guitexteditctrl looks black and does not work.
by Jonathan L Bjork · in iTorque 2D · 06/14/2010 (1:50 pm) · 5 replies
I was working with a guitexteditctrl and everything was fine in tgb, but when I use the same code in itorque, the proposed textfield looks black and will not let me type in it. What do I need to do differently with itorque to get a text field to operate properly?
#2
06/14/2010 (2:12 pm)
No, I didn't. So, We must export a build every time we add any such control in order to test it? Or will it work on the simulator for xcode?
#3
06/14/2010 (2:16 pm)
the simulator is equal to the device when it comes to iOS related functionality aside of the input restrictions on accelerometer / multitouch (both no topic in this case)
#4
You are saying that the guiTextEditCtrl will force the iPhone keyboard to pop up? I have my game on my iPhone but no such luck at all. It is all black and nothing happens if I try to touch the guiTextEditCtrl.
I am on the 1.4 release.
09/08/2010 (11:18 am)
I am having the exact same problem, it is black and I can't get the input to work at all.You are saying that the guiTextEditCtrl will force the iPhone keyboard to pop up? I have my game on my iPhone but no such luck at all. It is all black and nothing happens if I try to touch the guiTextEditCtrl.
I am on the 1.4 release.
#5
Still no reply, anyone else had the same issue?
10/04/2010 (11:17 am)
Sry, just want to bump this. Still no reply, anyone else had the same issue?
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft