Cobalt app support for Android touch screen devices - cobalt

As of now , cobalt app works fine with RCU for Android TV's. If we try to test the same app in any touch screen devices, functionality doesn't works properly.
Is there any way to build Android cobalt app for touch screen devices.
Below are the major issues on touch devices.
Cant scroll
Not able to pause/resume the video

Most likely, your Starboard implementation doesn't emit touch or mouse events. See kSbInputDeviceTypeTouchScreen and kSbInputDeviceTypeMouse in https://cobalt.dev/reference/starboard/modules/input.html. For example of mouse implementation, see
https://cobalt.googlesource.com/cobalt/+/refs/heads/master/starboard/android/shared/input_events_generator.cc.

Related

Unity Game View support Touch Events?

I would like to buy me a Microsoft Surfacebook. But bevore I would like to know if Unity IDE support Touch Events in the Game View of the Editor? Or only if a real device is connect? But the monitor itselft is a touch device.
Thanks for help!
Regards,
Markus
Few days, there was a similar question about touch detection in Unity using Windows tablets.
There is no support for the touch. Input.touches and Input.GetTouch will not work in the Editor Game View. It will only work when you deploy the Game.
For some reason, touches are treated as mouse input.
This shouldn't be a problem at-all because Input.mousePosition and OnMouseDown will work on it so you can use pre-processor to detect when in Editor mode then use input.mousePosition and OnMouseDown and then be able to test your app without having to build it.
Everything else should be fine. Remember, it is not a real computer. It is a mobile computer and is weaker than a real computer. Don't expect a 4K texture game to run smoothly on this device.

How to cast the screen of android device with chromecast?

I'm developing an app which casts a screen of android device with Chromecast. but, I don't know how to cast the screen to a monitor.
How does Chromecast App cast the screen to a monitor?
Please note, the following way requires the Chromecast app running on Android 4.4.2 or greater.
Check this
https://support.google.com/chromecast/answer/6059461?hl=en

How to start an app on the device with voice commands or by tapping on the icon in Android Wear Device?

In Android Wear it shows the notification and we can reply back through wearable device. But how to start any app from the Wearable device like voice input("Ok Google") or tap on the icon. Action should start from the wearable device not from mobile.
For Example to start my mobile's camera through Android Wear Device i will give voice input as "start Camera" and camera should start.
With the current preview-version of the SDK, this is not possible yet.
But looking at http://developer.android.com/wear/design/user-interface.html tells you, that this will possible using the "Cue Cards".
You can do this now! :)
With the release of the Wear SDK (API Level 20, Android 4.4W), you can now develop Wear applications with very much the same stack as standard Android apps (i.e. Activities, Services, Layouts, Views, &c).
There is also an API for communication, which for example Google Play Music uses to control media playback from the watch.Therefore, you could develop an application, installed both in the Wear device and in the handheld, to launch the phone's camera when started (by sending the command from the Wear activity).

How to get TouchEvent on Windows desktop for OpenFL app?

I'm on a touch enabled Windows machine compiling OpenFL. I'm compiling to the Windows/C++ target using OpenFL and Haxe 3.
I cannot get touch events to work. Here's where I'm adding them:
private function onAdded(e:Event):Void
{
stage.addEventListener(Event.RESIZE, resize);
resize(null);
init();
addEventListener( Event.ENTER_FRAME, onEnterFrame);
addEventListener( TouchEvent.TOUCH_BEGIN, onTouchBegin );
stage.addEventListener( TouchEvent.TOUCH_MOVE, onTouchMove );
stage.addEventListener( TouchEvent.TOUCH_END, onTouchEnd );
}
My enterFrame() is getting invoked just fine. No touch (or using mouse) triggers the handlers. Is this a Windows desktop limitation? Would this work once I put on iOS and Android? Why not? Is this a NME/OpenFL bug?
You can use mouse in place of touch on windows for now with the 1.1 update, until full support for multitouch is implemented. Works fine for iOS and Android etc.
singmajesty on the forum
Try it the other way, use a MouseEvent to handle both mouse and touch input on a desktop.
We just (in OpenFL 1.1, released this week) migrated to SDL2 for the backend for Windows. This actually has support for real touch events, so in the future I expect to see multi-touch support for the desktop. It just was not that long ago that this was only a thing for mobile devices smiling
So if you don't need to track individual touch points separately, mouse events should do it for you today. Otherwise, we're positioned now to be able to wire support for this in the not-too-distant future smiling

WP7:LivesmoothStreaming is not working with device

We're building a LIVE Smooth Streaming WP7 App.It works perfectly on the emulator, but not on device (shows up blank).
We are also trying smf player for streaming on WP7 but every time we are getting a blank screen on player. Its only work on Emulator.
Though there is no error being thrown.
How i can apply live streaming on my windows phone not on emulator.
looking for your responce
Does your streaming source contain multi-resolution tracks?
This kind of problem may appear when testing on a WP8 Emulator and then deploying the app to a WP7 device. Specially if the WP7 device is a first-generation device, like HTC HD7.
Basically this happens because the WP8 emulator and Wp8 devices do support multi-resolution, but old devices do not support multi-resolution tracks. You can read more here: http://blog.supaywasi.com/2013/01/smooth-streaming-multi-resolution-support-for-windows-phone/
So, basically you have to handle the ManifestReady event on your WP7 app and RestrictTracks to only tracks of the same resolution.
For WP8 devices you will not need to this.

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