Game Development Reference
In-Depth Information
Creating the UITextField should be familiar, and you also add self as a delegate
of the text field. The code that dismisses the keyboard and removes the text field when
it's empty (see Listing 15-2 ) now works for this new UITextField as well.
The next part is what cocos2d users with little or no Cocoa Touch programming experi-
ence may find odd. You can't just add a CCSprite or the sprite's texture to a
UIView . You need a UIImage class for skinning Cocoa Touch views, which you can
then comfortably create via initWithContentsOfFile . Or not? Well, the re-
turned UIImage might be nil .
It turns out that cocos2d allows you to use filenames without specifying a path because
internally it adds the path to the application's bundle file for you. This full path to a
bundle file looks something like this on an iOS device, and the path will be different
when running the app in the Simulator or on another device:
/var/mobile/Applications/...lots of letters.../
Because UIImage and most other Cocoa Touch classes dealing with files expect the
full path to the file, you have to use the CCFileUtils method
fullPathFromRelativePath to create an NSString , which contains the full
path to the file in the app bundle. Then you get a valid UIImage , and you can assign it
to the background property. You can see what this looks like in Figure 15-2 .
Figure 15-2 . Two UITextField views with the iPhone keyboard raised
Search Nedrilad ::

Custom Search