How to use/get Apple Watch Full Screen mode - fullscreen

I don't want to hide time, but want to use full screen
In the storyboard on the interface controller settings I set the checkbox "Full Screen" and "Fixed to screen edges" to ON.
In the storyboard I can see the full screen mode is working and the WKInterfaceGroup is scaled to the entire display.
But unfortunately on the watch device/simulator it does not work.
The group has alignment center/center OR center/top and width and height are set to "Relative to Container"
How can I really use the full screen mode?.
I just have to add a label equal to Time in top black space. I want to show some text here. I have seen this in some other apps, They are using this space. Even in Apple design guide lines docs, they use this space. I am adding these reference screenshots also.
In above pictures, you can see they used this top space for titles. I also want to add a label to show some text equal to time.
Any help would be greatly appreciated.

This is a really weird bug. After digging around I've found a way to fill the whole screen. It's not pretty but I'm consistently getting full screen if i'm adding a sprite kit scene into a "main group". Again; it's not an elegant fix but it works and isn't really that resource intensive. Hope this works for you too!

Related

Adding a text box in Android Studo

Trying to use AndroidStudio (3.4.2) for the first time and it appers to be substantially different to the tutorial at
https://developer.android.com/training/basics/firstapp/building-ui
For example:
There is no layout editor toolbar let alone a show button.
There is no autoconnect button
It doesn't show any wiggly lines from the middle of the blue square to its edges.
When adding a text box it goes to the top left and can't be moved.
WTF is going on? This is awful!
So I know this may sound like the hard answer, but in the long run it will make life 1000x easier.
You need to learn XML to design the activities. It's fairly simple and really easy to research. The reason the textbox can't be moved is because the default layout is ConstraintLayout. In order to fix this, go to the xml file and change the Constraint layout to either Relative layout or Linear Layout. In the end, its more simple to learn straight xml.
I suggest you learn Android programming from here or somewhere else because the Android documentation can be confusing especially for a beginner like yourself and trust me, I've been there.

Section at bottom of screen that doesn't respond to onpress event, what's causing this?

I'm working on an existing React-Native app, and in the iOS version, there's a problem where a portion of the bottom of the screen does not respond. At first it was thought to be on a specific screen, but upon further investigation, it was found to be affecting other screens as well. The control used on the first screen where the problem was noticed is TouchableOpacity, but a rectangular section in the middle at the bottom of the screen does not respond, but in either corner at the bottom of the screen it does respond. Another screen has a ListView, and if you attempt to scroll from that same bottom middle area, it won't, but everywhere else, it will. This is evident in both the simulator and on the physical device. It acts like there's something in the road floating over the top of everything.
I've tried using the Accessibility Inspector to identify the cause, but this hasn't revealed anything.
The highlighted area in the screenshot above is where I'm referring to.
To complicate things further, this problem doesn't exist in the Android version.
Has anyone experienced this before, and if so, what was the cause and how do I fix it?
Edit: I've now determined the cause is an Animated View that's hanging about, it seems not all the child elements within it are having their opacity set to 0. I've attempted to address this using pointerEvents, but this just moves the problem to a different child element.
Anyone have any suggestions?
The issue turned out to be that the parent was having it's height changed during the show and hide events to avoid this same issue in Android, so we need to only change it if the platform is Android.
this.setState({height: (Platform.OS === 'ios') ? 50: 0});

Weird results when trying to get UI elements to fit a dynamic size in Unity

I have a system where if you walk by a sign it will create a popup dialogue which is fine (just the popup part) but when I try to make it to where it can be adjusted based on how much text is displayed (Content Size Fitter) then I get something that literally does not make any sense to me whatsoever. When using World Space my font on Text components has to be 0 (also makes no sense) so that 1 letter isn't the size of 100 units and the combination of these 2 issues has almost made me go mad but that is the reason why I am here so you all can save me!
My setup for my sign :
Now this is the dialogue that is spawned viewed from the inspector (Not shown in the scene/game view yet) :
Now this is when the player walks near the sign with all the components you see in the screenshots :
As you can see the height of my dialoguePanel for some reason keeps going to 321 and New Years isn't close so this countdown I am not happy with. It should be adjusting to how much text is in it. I mean I just did a tooltip almost 100% identical except that the Canvas isn't World Space but Screen Space - Overlay. On top of all this it seems any text I use in World Space HAS to be font 0. Please help I am about to lose my mind.
World space canvas is a bit tricky. And guess what is even more tricky: content size fitter. One of solutions is that you add your dialog UI element manually in the scene at desired location and tweak its RectTransform values in inspector to get what you want to see in scene view and then save it as prefab.
Read more about How Content Size Fitter works and there is one more thing about UI when working with world space canvas. UI is way too bigger than your other scene elements. To solve this problem you have to scale it down as instructed in section Specify the size of the Canvas in the world.
Hope it helps :)

Can I use an image instead of a title in an Apple Watch app?

How can I put an icon in the top left label and make fullscreen? Apple allocates some space on top for the digital clock and back label. I would like to customize it, but I can't find anything in the SDK to enable this.
The top strip of the Watch screen is reserved for displaying the page title, or occasionally links such as "Cancel" by default for modal views, and the clock. It is not possible to hide this.
It is possible to set an empty title for a page. Some settings will alsoplace a background image behind this text (if you set the mode to 'Aspect Fill', at least in the current Xcode 6.2 beta 3). However, the portion of the image at the top of the screen is simply occluded by a black strip, so this does not achieve what you want.
Additionally, Apple have specifically recommended against displaying logos on the Apple Watch screen, with the rationale that the screen is too small to display for the user anything but actual content.
To set the Global tint:
Select the Interface Controller itself in Interface Builder by clicking on the Yellow circle at the top of the view of the screen.
Press Cmd-Opt-1 to display the File Inspector section of the Utilites on the right hand side.
Set the 'Global Tint' option in the section 'Interface Builder Document', as per the screenshot.
Not possible in the first cut but I think it will come later.
It's not actually a back label. The text in the top left of the Watch screen is the title of the current WKInterfaceController. You can change it by using -[WKInterfaceTitle setTitle:], but you are limited to content that is expressible in an NSString (so no UIImages).
It is possible to customise the status bar in watchOS 4.
Select your interface controller in the storyboard
Open the attributes inspector
Check the Full Screen checkbox
After doing this you can add your custom image to the left of the statusbar.

Why can't I size android components at will?

Okay, so I'm really trying to do a lab for a class thing and I don't get why I can't have a textbox that takes up the width of the phone and a button that takes up the width of the phone on the bottom, but I don't know why that is? Here's a picture of what I have.
I know this is a noob question but it hasn't been addressed yet on the online course I'm taking and I really need an answer because I wanted android development to be as easy as .NET on windows.
Well anyway here is one picture:
Also here is the other picture:
Notice if I try to make one element bigger, it leads to it pushing the other one out of the activity, I want to have one activity with both elements taking up the entire width of the phone.
Does anyone know what I'm doing wrong?
EDIT: I'm using Ubuntu 14.04 not Mac OS X.
Your controls are children of a LinearLayout with android:orientation="horizontal". This means that the parent ViewGroup is aligning them horizontally; you cannot get the children aligned vertically in this configuration.
If you change the attribute to android:orientation="vertical", you will achieve the result you're looking for.
I strongly suggest getting yourself familiar with the default set of layouts available in the Android SDK by reading this official guide.
Edit : Please refer to this answer for placing views at bottom of the screen.
When you use a android:orientation=horizontal orientation in the layout, the views are stacked/placed in a single row. Since both your views have their width set to fill the screen, only the first one is shown/seen.
What you want is the vertical orientation. This places the views in a single column, one below the other. The width set to fill-parent will allow you the view to occupy all available space.
Official documentation on views : Layouts : Android Dev Docs
Understanding Android Layouts : Techtopia
Android Layout Tutorials : Learn-Android

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