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it’s sdl2.SDL_StartTextInput( ) (and sdl2.SDL_StopTextInput( ) )
I’ve partially solver the problem, but I can’t find a way to hide the navigation bar once it has been shown (except by “resuming” the app)
Any help on how to “time” the navigation bar or make it disapear by simple touch is welcome!
EDIT: mmm looks like sdl2 is eating the events before I can get them in monkey2game.java?modified monkey2game.java:
Java123456789101112131415161718192021222324252627282930313233343536373839404142434445464748package com.monkey2.monkey2game;import android.os.Bundle;import com.monkey2.lib.Monkey2Activity;import android.view.*;public class Monkey2Game extends Monkey2Activity{protected void onCreate(Bundle savedInstanceState){super.onCreate( savedInstanceState );};protected void onDestroy(){super.onDestroy();}@Overridepublic void onWindowFocusChanged(boolean hasFocus) {super.onWindowFocusChanged(hasFocus);if (hasFocus) {hideSystemUI();}}private void hideSystemUI() {// Enables regular immersive mode.// For "lean back" mode, remove SYSTEM_UI_FLAG_IMMERSIVE.// Or for "sticky immersive," replace it with SYSTEM_UI_FLAG_IMMERSIVE_STICKYView decorView = getWindow().getDecorView();decorView.setSystemUiVisibility(View.SYSTEM_UI_FLAG_IMMERSIVE// Set the content to appear under the system bars so that the// content doesn't resize when the system bars hide and show.| View.SYSTEM_UI_FLAG_LAYOUT_STABLE| View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION| View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN// Hide the nav bar and status bar| View.SYSTEM_UI_FLAG_HIDE_NAVIGATION| View.SYSTEM_UI_FLAG_FULLSCREEN);}}There is two emscripten things: the target and the module.
It looks like you have changed mojo but did not rebuild it (clean) for ios.
Anyway I would avoid to change such core stuff as mojo.I would suggest you get an original mojo back and simply build the emscripten module for ios.
To avoid problems you can just build all modules for ios and you’d be sure you won’t have such issues anymore!
I probably should have mentionned that you can chose to build only what you need. i.e. check ios only. And uncheck 3D modules if you dont use them (assimp is slow to compile).
If an error occured it may have aborted the process and your ios monkey module has been missed in the process, so you still have the same error.it looks like the monkey module has not been build for ios.
You have to build the modules once (for ios,android,emscriptem) before you can build your app.Build->Uptade/Rebuild Modules (cmd+U)
Mmm, will have to understand some things because i’m not really seeing how to implement that!
thanks anyway!
OMG (oh my god) this is so simple! I was searching for some parseFloat keyword!
(OOB means “out of the Box” wich means it is there without the need to add/install anything)
THX!
same here (W10).. may be we have to update something?
Edit:
working on my mac, will compare versions.The box2d extension module, called box2dxt, has been uploaded to the modules section (still in validation)
The github source repo is now split:
https://github.com/abakobo/box2d-core-monkey2-module
https://github.com/abakobo/box2dxt-monkey2-modulein the manual you have (monkey2 user guide->monkey2 target sdk)
The Linux Desktop Target
Monkey2 uses the ‘gcc’ command line tools to build desktop apps for linux.
You will also need to install all the developer libraries required by the compiler and modules. This will differ depending on hte prcise version of Linux you are on, but to get you started:
sudo apt-get update && sudo apt-get upgrade
sudo apt-get install g++-multilib libglu1-mesa-dev libopenal-dev libxi-dev libxrandr-dev libxinerama-dev libxcursor-dev libxxf86vm-dev libx11-dev libgl1-mesa-dev libpulse-dev
have you installed all the -dev requirements?
pulseaudio.h should not be in mx2 package but in a linux dev lib I think…
previous topics about it:
there is an unresolved thing (I think) about the icon that is not working, you have to run ted2go using command prompt or something?
The core box2d module has been released and is available in the third-party modules section!
I’ll now release the json importer/exporter + manager class. I’m looking for a name for that extension: box2dAddon, box2dExtension, box2d_xrta? Any suggestion?
The stress test is not so great because I should have made it a console app, the number of polygon/circles to be drawn is stressing the computer too I suppose.
I’ll clean up the other part of the Box2d stuff (b2djson(RUBE) importer/exporter + a physicsManager Class) and will release it ASAP. Most of the bananas are on that side because I prefer using imported json scenes for the examples, it’s way cleaner.
add some stuff like via built-in extension methods?
Yes a simpler official resize method would be nice…
I’m an old Amiga fan too..
If you feel like sharing your GUI code I’d love to have a try! -
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