Posts by jjsonick

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.

    Hi all - sorry, I've had no time to add more features to WebView, and it looks like that's not going to change in the near future (swamped by other projects and work) - I've not even been able to work on the simple MMF iOS app that was my whole reason for making WebView in the first place!

    The good news is FVivolo has worked on a

    Fernando
    January 14, 2012 at 4:08 PM

    (for both MMF standard and developer) that has more features than this extension, and with the idea of making it friendly for iOS-porting, so hopefully some other iOS developer might be able to pick up on that long before I can return to WebView.

    Technically extensions aren't programs, so would this still apply?

    Ah, true, but the issue still remains for testing your extension, via a test app on an actual iDevice.

    You could test on a jailbroken iDevice (avoiding the Developer's Program), but it looks like people doing that are still using XCode to put their test apps on a device (Please login to see this link. , Please login to see this link.).

    You don't have to sign up for the $99 Developer's Program just to get XCode -- you can sign up to be an Apple Developer for free and download XCode for free (Please login to see this link.). So, you can use XCode's extensive debugging tools and its immediate compile-and-run-on-your-device for free, for testing on a jailbroken device.

    For testing/debugging on an actual device, the advantages of XCode seem to outweigh any advantages of avoiding it.

    StingRay, not sure what exact issue you're seeing, but here's one thing to try (doing this will also allow "zooming by pinching" in your webview).

    Back up the XCode project for your app. Then, in XCode open up this file: Classes/Extensions/CRunWebView.m

    Add this line:

    webView.scalesPageToFit=TRUE;

    right before the line "webView.delegate = self;"

    Save and run it (so it compiles), and then transfer it to your ipad and see if it makes any difference.

    Apparently, XCode uses Clang to compile. Since Clang is free, it's a better idea to just use that.
    Does XCode provide code or functionality that plain Clang doesn't?

    Testing your app on any non-jailbroken iDevice and packaging your app for final upload to the Store both involve your Apple Developer certificate, which, as far as I know, can only be managed through XCode (in conjunction with Keychain and the Apple Developer Portal site - it's a huge pain). XCode also has some awesome debugging and performance-monitoring tools that can help you track down pesky memory leaks and the like. There may be some additional "exclusive" features it provides that I'm not aware of, as I'm still a newb to it.

    xhedgehogx, for me it's working in landscape mode in the iphone & ipad simulators, and on my iphone3gs (though I do notice the iOS keyboard still comes in portrait mode, I think that's something CT will have to adjust in the SDK).

    Please login to see this picture.

    Make a backup of your xcode project, and then replace your Application.cci with Please login to see this link., and see if it works.

    Here's the landscape Please login to see this link., too.

    Yes, UIWebView doesn't provide any direct ways to control its zoom and font size programmatically *but* it does have a method for executing strings of javascript. So if I get an MMF Action for that method working, you'd be able to feed it strings like:

    "document.body.style.zoom = 5.0;"

    and

    "document.getElementsByTagName('body'[0].style.webkitTextSizeAdjust= '60%'"

    to set the zoom and text size as you'd like.

    I'll be looking into that next. :)

    I think I can add some actions to enable/disable zoom (would toggle the UIWebView's scalesPageToFit property) - I can test that soonish. I don't think there's a way to disable scrolling, but I think if the content "fits" the view completely, there should no scrolling - so you can try to style the content and shape the webview to achieve that.

    As for a message if there's no internet connection, yes, there is a "Did WebView fail to load a url?" condition you can use to respond in whatever way you wish to the webView not being able to load the requested url.

    Except, you can't explicitly set WebView to display a string, it'd have to be some external string or graphic object, etc outside of the WebView (this is shown in the browser example) that indicates the loss of connection to the user. But...UIWebView is apparently able to load documents from the appbundle as well, so theoretically you could make a custom "Sorry, no internet" html page, and then load it into the WebView for that condition, but I haven't played around with document loading at all yet.

    Nivram, OK I put all related files - AnacondaShaders.json, AnacondaShaders.png, TestShader.frag, TestShader.vert, TestShader2.frag, and AnacondaShaders.mfx all in the MMF2 root (though I'm puzzled why one would want to this - do extensions placed in the root directory override extensions placed in the usual directories?).

    Still no shader effect applied when the example is run.

    Did you mean only a subset of those files should be put in the root? And should the ones in their usual locations (Extensions and Data/Runtime) be deleted?

    Is the shader example working for everyone else?

    Quote from nivram

    jjsonick. Try the root directory for MMF2.

    Marv

    Yes, that's where I put the files discussed above:

    C:\Program Files (x86)\Multimedia Fusion Developer 2\Data\Runtime

    All the Anaconda files are installed in their respective directories within my root MMF2 directory. I am able to build, for example, an Anaconda OS X app that runs on my Mac. It's only the shaders that don't seem to be working.

    Quote from Mathias

    jjsonick: You need to place the shaders in the data directory, I guess.

    Hi Mathias. AnacondaShaders.json and AnacondaShaders.png (as well as Anaconda.bld) are already in my Data/Runtime directory from my initially installing the Anaconda files. I just now copied TestShader.frag, TestShader.vert and TestShader2.frag into Data/Runtime as well to see if that made a difference, but there's still no change to the graphic when I run the example and click on the buttons.

    Exciting stuff!

    One question: is the Anaconda Shaders example working for others? I'm not getting the error messages previous posters saw, so I think that issue is fixed. But there is no change to the main Active graphic when I click any of the "Apply shaders" buttons, either when I run the example within MMF or when run from an Anaconda application build. I've tried both Direct3D 9 and Direct3D 8 display modes. Curious if there's some setting I need to change besides setting the display to a Direct3D mode and the build type to Anaconda to make it work.

    (I'm running R252 and MMF's built-in HWA shader effects work if I run in normal 'Stand-Alone Application' mode, so normal HWA shaders are working on my setup.)