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Im playing arround SDK couple of weeks but I still have a problem with recognizing touch on whole screen size. I wanna make fullscreen app - so i call in my applicationDidFinishLaunching the lines for getting rid of the StatusBar and setting the UIWindow, UIView etc. (for assuring the UIView size I manually create myRect variable)
if is the location.y<20.0 it just dont work.<br />Any ideas ? I saw some apps which obiously dont have problem with this. I spent a lot of hours on google to fix it but without result.
You guys aren't alone...there are several threads discussing the same problem here and over on the Apple boards. They've been there since the SDK was in beta. I have yet to see a solution.
You need to make the frame of your window/view after the status bar is gone. 0.0f,0.0f is just below the status bar when its there. So, removing the status bar won't change already drawn/initialized views. But if you make a view or change a view's frame after the status bar has been removed 0.0f, 0.0f will exist on a different part of the screen :)
app make status bar disappear... viewcontroller.view.frame = 0,0,320,480 window addsubview viewcontroller.view
my old frame for the view was 0,0,320,480 .. do I have to change it to something else? (ie: does it check to see if the bounds are the same and then just return.. let me check) nope... even when I changed the frame to 10,10,50,50 and then to 0,0,320,480 .. still 20 dead pixels.
It's a REAL conundrum! Apple gives you two methods for removing the StatusBar but provides no way to sense touch events in the 20 pixel vacancy. Thanks for listening and responding Apple!
I don't get any touch events when y<20, even when I'm on the device.<br />I tried various suggestions from forums, but still no change. It's a full screen OpenGL app.
I don't get any touch events when y<20, even when I'm on the device.<br />I tried various suggestions from forums, but still no change. It's a full screen OpenGL app.
Can anyone explain this?
as far as i found out..it's a bug in the iphone-simulator
the device recognizes the area if the status bar is gone
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0 • Off Topic Insightful Disagree Dislike Like AwesomeXyPhone (App Store link)
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0 • Off Topic Insightful Disagree Dislike Like AwesomeMax
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0 • Off Topic Insightful Disagree Dislike Like Awesomeapp make status bar disappear...
viewcontroller.view.frame = 0,0,320,480
window addsubview viewcontroller.view
my old frame for the view was 0,0,320,480 .. do I have to change it to
something else? (ie: does it check to see if the bounds are the same and
then just return.. let me check) nope... even when I changed the frame
to 10,10,50,50 and then to 0,0,320,480 .. still 20 dead pixels.
Scott
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0 • Off Topic Insightful Disagree Dislike Like AwesomeI am having the same problem.
Does anyone has the solution for this problem?
Thanks!
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0 • Off Topic Insightful Disagree Dislike Like Awesomewe're having the same problem.
Did anyone find a solution for that?
we're using cocos2d and working on the simulator.
Is it only a simulator bug? or do we have "dead pixels" area?
appreciate your help
cheers!
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0 • Off Topic Insightful Disagree Dislike Like Awesome- Spam
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0 • Off Topic Insightful Disagree Dislike Like Awesome- Spam
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0 • Off Topic Insightful Disagree Dislike Like AwesomeEdit: nevermind. Misunderstood the issue.
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0 • Off Topic Insightful Disagree Dislike Like Awesomeit's so much faster to test in the simulator. guess the only workaround would be to lower the frame 20px for just simulator use.
please apple, help us out here.
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0 • Off Topic Insightful Disagree Dislike Like AwesomeIt's a full screen OpenGL app.
Can anyone explain this?
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0 • Off Topic Insightful Disagree Dislike Like Awesomeas far as i found out..it's a bug in the iphone-simulator
the device recognizes the area if the status bar is gone
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0 • Off Topic Insightful Disagree Dislike Like Awesome