Setup custom Haptic with latest Swift for iPhone7 and up





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After reading about it, I have some mess in my head.



This function is being called while user swipe his finger on some UI element :



func wasDragged() { signal here }


I would like to make small Haptic signals every time it's being called ( like a dates picker wheel )




  1. How would I setup first time and make the signals of the Haptic Engine on call ?

  2. Do I have to check for device kind ? I want it only on iPhone 7 and up.


Using latest Swift.










share|improve this question





























    0















    After reading about it, I have some mess in my head.



    This function is being called while user swipe his finger on some UI element :



    func wasDragged() { signal here }


    I would like to make small Haptic signals every time it's being called ( like a dates picker wheel )




    1. How would I setup first time and make the signals of the Haptic Engine on call ?

    2. Do I have to check for device kind ? I want it only on iPhone 7 and up.


    Using latest Swift.










    share|improve this question

























      0












      0








      0








      After reading about it, I have some mess in my head.



      This function is being called while user swipe his finger on some UI element :



      func wasDragged() { signal here }


      I would like to make small Haptic signals every time it's being called ( like a dates picker wheel )




      1. How would I setup first time and make the signals of the Haptic Engine on call ?

      2. Do I have to check for device kind ? I want it only on iPhone 7 and up.


      Using latest Swift.










      share|improve this question














      After reading about it, I have some mess in my head.



      This function is being called while user swipe his finger on some UI element :



      func wasDragged() { signal here }


      I would like to make small Haptic signals every time it's being called ( like a dates picker wheel )




      1. How would I setup first time and make the signals of the Haptic Engine on call ?

      2. Do I have to check for device kind ? I want it only on iPhone 7 and up.


      Using latest Swift.







      swift






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 22 '18 at 7:43









      CurneliousCurnelious

      3,913752105




      3,913752105
























          1 Answer
          1






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          1














          The documentation oh Haptic feedback is really descriptive.
          But if you want some quick solution here it is.



          var hapticGenerator: UISelectionFeedbackGenerator?

          func wasDragged() {

          hapticGenerator = UISelectionFeedbackGenerator()
          haptiGenerator.selectionChanged()
          hapticGeneraor = nil

          }


          Alternatively depending on the logic of the screen, you can initialize generator outside of wasDragged function and inside of it just call hapticGenerator.prepare() and selectionChanged(). In that case you should not assign nil to it after the dragging is complete because it won't get triggered again. As per documentation you have to release generator when no longer needed as Taptic Engine will wait and therefore consume system resources for another call.




          Note that calling these methods does not play haptics directly.
          Instead, it informs the system of the event. The system then
          determines whether to play the haptics based on the device, the
          application’s state, the amount of battery power remaining, and other
          factors.




          For example, haptic feedback is currently played only:




          • On a device with a supported Taptic Engine

          • When the app is running in the foreground

          • When the System Haptics setting is enabled


          Documentation:



          https://developer.apple.com/documentation/uikit/uifeedbackgenerator






          share|improve this answer


























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            1 Answer
            1






            active

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            1














            The documentation oh Haptic feedback is really descriptive.
            But if you want some quick solution here it is.



            var hapticGenerator: UISelectionFeedbackGenerator?

            func wasDragged() {

            hapticGenerator = UISelectionFeedbackGenerator()
            haptiGenerator.selectionChanged()
            hapticGeneraor = nil

            }


            Alternatively depending on the logic of the screen, you can initialize generator outside of wasDragged function and inside of it just call hapticGenerator.prepare() and selectionChanged(). In that case you should not assign nil to it after the dragging is complete because it won't get triggered again. As per documentation you have to release generator when no longer needed as Taptic Engine will wait and therefore consume system resources for another call.




            Note that calling these methods does not play haptics directly.
            Instead, it informs the system of the event. The system then
            determines whether to play the haptics based on the device, the
            application’s state, the amount of battery power remaining, and other
            factors.




            For example, haptic feedback is currently played only:




            • On a device with a supported Taptic Engine

            • When the app is running in the foreground

            • When the System Haptics setting is enabled


            Documentation:



            https://developer.apple.com/documentation/uikit/uifeedbackgenerator






            share|improve this answer






























              1














              The documentation oh Haptic feedback is really descriptive.
              But if you want some quick solution here it is.



              var hapticGenerator: UISelectionFeedbackGenerator?

              func wasDragged() {

              hapticGenerator = UISelectionFeedbackGenerator()
              haptiGenerator.selectionChanged()
              hapticGeneraor = nil

              }


              Alternatively depending on the logic of the screen, you can initialize generator outside of wasDragged function and inside of it just call hapticGenerator.prepare() and selectionChanged(). In that case you should not assign nil to it after the dragging is complete because it won't get triggered again. As per documentation you have to release generator when no longer needed as Taptic Engine will wait and therefore consume system resources for another call.




              Note that calling these methods does not play haptics directly.
              Instead, it informs the system of the event. The system then
              determines whether to play the haptics based on the device, the
              application’s state, the amount of battery power remaining, and other
              factors.




              For example, haptic feedback is currently played only:




              • On a device with a supported Taptic Engine

              • When the app is running in the foreground

              • When the System Haptics setting is enabled


              Documentation:



              https://developer.apple.com/documentation/uikit/uifeedbackgenerator






              share|improve this answer




























                1












                1








                1







                The documentation oh Haptic feedback is really descriptive.
                But if you want some quick solution here it is.



                var hapticGenerator: UISelectionFeedbackGenerator?

                func wasDragged() {

                hapticGenerator = UISelectionFeedbackGenerator()
                haptiGenerator.selectionChanged()
                hapticGeneraor = nil

                }


                Alternatively depending on the logic of the screen, you can initialize generator outside of wasDragged function and inside of it just call hapticGenerator.prepare() and selectionChanged(). In that case you should not assign nil to it after the dragging is complete because it won't get triggered again. As per documentation you have to release generator when no longer needed as Taptic Engine will wait and therefore consume system resources for another call.




                Note that calling these methods does not play haptics directly.
                Instead, it informs the system of the event. The system then
                determines whether to play the haptics based on the device, the
                application’s state, the amount of battery power remaining, and other
                factors.




                For example, haptic feedback is currently played only:




                • On a device with a supported Taptic Engine

                • When the app is running in the foreground

                • When the System Haptics setting is enabled


                Documentation:



                https://developer.apple.com/documentation/uikit/uifeedbackgenerator






                share|improve this answer















                The documentation oh Haptic feedback is really descriptive.
                But if you want some quick solution here it is.



                var hapticGenerator: UISelectionFeedbackGenerator?

                func wasDragged() {

                hapticGenerator = UISelectionFeedbackGenerator()
                haptiGenerator.selectionChanged()
                hapticGeneraor = nil

                }


                Alternatively depending on the logic of the screen, you can initialize generator outside of wasDragged function and inside of it just call hapticGenerator.prepare() and selectionChanged(). In that case you should not assign nil to it after the dragging is complete because it won't get triggered again. As per documentation you have to release generator when no longer needed as Taptic Engine will wait and therefore consume system resources for another call.




                Note that calling these methods does not play haptics directly.
                Instead, it informs the system of the event. The system then
                determines whether to play the haptics based on the device, the
                application’s state, the amount of battery power remaining, and other
                factors.




                For example, haptic feedback is currently played only:




                • On a device with a supported Taptic Engine

                • When the app is running in the foreground

                • When the System Haptics setting is enabled


                Documentation:



                https://developer.apple.com/documentation/uikit/uifeedbackgenerator







                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Nov 22 '18 at 8:08

























                answered Nov 22 '18 at 8:00









                inokeyinokey

                1,120919




                1,120919
































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