getting rid of mouse pointer on device install
by Robert Thorpe Jr · in iTorque 2D · 02/01/2011 (8:40 pm) · 3 replies
I just downloaded this whole itorque and have had a few problems so far. Here are a few if anyone has any suggestions I would appreciate it.
1. When I send a project to xcode to build it I have to manually change the two targets as well as the torque2d file's base sdk's to IOS 4.2 and the C/C++ compiler to GCC 4.2. Why any way to not have to do this manually every time I try to build in xcode?
2. When I do build in Xcode and everything starts to compile there are usually around 400 warnings. Is this normal?
3. after something does compile and is running on a device there is an annoying mouse pointer. ANNOYING. Anyone know how to get rid of this mouse pointer?
Being brand new to this I would appreciate any help.
1. When I send a project to xcode to build it I have to manually change the two targets as well as the torque2d file's base sdk's to IOS 4.2 and the C/C++ compiler to GCC 4.2. Why any way to not have to do this manually every time I try to build in xcode?
2. When I do build in Xcode and everything starts to compile there are usually around 400 warnings. Is this normal?
3. after something does compile and is running on a device there is an annoying mouse pointer. ANNOYING. Anyone know how to get rid of this mouse pointer?
Being brand new to this I would appreciate any help.
#2
On number 3, this is what is in the sample projects for v1.4.1:
In game.cs, startGame(%level) function
This will always give you a cursor when running on a desktop, then hide it when running on Simulator or device.
02/02/2011 (9:40 am)
More details on #1: The reason you have to keep doing this is because you are creating new projects, which copies the data from the tgb/templates directory. The common folder in there contains the Xcode_iPhone Xcode project, which contains the bad information. If you change the settings there, then create a new project, you will no longer encounter a problem. Again, this is resolved in 1.4.1.On number 3, this is what is in the sample projects for v1.4.1:
In game.cs, startGame(%level) function
// Load the the designated game level *.t2d
sceneWindow2D.loadLevel(%level);
// NEW CODE HERE
if($platform $= "iphone")
{
hideCursor();
}This will always give you a cursor when running on a desktop, then hide it when running on Simulator or device.
#3
That worked to get rid of the cursor.
I downloaded the v1.4.1. I'll give it a try.
Bob Thorpe
02/23/2011 (8:16 pm)
Thanks Michael,That worked to get rid of the cursor.
I downloaded the v1.4.1. I'll give it a try.
Bob Thorpe
Employee Michael Perry
ZombieShortbus
2. I'm slowly reducing all the warnings. I wouldn't say they are normal (and I'm not a fan), but they shouldn't harm your game.
3. For now, you can call cursorOff(); or Canvas.cursor = 0;
Good news is that issues #1 and #3 are resolved in v1.4.1, while resolving #2 is an ongoing project.