Hey Jules,
I created a full screen OpenGL Window for the iPad. No declaration at all. It’s just 2048x1536 in size.
The touch handling and the mouse emulation afterwards is working perfectly I found a small bug when I use my full hand on the screen, then I am creating more than 10 touch points Internally you have defined maximum ten mouse pointers. That’s means the assertion in ComponentPeer occours.
//==============================================================================
void ComponentPeer::handleMouseEvent (const int touchIndex, const Point<int>& positionWithinPeer,
const ModifierKeys& newMods, const int64 time)
{
MouseInputSource* const mouse = Desktop::getInstance().getMouseSource (touchIndex);
jassert (mouse != nullptr); // not enough sources!
mouse->handleEvent (this, positionWithinPeer, time, newMods);
}
What I do for now is:
//==============================================================================
void ComponentPeer::handleMouseEvent (const int touchIndex, const Point<int>& positionWithinPeer,
const ModifierKeys& newMods, const int64 time)
{
MouseInputSource* const mouse = Desktop::getInstance().getMouseSource (touchIndex);
if (mouse==nullptr)
return;
jassert (mouse != nullptr); // not enough sources!
mouse->handleEvent (this, positionWithinPeer, time, newMods);
}
Maybe you go a better idea?
kind regards
Matthias