It would really help if you provided a screenshot of your relevant blocks, so we can see what you are trying to do, and where the problem may be.
To get an image of your blocks, right click in the Blocks Editor and select "Download Blocks as Image". You might want to use an image editor to crop etc. if required. Then post it here in the community.
Actually, I found that the issue is NOT the fact I am downloading files. The issue is that I use ShowProgressDialog component
during file download to show the progress (percentage of files downloaded), and after the Notifier ShowProgressDialog is called. ALL the buttons / UI is DISABLED and the App is no more responsive until the
DIsmisProgressDialog block is called
which is called at the end of the file download.
This is the desired behavior, see the documentation User Interface
ShowProgressDialog(message,title)
Shows a dialog box with an optional title and message (use empty strings if they are not wanted). This dialog box contains a spinning artifact to indicate that the program is working. It cannot be canceled by the user but must be dismissed by the App Inventor Program by using the DismissProgressDialog method.
Yes, this is the behaviour! and I assume during automatic Google test, they check the button, but it has no effect, and they reject the app: App contains buttons(s) that are not responsive "
I have watched 1000s of Pre-launch report videos over the last few years and have very often noticed that buttons were not met or not triggered (because they were disabled).
None of these apps were rejected in the Play Store.
I actually think it's out of the question that using/calling up a ShowProgressDialog is a reason for rejection in the Play Store. (If I didn't know what Google can do to its users, I would bet against it at any time.)
As far as I remember, a ProgressDialog has been available from the start in Android and all AI2 distros. It also exists in iOS. And as Tim said, the progress can only be ended programmatically. All elements on the screen are disabled until then.
Maybe it's time to hear a word from @ewpatton on this (before I go to the trouble of testing it with a test app in the Play Store, which would most likely be a waste of time).
I will first wait for a reaction and then remove the solution marker.
@Anke Maybe I mis-interpretated the Google explanation on the reason they rejected the App.
If needed, I can do more check and publish different version to check. Let me know
Have you also covered all error paths to make sure that the dialog gets dismissed? Some tests are run on IPv6 networks, so if your assets are hosted on an IPv4 only server and they fail to load, will the progress bar disappear? What about if you are in airplane mode and disconnected from Wifi? Because the progress dialog is modal you need to really make sure you cover every edge case to ensure it gets dismissed.
Alternatively, you could consider putting a linear progress component to render the progress of the downloads so that there is a visual indicator that progress is being made rather than using the dialog, which is indeterminant (and therefore it's harder for the automated systems to understand it will terminate).
There could be other errors as well. You might want to add a path via the ErrorOccurred event on the screen to clear the dialog if something goes wrong.
Hmm. Let me look into this because I know we had something implemented.
I wanted to give some info following my latest tests.
Seems I was wrong and the issue was not a problem with Notifier: Show ProgressDialog. Looks like the issue was that until the games content is downloaded, the button GO has no action as there is no game available, and Google consider the App is not responsive. I added a feedback when GO button is pressed and no game is available, and now the App is accepted by Google
Any info on iOS implementation of CircularProgress and LinearProgress?