I was using NSTimer originally, but I was having the exact same problem since NSTimer is really just a CFRunLoopTimerRef according to the docs. As far as I can tell, using NS calls to do this is just a more complicated way than simply calling CF directly to do it without all that Obj-C gibberish.

That being said, I'm really not trying to do anything funky. I'm just trying to setup a Timer that will fire at 60 times/second to call my game's main loop. Each time it fires, the passes thru the game's main loop once. When the game is done, I exit the loop to return to the game's menu or high-scores screen. The logic worked great with those old Carbon calls, and everything is actually working now with these CF run loop calls too, it's just that I'm not getting mouse or keyboard events when I enter the loop. They're being blocked. So, the big question is really: how do I enter a CF run loop and keep getting keyboard and mouse events?

Thanks!

-Brian


On Mar 17, 2008, at 10:10 PM, Jeff LaMarche wrote:

Brian:

Welcome to Cocoa. It's a different, different approach than the old Toolbox or Carbon stuff.

Is there a reason that NSTimer wouldn't work for you? I know you work primarily in games (I lost many hours to Xenocide back in the day, and a few other of your creations as well), so maybe NSTimer can't do what you need, but it's quite unusual to manually create a run loop in Cocoa. Your application main method launches the main thread's run loop, and when you create new threads, they get a run loop automatically as well.

Maybe if you explain a little more about what you need the timer to do, I could offer a better suggestion.

Sorry I'm not more help,
Jeff

__________________________________________________________
Brian Greenstone
President & CEO                [EMAIL PROTECTED]
Pangea Software, Inc.          http://www.pangeasoft.net
12405 John Simpson Ct.         voice/fax:  (512)266-9991
Austin, TX 78732
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