Setup custom Haptic with latest Swift for iPhone7 and up











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0
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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.










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    up vote
    0
    down vote

    favorite












    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
























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      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 at 7:43









      Curnelious

      1




      1
























          1 Answer
          1






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          up vote
          1
          down vote



          accepted










          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
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            1 Answer
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            up vote
            1
            down vote



            accepted










            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



























              up vote
              1
              down vote



              accepted










              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

























                up vote
                1
                down vote



                accepted







                up vote
                1
                down vote



                accepted






                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 at 8:08

























                answered Nov 22 at 8:00









                inokey

                1,060617




                1,060617






























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