I'm developing an app for iOS and Android using Corona SDK and have problems with managing native textFields in Android.
I'm trying to achieve the following effects:
tapping on textfield will animate its sliding with keyboard so it will be always on top of it while moving up.
Tapping on back button will dismiss the keyboard and slide textfield back with it
My problems are:
To know the height of the keyboard in order to know where to stop moving the textfield.
To catch back button tap in order to eliminate the textfield
What I am doing:
I've looked over the Internet to find out how to check keyboard height on Android. All solutions assume we have Activities.
We have registered onKey listener to catch back press in corona code, but it is not fired if keyboard shown.
Ok so I made this Draw & Guess Online game and I used Native TextFields as well. What I did is just set my device resolution to lets say 600x1024. Then I just tested on a few different devices, and just eyeballed where the keyboard was located. I'm afraid this is what your going to have to do. Just use a for loop to make around 10 small rectangles and print the pixel values next to each of them. Then take your test devices, and see where the keyboard lyes on each device. Then just animate them up.
There is no easy way to do it in Corona unfortunately. Also people could have custom keyboards which would make your life even more difficult. All I can recommend is to over estimate and release.
Related
Is there any way of disabling / enabling the touch events in a certain activity
without disabling certain buttons. like if the phone is "frozen" on a certain activity page for limited time?
I need that the user wont be able to go back on page, slide out or any other events.
Is it possible? (I'm using android studio, java)
Thanks in advance!
Any answer would help :)
It's possible.
Actually there is no special function to make it.
To make it, you can make a full screen button with transparent background.
And you will define a function of the button.
Of course, it will be an empty function.
Well, you can do nothing on the screen.
and then you can hide or visible the button according to your necessary.
My first android app I'm creating, a text based game. Everything is looking great so far with functionality. I'm just wondering 2 things, one, is there a way to control how the new activity opens in the screen (new activities open from the center of the screen on my app, takes about a half second), and second, its it better to have each button pressed choice open a new activity or is there a better way to clear the screen and use the if and else commands in java.
I think as for the first part, you may want to use animation on transition between activities/fragments.
You do want to read more about fragments as i think it will solve your second question.
Check this small tutorial for the animation part.
Check docs for fragments.
Good luck.
I basically need to find out if there is a way to capture movements or keystrokes of a game such as "Angry Birds" etc using the touch screen of an Android and save them to a file on the device.
I'm sure these phones have security issues and don't want native "keystroke logging", but if it's a layer that sits over the other game, it should be ok
Please let me is there any way to achieve the same. Your help would be appreciated. Thanks In Advance
You can cover the screen using a System Overlay, as shown in this answer.
However, keep in mind that either you can consume all the touch events, or you can let them through. You cannot first take the touch events, and then pass them onto the app or View below you.
Additionally, if the device has on screen system navigation buttons (home, back and recent apps) the overlay will not cover these.
I've been working on a drum machine app, and the latency between the time you press the button and the time the sound plays is unbearable. I have seen some people use multitouch and gridviews, and make several buttons able to be pressed at the same time, but I honestly have no knowledge of those. How could I set up multitouch or gridviews to reduce the latency?
I would guess the multitouchable buttons are a very custom implementation. You won't ever be able to touch two ordinary buttons simultaneosly, since they are made for single touch and are based on focus gain etc.
Here's my idea behind a multitouchable implementation:
You create a very custom view which will draw all buttons you need. This view should override onTouchEvent and react on multitouch. I never tried that, but this is the only option I can think of.
I would like to listen the slide IN/OUT event of the NOKIA devices(Touch + QWERTY Keyboard) in J2ME App. I need your inputs for the same. Do i need to follow complex implementation or is there any other way around?Will midpjni help?
For handsets with QWERTY and Touch screens, the QWERTY keyboard is exposed when it is slid out and the screen changes to landscape mode (from portrait). So you can detect the sizeChanged(width, height) call, detect that handset went into landscape mode and then handle it.
There is a problem with this approach, if the handset changes into landscape mode based on accelerometer calls then this is inconsistent as then it can go into landscape mode without the QWERTY keyboard being slid out.
So a seemingly good approach is just listen for slide IN/OUT event and handle it. So yours is a good solution. However if your app needs to work on Non-Nokia handsets who dont support slide IN/OUT events.
So, a generic solution would be
Handle portrait/landscape changes
based on sizeChanged call.
Make your key handling generic enough to
support Virtual keypad and also
QWERTY keyboard.
This may have been on tangent but hope it helps you understand this.