[mono-android] Spinner within PopupWindow

2012-04-19 Thread cmdrew
I'm having an issue with a spinner placed within a PopupWindow in that when I try to show the items in the spinner, I get an Android Force Close. I have reproduced in a very simple 'Hello World' project and really can't see why there should be an issue. Doesn't appear to be anything in the Androi

[mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Patrik Ahlenius
Hi, Does anyone know of a ActionBar compability library for Monodroid? (I.e. something in the same mould as ActionBarSherlock for Java) Alternatively know any other way to get actionbar up and running on pre ice cream sandwich devices. All the best! / Patrik __

Re: [mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Tomasz Cielecki
The Compatibility Packs are included in the 4.1.0 alpha, there is a draft document here for how to use it: http://docs.xamarin.com/@api/deki/files/1091/=Fragments_Walkthrough.pdf which I found a link to at the changelog for 4.1.0: http://docs.xamarin.com/android/Releases/Mono_For_Android_4/Mono_for

Re: [mono-android] Spinner within PopupWindow

2012-04-19 Thread Jonathan Pryor
On Apr 19, 2012, at 5:33 AM, cmdrew wrote: > I'm having an issue with a spinner placed within a PopupWindow in that when I > try to show the items in the spinner, I get an Android Force Close. I have > reproduced in a very simple 'Hello World' project and really can't see why > there should be an

Re: [mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Tom Opgenorth
That document only covers Fragments and how to use the Support Packages for backwards compatibility, it doesn't cover using other bits from the Android Support Packages (formerly called the Compatibility Library). -- http://www.opgenorth.net ___ Monodro

Re: [mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Tomasz Cielecki
That is correct, but it leaves some exploring to do for OP ;) Not everything can be served on a silver platter. On Thu, Apr 19, 2012 at 4:52 PM, Tom Opgenorth wrote: > That document only covers Fragments and how to use the Support > Packages for backwards compatibility, it doesn't cover using oth

Re: [mono-android] Spinner within PopupWindow

2012-04-19 Thread Jonathan Pryor
On Apr 19, 2012, at 5:33 AM, cmdrew wrote: > I'm having an issue with a spinner placed within a PopupWindow in that when I > try to show the items in the spinner, I get an Android Force Close. I have > reproduced in a very simple 'Hello World' project and really can't see why > there should be an

Re: [mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Patrik Ahlenius
Thanks for your sugestions. I've already looked at the support packages, but unfortunately they do not support backwards compability for the ActionBar. (ex: http://developer.android.com/sdk/compatibility-library.html states: "[..]The ActionBar is not supported by the library [..]") However, there

Re: [mono-android] ActionBar for pre-ICS devices

2012-04-19 Thread Martin Bowling
check out this implementation https://github.com/musicm122/monodroid-android-action-bar -- Martin Bowling Sent with Sparrow (http://www.sparrowmailapp.com/?sig) On Thursday, April 19, 2012 at 1:31 PM, Patrik Ahlenius wrote: > Thanks for your sugestions. > > I've already looked at the supp

Re: [mono-android] Fast deploy with different target and minimum SDK values?

2012-04-19 Thread Jonathan Pryor
On Apr 18, 2012, at 6:11 PM, craig wrote: > I would like to compile the project using API level 12 (3.1) but still want > to be able to deploy to API level 4 (1.6). Question: For what purpose? Do you want to use methods that were added in API level 12? Or do you want to use an Android library t

Re: [mono-android] Single Line Edittext

2012-04-19 Thread Jonathan Pryor
On Apr 18, 2012, at 10:19 AM, Nosh wrote: > How can i stop the EditText being Multiline Use the android:inputType attribute and set it to "text" http://developer.android.com/reference/android/widget/TextView.html#attr_android:inputType Or in code, set the InputType property to InputType

[mono-android] OpenGL Context and textures

2012-04-19 Thread johnHolmes
Hi, I know that with the current version of M4A, when writing OpenGL applications (games), you need to handle context destruction/creation when the app is sent to background (eg. press the home button). This means you have to "reload" textures and bind them to the new context. This could take a va

Re: [mono-android] Link to libmonosgen-2.0.so in emulator

2012-04-19 Thread Jonathan Pryor
On Apr 18, 2012, at 12:37 PM, fmcicreate wrote: > I need to call a C# DLL from C++, and I followed this > http://www.mono-project.com/Embedding_Mono > http://www.mono-project.com/Embedding_Mono . > This works on my PC, but now I need to replicate this functionality into > android. Suffice it to

Re: [mono-android] Fast deploy with different target and minimum SDK values?

2012-04-19 Thread craig
I want to explore the possibility of a compatibility action bar similar to the ActionBar Sherlocke, or the Action Bar compatibility sample on the Android site. Seems like all the compatibility action bars I've seen require API level 12 and then perform special logic if it's detected that the versi

Re: [mono-android] Fast deploy with different target and minimum SDK values?

2012-04-19 Thread Jonathan Pryor
On Apr 19, 2012, at 4:53 PM, craig wrote: > Would the standard Java implementation also suffer from "MotionEvent" problem > when using this approach? Yes, until Mono for Android 4.1.1. > Also I'm confused by what the TargetFrameworkVersion is. TargetFrameworkVersion is the MSBuild $(TargetFrame

Re: [mono-android] OpenGL Context and textures

2012-04-19 Thread Konaju Games (Dev)
It's not Xamarin but Android itself that does not appear to support shared contexts. I worked for a long time to try to get shared contexts working in MonoGame and it just wasn't going to happen. It is not just Mono for Android that suffers lost OpenGL contexts. It affects all Android apps that

Re: [mono-android] OpenGL Context and textures

2012-04-19 Thread Eduardo Jimenez
And how do some games manage to do such fast loading times? I've read abou tricks like setting the graphics context as a static variable so that it won't get finalized, and stuff like that but they seem to 'hacky'. I haven't properly tried them myself though. Eduardo On 4/20/2012 12:37 AM, K