SWF Knowledgebase: Detecting mobile devices and sending the user to the app store if no Flash support
1) Include WURLF.js in your page header
<script type="text/javascript" src="//wurfl.io/wurfl.js"></script>
You can read more about WURLF on it's homepage, http://wurfl.io/
2) In the HTML page
<script type="text/javascript">
var element_device = document.getElementById('device');
var element_message = document.getElementById('message');
var element_flash = document.getElementById('flash_content');
is_iOS = false;
if (navigator.userAgent.match(/like Mac OS X/i)) {
is_iOS = true;
}
if(WURFL.is_mobile){
if(is_iOS){
element_device.innerHTML = "You're using an Apple mobile device";
element_device.innerHTML = "<a href='https://itunes.apple.com/us/app
/fat-santa-pie-eater/id707367884?mt=8'>You can get the app
version of this Flash game on the Apple App store here</a>";
element_flash.style.display = 'none';
} else {
// Lets assume that Windows Mobile does not exist, which it practically doesn't.
element_device.innerHTML = "You're using an Android mobile device";
element_device.innerHTML = "<a href='https://play.google.com/store/apps/details?
id=air.fatsanta1.A06android&hl=en_GB'>You can get the app
version of this Flash game on the Google Play store here</a>";
element_flash.style.display = 'none';
}
} else {
element_device.innerHTML = "Congratulations, you're using a proper computer";
// Do nothing. User has full computer, and we're assuming that also means Flash
}
</script>
3) End result
The HTML elements below are hidden and/or rewritten depending on what device you're using
Here's what device you're using
If you're on a tablet/phone/mobile device, Javascript will write this paragraph into a link to the app store
DIV ID = flash_content. This message will be hidden if you are using mobile device. Wrap your Flash in this div so it won't show a large space or anything to your mobile users
|