpaper

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  • Disabling horizontal scrolling using mouse wheel

    - by Carlos
    Hello, I am using Windows 7 x64 on an iMac (via BootCamp) with the button-less Magic Mouse that comes with the iMac. I would like to disable the horizontal scrolling that happens when you move slightly the finger horizontally while doing a vertical scrolling. In the Control Panel, Mouse section, Wheel tab, Horizontal Scrolling section, the minimum value that you can enter is 1, not 0. Is there a way (in the Registry) to disable horizontal scrolling using the mouse wheel? Or to set that value to 0 to see if it does the trick? Notice that this is a Windows specific question, not Mac OSX or Apple or Magic Mouse question, it can apply to any mouse in Windows whose wheel supports horizontal scrolling apart from vertical scrolling.

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  • Remapping keyboard to get extra cursor keys - but why stick to VIM standard hjkl

    - by Carlo V. Dango
    Inspired from VIM I recently remapped my keyboard layout to get extra keys for cursor movement. Being fluent in both QWERTY and DVORAK, it came quite natural to me to remap the DF and JK keys rather than the VIM standard hjkl keys. Here is my reasoning It enables me to quickly identify cursor keys since F and J are physically marked on my keyboard I'm using two hands for movement rather than one. I guess from DVORAK I learned to appreciate shifting between hands rather than using primarily one hand. It maps well with the Kinesis keyboard mapping http://www.kinesis-ergo.com/advantage.htm that I use occasionally. I feel I'm using my strongest fingers. I don't have to stretch my right index finger to read H as I would using the VIM layout. However, since I am still doing green field explorations on the cursor key remapping, I'd like others to share their experiences and/or criticize my suggested mapping. PS. If you want to toy around with my remapping using Autohotkey here is my script ; extra cursor keys. !d:: Send {Left} <^>!d:: Send {Left} !f:: Send {Right} <^>!f:: Send {Right} !j:: Send {Up} <^>!j:: Send {Up} !k:: Send {Down} <^>!k:: Send {Down} The question Is this mapping sane or is the VIM mapping superior?

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  • Is 'Old-School' the Wrong Way to Describe Reliable Security?

    - by rickramsey
    source The Hotel Toronto apparently knows how to secure its environment. "Built directly into the bedrock in 1913, the vault features an incredible 4-foot thick steel door that weighs 40 tonnes, yet can nonetheless be moved with a single finger. During construction, the gargantuan door was hauled up Yonge Street from the harbour by a team of 18 horses. " 1913. Those were the days. Sysadmins had to be strong as bulls and willing to shovel horse maneur. At least nowadays you don't have to be that strong. And, if you happen to be trying to secure your Oracle Linux environment, you may be able to avoid the shoveling, as well. Provided you know the tricks of the trade contained in these two recently published articles. Tips for Hardening an Oracle Linux Server General strategies for hardening an Oracle Linux server. Oracle Linux comes "secure by default," but the actions you take when deploying the server can increase or decrease its security. How to minimize active services, lock down network services, and many other tips. By Ginny Henningsen, James Morris and Lenz Grimmer. Tips for Securing an Oracle Linux Environment System logging with logwatch and process accounting with psacct can help detect intrusion attempts and determine whether a system has been compromised. So can using the RPM package manager to verifying the integrity of installed software. These and other tools are described in this second article, which takes a wider perspective and gives you tips for securing your entire Oracle Linux environment. Also by the crack team of Ginny Henningsen, James Morris and Lenz Grimmer. - Rick Website Newsletter Facebook Twitter

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  • How much thermal paste should apply to the CPU?

    - by iconiK
    There a million different pages around the Internet with conflicting information on how much thermal paste to apply and how to spread it. Some say a half-bean-sized drop in the middle, others say a circle or rectangle on the CPU. Some tell you to let the heatsink's base spread it, while others say to spread it with a knife or your finger with a plastic bag on it. Some coolers even come it with applied fully on the base, like Corsair H50 and all Arctic Cooling products. What is the best way to apply and spread thermal paste, and how much of it?

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  • Check if user password input is valid in Powershell script

    - by Doltknuckle
    I am working with a Powershell script that adds scheduled tasks to systems in our domain. When I run this script, it will prompt me for my password. I sometimes fat finger the password and the process starts, which locks out my account. Is there a way to verify my credentials to make sure that what I typed in will validate with the Domain? I'd like to find a way to query the Domain controller. I've done some Google searches and I should be able to do a WMI query and trap for an error. I would like to avoid that style of validation if possible. Any ideas? Thanks in advance.

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • Use Modern Apps in Windows 7

    - by soandos
    It seems like a basic question, but is there a way to run windows 8 (Modern Apps) in windows 7 (without a VM, that seems like cheating)? My hunch is that it would be possible with some sort of hack, as the code is written in the same .Net languages as many other programs. The only issue would be intercepting the finger to corner gestures, but I am not sure how much is there really (is it just a location, or a special win API call). Is there software that can do this, or options that need to be changed to make this work?

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  • How can I keep my keyboard clean?

    - by Billy ONeal
    I know there are lots of articles out there on getting a keyboard clean, but I'd like to prevent my keyboard from getting nasty in the first place. The biggest problem isn't anything like food particles or liquids -- my keyboards almost instantly get a coating of finger oils and dead skin cells around the edges of the keys where my fingers rest, and the result is quite nasty. I have to clean my keyboards constantly to keep the problem in check. I'm wondering if there are any good ways to reduce this kind of buildup on my keyboard.

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  • Odd behavior on Shift-{Esc,Fx}

    - by ??????? ???????????
    Sometimes, when changing between the modes in Vim, I forget to take my finger off the Shift key. This innocent mistake is probably part of the luggage carried over from other terminals, but I have never seen my input treated this way. After changing from command mode to input mode, if I hit the Esc key while the Shift key is down, Vim will display <9b (Control Sequence Introducer) instead of switching to the command mode. At least two work-arounds to this intended behavior are available on the mintty site (faq, issue). " Avoiding escape timeout issues in vim :let &t_ti.="\e[?7727h" :let &t_te.="\e[?7727l" :noremap <EscO[ <Esc :noremap! <EscO[ <Esc " Remap escape :imap <special <CSI <ESC My question is about the syntax and the meaning of the first solution. From the looks of it, it seems like t_ti is being assigned a literal value, but I'm not sure why the "c address-of" operator is required. I'm also not sure why there are two noremap statements.

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  • UIView vs CCLayer and Making gestures work in Cocos2d

    - by Lewis
    now I've been been searching for an answer to this question for at least 3 days now. I've tried on many cocos2d forums, including the official one and have heard nothing back. I've found a project which uses custom gestures: https://github.com/melle/OneFingerRotationGestureDemo Explanation here: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ Now I want to implement that behaviour onto a sprite in a cocos2d application. I've tried to do this but it fails to work. It uses a view controller which inherits like this: @interface OneFingerRotationGestureViewController : UIViewController <OneFingerRotationGestureRecognizerDelegate> Now my question is how would I implement the OneFingerRotationGesture behaviour onto a CCSprite in cocos2d 2.0? As interfaces in cocos2d look like this: @interface HelloWorldLayer : CCLayer Now I have asked a similar question to this on stack overflow and a user directed me to this link: https://github.com/krzysztofzablocki/CCNode-SFGestureRecognizers Which I believe makes use of gestures (like the first github linked project) but not custom gestures. I lack the obj-c skills to work out and implement the functionality into my game, so I would appreciate it if someone could explain the differences between CCLayer and UIViewController, and help me implement the OneFingerRotation gesture into a cocos2d 2.0 project. Regards, Lewis.

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