Re: Superimposing NSViews over an SKView
Re: Superimposing NSViews over an SKView
- Subject: Re: Superimposing NSViews over an SKView
- From: Eric Wing <email@hidden>
- Date: Thu, 31 Oct 2013 02:02:46 -0700
On 10/30/13, Charles Srstka <email@hidden> wrote:
> In Apple's Sprite Kit documentation, it claims:
>
> "Because Sprite Kit content is rendered by a view object, you can combine
> this view with other views in the view hierarchy. For example, you can use
> standard button controls and place them above your Sprite Kit view. Or, you
> can add interactivity to sprites to implement your own buttons; the choice
> is up to you."
>
> https://developer.apple.com/library/mac/documentation/GraphicsAnimation/Conceptual/SpriteKit_PG/GettingStarted/GettingStarted.html
>
> However, I have so far had no success getting NSButtons and other
> NSView-based views to appear on top of an SKView. I've tried making the view
> a subview of the SKView, making it an overlapping sibling view, building it
> programmatically, putting it in the XIB — in all cases, the NSView-based
> object is not drawn.
>
> Am I missing something here? Is there some flag somewhere that I need to set
> for this to work? Or is the documentation here incorrect?
>
> Thanks,
> Charles
>
I haven't tried it myself, but stupid question, did you remember to
enable layer backed views?
I've spent many years trying to get native controls to render on top
of (non-SpriteKit) OpenGL and there's always something that goes
wrong. In the past couple of years I shifted over to CAOpenGLLayer
instead of NSOpenGLView. That also had a list of problems, but in the
end (and after multiple Apple bug fixes), it was working much better
for me. But I guess I should assume Apple didn't provide a SKLayer
class.
Thanks,
Eric
--
Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/
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