Interactive ePub3 issue: Need advice - ibooks

I have a technical doubt on an ePub3 job and thought of checking with you all and get your understanding and advise on it.
For one of my German client, I have created a ePub 3.0 re-flow with interactivity, we have used all the interactivities to work on pop-ups (Non-linear content) and it works well on iPad iBooks 3.2, as the initial request from client is to work only for iPad.
I understand that a latest Apple spec (iBooksAssetGuide 5.1 Rev 2) now says that “Develop scripts that perform well on both Mac OS and iOS devices: Interactivity on desktop computers requires input from a mouse while interactivity on iOS devices require touch input”. I’m not sure whether there would be any problem while this job goes into the Apple iBooksstore, due to the latest spec.
It would be of great help, if you all please share your idea’s / view to this problem.
Regards,
John.A

Great question. With the latest version of OSX (Mavericks) running iBooks as well, there are a few things that need to be considered when using touch interactivity in ePub3 books. The most important (and relevant here) of these is making sure you are firing mouse events as well as touch events: because they behave differently.
The most robust solution that I have found to date is using JQuery or Quo's "tap" event: as it will fire with both touch and mouse events! However, if your code digs deeper (IE if you you use events like "touchstart", "touchmove", etc.) you will need to use the corresponding mouse events to insure functionality on the desktop.
Tap.js is a great little library for stuff like this: http://alxgbsn.co.uk/2012/03/12/tap-js-a-lightweight-tap-event-javascript-plugin/.
You should also be aware that iBooks for OSX behaves differently for many features (especially when it comes to external media content and dynamic loading of content), so you should never rely on OSX only when testing...
Good luck!

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When I wanted to do this with my Vestel (Polaroid Branded) smart TV, which uses "Opera for TV devices" as it's HbbTV browser, I found that I didn't need to.
I simply just used HTML text fields and input types where needed, and as soon as I clicked into them, the browser/OS kernel popped up an onscreen keyboard that was built in for me.
However, I did do some research to see if I needed it, and on some devices you do, whilst I never actually implemented it (My app was just for my own use) the "BBC Television Application Layer" (TAL for short) : https://github.com/bbc/tal had pretty good keyboard support.
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I have an Office plug-in (native C++) which is fairly involving with Office. Using hooks I'm modifying the client area of Office application.
Things were working great for me up to Office 2010, hooking WM_NCPAINT, and using GDI method on the Office Window.
But Office 2013 uses Direct2D, DXGI, and DirectWrite. On Windows 7, if I draw something on the screen - it gets erased the next time the cursor blink. On Windows 8 - I don't even have access to the screen.
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I made a little video that shows that:
http://www.youtube.com/watch?v=ZFshqIEaLBc
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I just use this simple code:
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I double checked the name of the file and it indeed is button.wav.
I hope someone can help me out.
I had the same problem recently and I've figured it out.
I' m using Xcode 4.3.2 and there seems to be a bug.
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When you add a resource, make sure that (apart from checking the copy items into destination checkbox) you also check the add to target checkbox.
You can check if the resources has been added to the bundle by clicking on the target icon. In the Build Phases tab, check if the sound files are included in the Copy Bundle Resources.
If not, add them manually (+add target)
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SimpleAudioEngine *engine = [SimpleAudioEngine sharedEngine];
[engine preloadEffect:#"Example-Sound.caf"];
Not sure whether it is the case here, but you should keep in mind that if your file name is "Button.wav" and you are asking to playEffect:#"button.wav" it will play on simulator, but will not on the device. This effect takes place because filesystem on your desktop is case-insensative, and on iOS devices it is not.
I have the same problem and find here. But I fix it by myself.
If you reinstall ios for ipad. the default switch(upon the volume) is default as "mute volume" method. Maybe I change it to "rotation" method when it is mute. It lead to all cocos2d can't play sound any more. So I turn the method back and set mute off. And then SimpleAudioEngine works well. It is ios system's bug.
Make sure to check your audio file itself. A Mono 16 Bit, Uncompressed wave with a sample rate of 441000 should 'just work'. I recommend grabbing a sample .wav from an online Cocos2D example, like the Cowbell.wav and try to play that file.

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