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Using standard Apple widgets in Edgelib

PostPosted: Apr 20, 2009 @ 4:36pm
by martinreddy

PostPosted: Apr 20, 2009 @ 5:00pm
by tinybulb.com

PostPosted: Apr 20, 2009 @ 10:23pm
by martinreddy

PostPosted: Apr 21, 2009 @ 7:50pm
by tinybulb.com
I will take a look at this issue later today, maybe will help you wit this. In my own project i used almost all possible UIKit control without any problems. But actually such trick is not recommended by Apple to mix UIKit and OGL ES code:
* Do not place any other Core Animation layers or UIKit views above the CAEAGLLayer object that you’re rendering to.
* Limit interactions between OpenGL ES and UIKit or Core Animation rendering. For example, avoid rendering with OpenGL ES while you render notifications, messages, or any other user interface controls provided by UIKit or Core Animation.

PostPosted: Apr 21, 2009 @ 8:05pm
by tinybulb.com

PostPosted: Apr 23, 2009 @ 4:58pm
by martinreddy
I think I've found my problem. It seems that Edgelib is calling my OnStylusUp() method in a different (non-main) thread from my OnNextFrame() method.

I believe that if I just make sure that I create the Apple widgets in the main thread then I'll be alright. Just thought I'd mention it in case anyone else runs into similar problems.

Martin.

PostPosted: Apr 26, 2009 @ 1:10pm
by pocketjoris
I'd like to do the same thing (use the iphone keyboard for input in my own widgets)

Can anybody point out how to do that? I currently only have cpp files, and I'm quite unfamiliar with obejctive c.

Some sample code that does something like:

mywidget::onFocus() {
showKeyboard();
}

And some code that allows me to trigger keyPress events would be appriciated