Mouse not working in the whole iPad screen
by Isaac Barbosa · in iTorque 2D · 06/20/2011 (8:16 am) · 15 replies
Hi,
I was able to send my game to the ipad. I mean it fits the whole screen, and looks awesome! But I have a problem that I can´t solve: The mouse/touch is conly working in the left bottom area, the size of an iPhone. Have somebody experienced something like this? How can i do to ensure that the tap/mouse works in the whole area?
Thanks
I was able to send my game to the ipad. I mean it fits the whole screen, and looks awesome! But I have a problem that I can´t solve: The mouse/touch is conly working in the left bottom area, the size of an iPhone. Have somebody experienced something like this? How can i do to ensure that the tap/mouse works in the whole area?
Thanks
#2
07/25/2011 (11:32 am)
Which version of the engine are you using?
#3
07/25/2011 (12:13 pm)
iTorque 2D Preview 2 features a dramatically improved input system. I tested it over the weekend on my own personal project. Fullscreen iPad touch was working, so you can consider this resolved after today (if you grab the new build).
#4
07/25/2011 (2:48 pm)
New build today?
#5
07/25/2011 (3:31 pm)
Just checked, only preview 1 is available.
#6
1.4.1 and 1.5 preview 1
OS - Mac OS X Snow Leopard
07/25/2011 (10:11 pm)
Quote:
Which version of the engine are you using?
1.4.1 and 1.5 preview 1
OS - Mac OS X Snow Leopard
#7
1. Windows File->Quit menu entry was missing
2. Level datablocks menu was removing the wrong entries (bad bad bad)
3. Double clicking a .t2dproj file on OS X caused your project to load twice, thus duplicating imageMap datablocks
4. Collision and link point editors stopped taking input
These existed on top of the known issues list, but I felt these affected usability enough to warrant a short delay. They are going to do another hour or so of testing this morning, then I can create a package.
07/26/2011 (6:32 am)
Sorry, we got down to the last hour and decided to hold off until this morning. QA found the following issues, which we though were enough to hold off so I could fix them:1. Windows File->Quit menu entry was missing
2. Level datablocks menu was removing the wrong entries (bad bad bad)
3. Double clicking a .t2dproj file on OS X caused your project to load twice, thus duplicating imageMap datablocks
4. Collision and link point editors stopped taking input
These existed on top of the known issues list, but I felt these affected usability enough to warrant a short delay. They are going to do another hour or so of testing this morning, then I can create a package.
#8
Anybody know how to fix this?
07/31/2011 (12:17 pm)
I got the same problem and i'm using 1.5 preview 2.Anybody know how to fix this?
#9
1. Any errors or warnings in the console log?
2. How did you upgrade the project to iPad? I need as many details as you can provide.
08/01/2011 (9:15 am)
Not everyone has this problem, so I believe there is a problem with the process of upgrading a target to run on iPad. I have two questions1. Any errors or warnings in the console log?
2. How did you upgrade the project to iPad? I need as many details as you can provide.
#10
Failed to load profile bitmap ()
Error: cannot change namespace parent linkage of Player1 from t2dStaticSprite to Player1.
Error: cannot change namespace parent linkage of Player2 from t2dStaticSprite to Player2.
oniPhoneBecomeActive: Unknown command.
It's just a test application since i'm new at itorque(been working with tgb for a while though) So it's just basically just 2 static sprites that can be dragged. This works, but i have to touch the bottom left of the screen first, then drag the mouse pointer over my sprites, then i can move them.
But it doesn't work if if touch anywhere else on the screen. And it looks like the part that is touchable is the size of an iphone.
I've also got a problem when i turn my ipad, the screen turns, but only the top right of the screen is visible after this(also the size of an iphone and since it's turned it's now the top right corner instead of the bottom left)
So lots of problems there:-)
It's a basic application in tgb with Target Platform set to ipad, screen orientation to landscape and resolution to 1024x768. I also enabled multitouch support and auto rotate.
In xcode i set the Targeted Device Family to ipad.
Let me know if you can do anything with this information.
Thanks!!
08/01/2011 (12:54 pm)
I got a couple of errors, but i don't know if they have anything to do with this :Failed to load profile bitmap ()
Error: cannot change namespace parent linkage of Player1 from t2dStaticSprite to Player1.
Error: cannot change namespace parent linkage of Player2 from t2dStaticSprite to Player2.
oniPhoneBecomeActive: Unknown command.
It's just a test application since i'm new at itorque(been working with tgb for a while though) So it's just basically just 2 static sprites that can be dragged. This works, but i have to touch the bottom left of the screen first, then drag the mouse pointer over my sprites, then i can move them.
But it doesn't work if if touch anywhere else on the screen. And it looks like the part that is touchable is the size of an iphone.
I've also got a problem when i turn my ipad, the screen turns, but only the top right of the screen is visible after this(also the size of an iphone and since it's turned it's now the top right corner instead of the bottom left)
So lots of problems there:-)
It's a basic application in tgb with Target Platform set to ipad, screen orientation to landscape and resolution to 1024x768. I also enabled multitouch support and auto rotate.
In xcode i set the Targeted Device Family to ipad.
Let me know if you can do anything with this information.
Thanks!!
#11
08/03/2011 (2:23 pm)
Is there anybody who knows how to solve this?
#12
08/03/2011 (2:32 pm)
@Hilbert - I'm still looking at this, but I'm having a hard time reproducing this on my end. Did you upgrade the target to iPad or Universal via the project settings in Xcode?
#13
http://www.garagegames.com/community/forums/viewthread/115865
08/03/2011 (2:35 pm)
I'm not using 1.5 right now but was wondering if this could be the fix to the problem:http://www.garagegames.com/community/forums/viewthread/115865
#14
08/03/2011 (2:41 pm)
I definitely think it is an Xcode or interface file setting, not iTorque 2D.
#15
This might be a good one for the documentation:-)
I assumed it wasn't something in it2d since it was working fine in tgb.
Thanks again! Love the community!
08/03/2011 (2:59 pm)
Thanx for the help guys!! The answer in the thread Johnny sugested did the trick! This might be a good one for the documentation:-)
I assumed it wasn't something in it2d since it was working fine in tgb.
Thanks again! Love the community!
SysRat
Shaggy Dwarf