Hello all,
I replied last night, but my message got held up because it was too large. If
it makes it through, please disregard it. The problem was that my NSWindow was
not a property of my class, but rather a method-level variable. It works now.
Thanks for all the help!
On Dec 31, 2013, at
On Dec 31, 2013, at 12:45 AM, Andy Lee ag...@mac.com wrote:
On Dec 30, 2013, at 5:34 PM, Alex Hall mehg...@gmail.com wrote:
Anyway, the problem remains that I need to capture keystrokes (and
eventually mouse movements) in a subclass of NSView, but nothing seems to
happen. Since this is an
On Dec 31, 2013, at 9:13 AM, Alex Hall mehg...@gmail.com wrote:
Sorry, I should have specified - I'm so used to seeing it I didn't even
think. The loop is based on an NSTimer and is used to process sound position
updates. Basically, I use it to pan sounds and draw updates. I'm not putting
Hello list,
A few days ago I said I am working on an audio game, when I asked about code
organization. I have taken the advice I was given and am simply trying to get
things to work, keeping the major portions separated as much as I can but
mostly just wanting the project to do what I want. For
Hi,
On Dec 30, 2013, at 4:34 PM, Alex Hall wrote:
Anyway, the problem remains that I need to capture keystrokes (and eventually
mouse movements) in a subclass of NSView, but nothing seems to happen.
In order for a view to receive key events, it must be the first responder.
Typically, you
On Dec 30, 2013, at 6:05 PM, Ken Thomases k...@codeweavers.com wrote:
Hi,
On Dec 30, 2013, at 4:34 PM, Alex Hall wrote:
Anyway, the problem remains that I need to capture keystrokes (and
eventually mouse movements) in a subclass of NSView, but nothing seems to
happen.
In order for
On Dec 30, 2013, at 5:34 PM, Alex Hall mehg...@gmail.com wrote:
Anyway, the problem remains that I need to capture keystrokes (and eventually
mouse movements) in a subclass of NSView, but nothing seems to happen. Since
this is an audio game, there is no need for any UI controls to be drawn -