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Home/ Questions/Q 5839535
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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T11:35:52+00:00 2026-05-22T11:35:52+00:00

I have a text field in my Cocos2d app and when I tap it

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I have a text field in my Cocos2d app and when I tap it to start typing, the app just crashes. I don’t have much more to explain, here’s my code:
.h:

@interface myScene : CCLayer <UITextFieldDelegate> { ....... }
@property (nonatomic, retain, readonly) UITextField *first;
@property (nonatomic, retain, readonly) UITextField *second;

.mm:

    @implementation myScene
    @synthesize first, second;
    ......
        first = [[UITextField alloc] initWithFrame:CGRectMake(160.0, 160.0, 200.0, 30.0)];
        first.placeholder = @"first";
        first.autocorrectionType = UITextAutocorrectionTypeNo;  // no auto correction suppor
        first.keyboardType = UIKeyboardTypeDefault; // use the default type input method (entire keyboard)
        first.returnKeyType = UIReturnKeyDone;
        first.clearButtonMode = UITextFieldViewModeWhileEditing;    // has a clear 'x' button to the right
        first.autocapitalizationType =  UITextAutocapitalizationTypeNone;
        CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159/2);  
        first.transform = transform;
        first.adjustsFontSizeToFitWidth = YES;
        first.textColor = [UIColor blackColor];
        [first setFont:[UIFont fontWithName:@"Arial" size:14]];
        first.backgroundColor = [UIColor clearColor];
        first.borderStyle = UITextBorderStyleRoundedRect;
        first.delegate = self;  // let us be the delegate so we know when the keyboard's "Done" button is pressed
        [[[CCDirector sharedDirector] openGLView] addSubview: first];


        second = [[UITextField alloc] initWithFrame:CGRectMake(130.0, 160.0, 200.0, 30.0)];
        second.placeholder = @"second";
        second.returnKeyType = UIReturnKeyDone;

        second.transform = transform;
        second.adjustsFontSizeToFitWidth = YES;
        second.textColor = [UIColor blackColor];
        [second setFont:[UIFont fontWithName:@"Arial" size:14]];
        second.backgroundColor = [UIColor clearColor];
        second.borderStyle = UITextBorderStyleRoundedRect;
        second.secureTextEntry = YES;
        second.delegate = self; // let us be the delegate so we know when the keyboard's "Done" button is pressed
        [[[CCDirector sharedDirector] openGLView] addSubview: second];

...............


    - (BOOL)textFieldShouldReturn:(UITextField *)textField
    {
        // the user pressed the "Done" button, so dismiss the keyboard
        [textField resignFirstResponder];
        return YES;
    }

I’m running on Xcode 4 with iOS 4.3 and when I tap one of the fields I get EXC_BAD_ACCESS, and Xcode points me to main.m:

#import <UIKit/UIKit.h>

int main(int argc, char *argv[]) {
    NSAutoreleasePool *pool = [NSAutoreleasePool new];
    int retVal = UIApplicationMain(argc, argv, nil, @"AppDelegate");
    [pool release];
    return retVal;
}

Xcode indicates the line: int retVal = UIApplicationMain(argc, argv, nil, @"AppDelegate");

Thanks.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-22T11:35:53+00:00Added an answer on May 22, 2026 at 11:35 am

    i dont think thats the best way to add a text field in your openGL view in fact im not sure it will work. You probably either need to have your fields in a UIViewController subclass and then add the view of that class to your openGLView, or there is a good UIViewWrapper you could get here. It lets you add UIView elements to your CCLayer. Hope this helps

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