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Okay, it was pretty simple. The press handlers for both begin and end should be overridden and handle the input
override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
/*
Do nothing, or handle specifically the keys
that should be processed by your app.
super.pressesBegan will forward the key press and result
in the 'beep' sound/
}
override func pressesEnded(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
/*
Do nothing, or handle specifically the keys
that should be processed by your app.
super.pressesEnded will forward the key press and result
in the 'beep' sound/
}
This solves the issue of 'beeps' coming from key presses that I am not currently handling while polling using GCKeyboard - https://developer.apple.com/documentation/gamecontroller/gckeyboard