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		<title>cocos2d for iPhone &#187; Tag: UIkit - Recent Posts</title>
		<link>http://www.cocos2d-iphone.org/forum/tags/uikit</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 10 Feb 2012 02:11:02 +0000</pubDate>
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		<item>
			<title>jsharp on "Put the CCLayer onto UIView"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28873#post-142620</link>
			<pubDate>Sat, 04 Feb 2012 06:05:36 +0000</pubDate>
			<dc:creator>jsharp</dc:creator>
			<guid isPermaLink="false">142620@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I saw "CCVideoPlayer" class in extensions but it also use UIView internally.<br />
So I can't make video as background of CCRenderTexture class.<br />
I really appreciate your help.
</p></description>
		</item>
		<item>
			<title>jsharp on "Put the CCLayer onto UIView"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28873#post-142614</link>
			<pubDate>Sat, 04 Feb 2012 05:06:56 +0000</pubDate>
			<dc:creator>jsharp</dc:creator>
			<guid isPermaLink="false">142614@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I really appreciate your reply. It is very helpful for me. I will try it. Thank you.
</p></description>
		</item>
		<item>
			<title>jyoung on "Put the CCLayer onto UIView"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28873#post-142421</link>
			<pubDate>Fri, 03 Feb 2012 02:08:06 +0000</pubDate>
			<dc:creator>jyoung</dc:creator>
			<guid isPermaLink="false">142421@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Are you able to use CCVideoPlayer instead?
</p></description>
		</item>
		<item>
			<title>jsharp on "Put the CCLayer onto UIView"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28873#post-142263</link>
			<pubDate>Thu, 02 Feb 2012 07:58:50 +0000</pubDate>
			<dc:creator>jsharp</dc:creator>
			<guid isPermaLink="false">142263@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I'm use CCUIViewWrpper class for putting UIViews onto CCLayer. It's very helpful for me.<br />
But I need to make UIView under CCLayer.</p>
<p>I have a plan to make a painter app which is on the video player.<br />
I already made painter app using CCRenderTexture and I successfully player video using MPMoviePlayerController.<br />
But MPMoviePlayerController view is always top of all layers, so I can't draw on the video.</p>
<p>I appreciate any helps in advance.
</p></description>
		</item>
		<item>
			<title>Panajev on "CCUIViewWrapper - wrapper for manipulating UIViews using Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6889/page/2#post-142146</link>
			<pubDate>Wed, 01 Feb 2012 14:41:23 +0000</pubDate>
			<dc:creator>Panajev</dc:creator>
			<guid isPermaLink="false">142146@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hey, good job :). I wonder how this works with the UIKit friendlier Cocos2D 2.0 :).
</p></description>
		</item>
		<item>
			<title>rizer on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141910</link>
			<pubDate>Mon, 30 Jan 2012 21:26:39 +0000</pubDate>
			<dc:creator>rizer</dc:creator>
			<guid isPermaLink="false">141910@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I think I finally have a solution! As the develop branch is ARC compatible, I decided to go with that as my cocos2d version instead of a version of 2.0. I was still having the same issue, but I found that on this version, I can just create a new EAGLView each time I load a document and call <code>[[CCDirector sharedDirector] setOpenGLView:glView]</code>, which has the added benefit of having much better performance when loading in too. One very strange issue I ran across was that in my <code>init</code> function for my <code>CanvasCCLayer</code>, sprites created using <code>spriteWithFile:</code> or <code>initWithFile:</code> would just show white. Using <code>spriteWithTexture:</code> or <code>initWithCGImage:</code>, however, work fine.</p>
<p>Thanks for your help. Hopefully I won't break it again!
</p></description>
		</item>
		<item>
			<title>LittleBitStudio on "UIKit or Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28663#post-141551</link>
			<pubDate>Fri, 27 Jan 2012 16:42:22 +0000</pubDate>
			<dc:creator>LittleBitStudio</dc:creator>
			<guid isPermaLink="false">141551@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Have you looked into putting cocos2d into a UIView?<br />
<a href="http://www.learningiphone.com/2010/09/post-a-day-5-uikit-cocos2d-view-based-cocos2d-application/" rel="nofollow">http://www.learningiphone.com/2010/09/post-a-day-5-uikit-cocos2d-view-based-cocos2d-application/</a></p>
<p>I've never done it, but I've been curious about it.
</p></description>
		</item>
		<item>
			<title>RavalMatic on "UIKit or Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28663#post-141499</link>
			<pubDate>Fri, 27 Jan 2012 09:32:01 +0000</pubDate>
			<dc:creator>RavalMatic</dc:creator>
			<guid isPermaLink="false">141499@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>It's not exactely a game. It won't have collisions detections, particles system, etc... However, it will include an avatar editor where the user can change the look and outfit of the players and an animated cartoon to summarize the match.</p>
<p>Cocos2D is a great tool to animate things but is a pain in the ass to prototype a mockup and making a UI with tables, scrolls, text input.</p>
<p>If possible would prefer to use just one framework.
</p></description>
		</item>
		<item>
			<title>araker on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141288</link>
			<pubDate>Wed, 25 Jan 2012 23:16:46 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">141288@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I didn't notice that the non OES versions were used in v2. Try to replace every instance of OES with ''. That will hopefully do the trick.
</p></description>
		</item>
		<item>
			<title>rizer on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141282</link>
			<pubDate>Wed, 25 Jan 2012 22:57:20 +0000</pubDate>
			<dc:creator>rizer</dc:creator>
			<guid isPermaLink="false">141282@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks araker. I tried making the changes you said, but I'm getting a lot of errors along the lines of<br />
<code>Implicit declaration of function 'glDeleteFramebuffersOES' is invalid in C99</code><br />
Any ideas what could be going wrong?</p>
<p>Thanks,</p>
<p>Luke
</p></description>
		</item>
		<item>
			<title>araker on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141264</link>
			<pubDate>Wed, 25 Jan 2012 21:25:04 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">141264@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Those changes didn't make it into 2.0 yet, checking out the latest version won't do you any good. You could change the code manually, the changes aren't that big.</p>
<p>In CCES2Renderer.m<br />
-replace the resizeFromLayer method with the corresponding method from ES1Renderer.m of the develop branch. </p>
<p>-add createFrameBuffer and deleteFrameBuffer methods<br />
-replace the dealloc method<br />
-replace in init<br />
<pre><code>// Create default framebuffer object. The backing will be allocated for the current layer in -resizeFromLayer
        glGenFramebuffers(1, &#38;defaultFramebuffer_);
NSAssert( defaultFramebuffer_, @&#34;Can&#039;t create default frame buffer&#34;);

        glGenRenderbuffers(1, &#38;colorRenderbuffer_);
NSAssert( colorRenderbuffer_, @&#34;Can&#039;t create default render buffer&#34;);

        glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer_);
        glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer_);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderbuffer_);

depthFormat_ = depthFormat;
pixelFormat_ = pixelFormat;

CHECK_GL_ERROR_DEBUG();</code></pre>
<p>with<br />
<pre><code>backingWidth_ = backingHeight_ = 0;
depthBuffer_ = colorRenderBuffer_ = defaultFrameBuffer_ = msaaColorBuffer_ = msaaFrameBuffer_ = 0;

depthFormat_ = depthFormat;

pixelFormat_ = pixelFormat;
multiSampling_ = multiSampling;

if (multiSampling_)
{
GLint maxSamplesAllowed;
glGetIntegerv(GL_MAX_SAMPLES_APPLE, &#38;maxSamplesAllowed);
samplesToUse_ = MIN(maxSamplesAllowed,requestedSamples);
}</code></pre>
<p>By the way ARC compatibility has been merged into the develop branch as well.
</p></description>
		</item>
		<item>
			<title>rizer on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141252</link>
			<pubDate>Wed, 25 Jan 2012 20:49:32 +0000</pubDate>
			<dc:creator>rizer</dc:creator>
			<guid isPermaLink="false">141252@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks for getting back to me so quickly! :) I knew there was something else I should mention! I'm actually using 2.0 beta, largely so I have ARC compatibility. Is it worth trying checking out the latest version of 2.0?
</p></description>
		</item>
		<item>
			<title>araker on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141251</link>
			<pubDate>Wed, 25 Jan 2012 20:41:06 +0000</pubDate>
			<dc:creator>araker</dc:creator>
			<guid isPermaLink="false">141251@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Could you try the latest 1.1 version from github (the develop branch)? I've recently patched the EAGLView initialization / resize code, because it didn't recreate the OpenGL buffers correctly.
</p></description>
		</item>
		<item>
			<title>rizer on "Resizing CCDirector"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28664#post-141230</link>
			<pubDate>Wed, 25 Jan 2012 19:40:21 +0000</pubDate>
			<dc:creator>rizer</dc:creator>
			<guid isPermaLink="false">141230@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I'm working on a pixel art editing app for the iPad that combines UIKit with cocos2d. I've implemented the canvas using cocos2d, but I'm having an issue switching in and out of documents as it requires a resizing of the CCDirector. The desired workflow is be to be in the gallery view (entirely UIKit), open a document in the art board view (UIKit with one cocos2d Open GL view), return to the gallery view, and then open another document of a different size in the art board view. My code at the moment for constructing the art board view controller is:</p>
<p><code><br />
- (id)initWithDocument:(PixakiDocument*)pixakiDocument<br />
{<br />
	if(self = [super init])<br />
	{<br />
		[self setSelectedTool:PXOArtboardToolBrush];<br />
		[self setSelectedColor:[UIColor redColor]];</p>
<p>		[self setDocument:pixakiDocument];</p>
<p>		// cocos2d initialisation<br />
		CCDirector *director = [CCDirector sharedDirector];</p>
<p>		[director setProjection:kCCDirectorProjection2D];<br />
		EAGLView *glView = [[CCDirector sharedDirector] openGLView];<br />
		if(!glView)<br />
		{<br />
			NSLog(@"Should always get here");<br />
			glView = [EAGLView viewWithFrame:CGRectMake([[self document] width]/26.0, [[self document] height]/26.0, [[self document] width], [[self document] height])<br />
								 pixelFormat:kEAGLColorFormatRGBA8	// kEAGLColorFormatRGBA8<br />
								 depthFormat:0						// GL_DEPTH_COMPONENT16_OES<br />
					  ];<br />
			// attach the openglView to the director<br />
			[director setOpenGLView:glView];<br />
		}<br />
		else<br />
		{<br />
			[director reshapeProjection:CGSizeMake([[self document] width], [[self document] height])];<br />
			[[director openGLView] setFrame:CGRectMake([[self document] width]/26.0, [[self document] height]/26.0, [[self document] width], [[self document] height])];<br />
		}</p>
<p>		// Run the intro Scene<br />
		[self setCanvasLayer:[[CanvasCCLayer alloc] initWithLayers:[[self document] layers] documentInfo:[[self document] documentInfo] width:[[self document] width] height:[[self document] height]]];</p>
<p>		if([[CCDirector sharedDirector] runningScene] == nil)<br />
		{<br />
			[[CCDirector sharedDirector] runWithScene:[CanvasCCLayer sceneWithCCLayer:[self canvasLayer]]];<br />
		}<br />
		else<br />
		{<br />
			NSLog(@"replacing scene");<br />
			[[CCDirector sharedDirector] replaceScene:[CanvasCCLayer sceneWithCCLayer:[self canvasLayer]]];<br />
		}</p>
<p>		[[glView layer] setMagnificationFilter:kCAFilterNearest];</p>
<p>		[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];</p>
<p>		[director setDisplayStats:kCCDirectorStatsNone];</p>
<p>		// Set texture format<br />
		[CCTexture2D setDefaultAlphaPixelFormat:kCCTexture2DPixelFormat_RGBA8888];<br />
		…<br />
	}</p>
<p></code></p>
<p>This works fine on the simulator, but on the device I have the following error when changing size:</p>
<p><code><br />
	Failed to make complete framebuffer object 8cdd<br />
	OpenGL error 0x0506 in -[CCSprite draw] 552<br />
	OpenGL error 0x0506 in -[CCSprite draw] 552<br />
	OpenGL error 0x0502 in -[EAGLView swapBuffers] 272<br />
</code></p>
<p>I did think about creating different instances of CCDirector, rather than use the sharedDirector singleton, but that seems rather messy. I'm open to any suggestions.</p>
<p>Thanks for your help,</p>
<p>Luke
</p></description>
		</item>
		<item>
			<title>Karl on "UIKit or Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28663#post-141223</link>
			<pubDate>Wed, 25 Jan 2012 19:05:15 +0000</pubDate>
			<dc:creator>Karl</dc:creator>
			<guid isPermaLink="false">141223@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>If it's game-y, do it in cocos2d. If it's UI heavy do it in UIKit.<br />
You can also do it mostly in UIKit with a cocos2d view for complex animations.
</p></description>
		</item>
		<item>
			<title>RavalMatic on "UIKit or Cocos2D"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28663#post-141222</link>
			<pubDate>Wed, 25 Jan 2012 18:49:02 +0000</pubDate>
			<dc:creator>RavalMatic</dc:creator>
			<guid isPermaLink="false">141222@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi,</p>
<p>we are going to develop a Football manager for a customer. It will need a lots of menus and animations. I am familiar with cocos2d but not with UIKit. </p>
<p>Would you recomment to do the game in UIKit to take advantage of the layout tools for the menus? or would do do the game in cocos2d because sprites are easier to animate?
</p></description>
		</item>
		<item>
			<title>satishmahalingam on "Cocos2D and UIScrollView Solution"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28555#post-140605</link>
			<pubDate>Sun, 22 Jan 2012 04:33:33 +0000</pubDate>
			<dc:creator>satishmahalingam</dc:creator>
			<guid isPermaLink="false">140605@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Seems like there are quite a few posters asking how to integrate UIScrollView and Cocos2D. From searching on google, there are a couple of blogs that cover the basic concepts of UIScrollviews and Cocos2D, but none of them had any code samples. So, I decided to make one:</p>
<p>Blog Post explaining the process: <a href="http://www.satishmaha.com/blog/2012/01/08/integrating-cocos2d-and-uiscrollview-with-a-bonus/" rel="nofollow">http://www.satishmaha.com/blog/2012/01/08/integrating-cocos2d-and-uiscrollview-with-a-bonus/</a></p>
<p>GitHub Repo: <a href="https://github.com/satishmahalingam/Cocos2d-and-UIScrollView" rel="nofollow">https://github.com/satishmahalingam/Cocos2d-and-UIScrollView</a>
</p></description>
		</item>
		<item>
			<title>rakkarage on "Change z order between glView(cocos2d stuff) and two uikit views"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28522#post-140440</link>
			<pubDate>Fri, 20 Jan 2012 18:48:48 +0000</pubDate>
			<dc:creator>rakkarage</dc:creator>
			<guid isPermaLink="false">140440@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>yes that sample applies to cocos2d as well, most kobold2d stuff does
</p></description>
		</item>
		<item>
			<title>Gob00st on "Change z order between glView(cocos2d stuff) and two uikit views"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28522#post-140435</link>
			<pubDate>Fri, 20 Jan 2012 18:09:56 +0000</pubDate>
			<dc:creator>Gob00st</dc:creator>
			<guid isPermaLink="false">140435@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks rakkarage. Assuming I will understand the kobold2d example but how could that help me with my cocos2d question ? kobold2d and cocos2d are quite similar?
</p></description>
		</item>
		<item>
			<title>rakkarage on "Change z order between glView(cocos2d stuff) and two uikit views"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28522#post-140434</link>
			<pubDate>Fri, 20 Jan 2012 18:05:53 +0000</pubDate>
			<dc:creator>rakkarage</dc:creator>
			<guid isPermaLink="false">140434@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>may i suggest you check out the kobold2d uikit sample?<br />
there are examples of uikit controls above and below cocos2d views...</p>
<p><a href="https://github.com/kobold2d/Kobold2D/tree/master/Kobold2D/_Cocos2D-With-UIKit-Views-Template_/Projectfiles" rel="nofollow">https://github.com/kobold2d/Kobold2D/tree/master/Kobold2D/_Cocos2D-With-UIKit-Views-Template_/Projectfiles</a></p>
<p>in AppDelegate he creates a dummyView<br />
and in HelloWorldLayer he adds uikit controls above and below the cocos2d view</p>
<p><a href="http://www.kobold2d.com/display/KKSITE/Home" rel="nofollow">http://www.kobold2d.com/display/KKSITE/Home</a>
</p></description>
		</item>
		<item>
			<title>Gob00st on "Change z order between glView(cocos2d stuff) and two uikit views"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28522#post-140432</link>
			<pubDate>Fri, 20 Jan 2012 17:41:40 +0000</pubDate>
			<dc:creator>Gob00st</dc:creator>
			<guid isPermaLink="false">140432@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>bump
</p></description>
		</item>
		<item>
			<title>Gob00st on "Change z order between glView(cocos2d stuff) and two uikit views"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/28522#post-140414</link>
			<pubDate>Fri, 20 Jan 2012 14:58:09 +0000</pubDate>
			<dc:creator>Gob00st</dc:creator>
			<guid isPermaLink="false">140414@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>My game is based on cocos2d, but I also have two uikit views. I want to be able to dynamic change the z order.<br />
Basically :</p>
<p>(1)Main menu scene(pure cocos2d) -&#62; (2)game scene(cocos2d with uikit View on top)<br />
                                 -&#62; (3)Setting Scene(pure uikit uiviewController)</p>
<p>From scene (1) user can either go to scene(2) or scene(3).</p>
<p>(1) Loading scene is simple pure cocos2d.<br />
cocos2d on top of everything.</p>
<p>(2) cocos2d top uikit<br />
Game scene is made of cocos2d + uikit(toolbar etc) and I need the cocos2d scene on top of the uikit view(will not cover all the uikit), so user will see both.</p>
<p>(3) uikit top cocos2d<br />
Just need to show a pure uikit table view, need to be on top of cocos2d scene.</p>
<p>I have got 3 question for this:<br />
1&#62;<br />
As far as I can say, I need to treat the cocos2d view(glView) and two uikit views as the same level subViews of a certain parent view, a uiNavgination controller or would normal view controller would just do ??</p>
<p>2&#62;<br />
Then I need dynamic change the z-order of those 3 views, how ?</p>
<p>3&#62;<br />
Would this whole thing work or there is a better solution for this?
</p></description>
		</item>
		<item>
			<title>clarus on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132555</link>
			<pubDate>Sat, 10 Dec 2011 04:50:28 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">132555@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>No prob.  Glad you got it worked out.
</p></description>
		</item>
		<item>
			<title>Deivuh on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132554</link>
			<pubDate>Sat, 10 Dec 2011 04:35:23 +0000</pubDate>
			<dc:creator>Deivuh</dc:creator>
			<guid isPermaLink="false">132554@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Nevermind, it was with "self" not "this", my mistake. That's why it wasn't working.</p>
<p>Thanks for your help clarus :)
</p></description>
		</item>
		<item>
			<title>Deivuh on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132553</link>
			<pubDate>Sat, 10 Dec 2011 04:33:09 +0000</pubDate>
			<dc:creator>Deivuh</dc:creator>
			<guid isPermaLink="false">132553@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thanks, but since I can only do that through the current view, should I be able to call </p>
<p>[this.view removeFromSuperview]; ?
</p></description>
		</item>
		<item>
			<title>clarus on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132551</link>
			<pubDate>Sat, 10 Dec 2011 04:26:35 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">132551@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>You can do that with:</p>
<p>[highScoresViewController.view removeFromSuperview];
</p></description>
		</item>
		<item>
			<title>Deivuh on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132547</link>
			<pubDate>Sat, 10 Dec 2011 02:57:18 +0000</pubDate>
			<dc:creator>Deivuh</dc:creator>
			<guid isPermaLink="false">132547@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Yes! You were right, I didn't initialize the ViewController. Now, how can I hide the UIView and return to the coco2d scene?
</p></description>
		</item>
		<item>
			<title>clarus on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132544</link>
			<pubDate>Sat, 10 Dec 2011 02:43:41 +0000</pubDate>
			<dc:creator>clarus</dc:creator>
			<guid isPermaLink="false">132544@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>That's all you should need to do. Are you sure both highScoresViewController and highScoresViewController.view aren't nil?
</p></description>
		</item>
		<item>
			<title>Deivuh on "Show UIKit view on cocos2d game"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/25465#post-132543</link>
			<pubDate>Sat, 10 Dec 2011 02:35:54 +0000</pubDate>
			<dc:creator>Deivuh</dc:creator>
			<guid isPermaLink="false">132543@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi, I currently have a highscores board, which was made with iOS UIKit. Is there a way to show the view from a cocos2d MenuScene? </p>
<p>From what I have searched around the web, I've tried to do this by doing the following</p>
<p>[[[CCDirector sharedDirector] openGLView] addSubview:highScoresViewController.view];</p>
<p>But it doesn't do a thing.</p>
<p>Thanks in advance
</p></description>
		</item>
		<item>
			<title>ShaneT on "Want To Clarify Something About UIKit with cocos2d"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/24813#post-131231</link>
			<pubDate>Sun, 04 Dec 2011 14:11:20 +0000</pubDate>
			<dc:creator>ShaneT</dc:creator>
			<guid isPermaLink="false">131231@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Well go click my ad 100,000 times and I will buy a device on each platform. :)</p>
<p>Anyway I am hopefully going to get some feedback from another thread and then let everyone how to do it without you having to click my ad, 100,00 times. That would be fraud. :)</p>
<p>You can comment on the solution to my stuff up on the other thread and have a laugh when I follow up on the problem that I came across :)</p>
<p>Cheers</p>
<p>Shane</p>
<p>ps. and would not get the money for probably 2 months to buy them. :)
</p></description>
		</item>

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