@hgy29 , thanks for the fix. the current one looks like something from 20 years ago, so it shouldn't be hard to improve it somewhat. i'm not a css guru, if you can tell me which css file is that and how to test it then i can play around with it. can i work with the gideros.css in an exported project? which line is affecting the dialog? edit: i've found, it's at the end.
i tried to have a grayscale style so that it does not interfere with other elements. it would be nice though to be able to set the colors (title+background+button color or just one color and then it's shades would be used) of the dialog through lua code.
@hgy29 it would be great if you could also change 1.5em to 1.2em in the css (smaller title size, as the current one is too huge, especially when it's a longer title) - even 1em is not that stupid idea.
also, although when 3rd param is not empty then it does not crash, but even in this case i do not seem to be able to enter anything in the input dialog. does it work for you?
also, although when 3rd param is not empty then it does not crash, but even in this case i do not seem to be able to enter anything in the input dialog. does it work for you?
I won’t be able to check until a few days, but meanwhile maybe you can figure out yourself what is going on, since the text field is a classic html one and is governed by css and other dom attributes.
@hgy29 , i have not much knowledge about dom etc., but nevertheless i looked into the relevant part of gideros-wasm.js and played around sometime, but could not spot the issue.
@keszegh, I spent one hour or too on this too yesterday, and everything seems ok: no Z-order issue, no specific warning from the browser, etc. This is really annoying. Of course this API will probably be deprecated soon, because anyhow it is much cleaner to provide your own input box that match the look of your game, but it so close to be working, and I am pretty sure it used to work. I will try to investigate further but I must say my knownledge in HTML is quite limited, actually limited to writing sites the way we did it 20 years ago...
@hgy29, thanks for trying, that's really annoying indeed. would be great to be able to spot the issue (which is probably one line) " limited to writing sites the way we did it 20 years ago... " - i can relate to that.
are you planning to add a cross-platform textbox to gideros api? i agree that's preferable in most cases, but e.g. with a native textbox copy/paste from clipboard works while if we write ours then this needs to be handled separately (and currently impossible as far as i know) - that's one reason i did not write my own textbox implementation so far, nor used the one somebody shared recently (maybe you?) on the forum.
local tp = TexturePack.new({"img1.png", "img2.png", "img3.png"})
Crushes the player.
Wow, has this ever been working ? Gideros code is wrong for this way of creating texture packs at least since it was put on github, in 2013! I will fix it.
@keszegh, I finally made some progress: it looks like the text input events are handled after the JS code events have been processed, but Gideros canvas catch them all. I was able to change Gideros code so that events are not process and passed to the browser if a 'native' dialog is shown. This allows the text input to actually work, except for 'Tab' and 'Backspace' keys, which are intercepted by emscripten code. I am reluctant to mod once again emscripten code, at least not yet, but at least you can now type your answer and correct it with arrow keys/delete.
[core] add Sprite:getDrawCount diagnostic call [android] Improve rich text editing support [export/android] Raise default SDK to 28 (required by google store for AAB)
Fixes
[studio] Load project file as UTF-8 [ios] Change orientation handling on iOS [html] Fix TextInputDialog with empty default text [ios] Report correct orientation to iOS [uwp] Fix DX11 rendering engine (issue with pixel shader constants) [uwp/audio] Expand sound buffer if needed instead of crashing [html5] skip event processing when dialogs are shown [html5] update dialogs style [plugin/firebase] Include in Gideros Distribution [plugin/share] Fix iOS code [plugin/share] Fix Android code (allow sharing of images) [plugin/camera] Fix orientation issue on iOS when app is in landscape + prepare for Metal
@hgy29 , if i click on 'cancel' on a textinputdialog in html5 then it seems that events are not returned to gideros (it seems to work fine on clicking 'ok') - so no mouse etc. events are ever received afterwards.
@hgy29 , if i click on 'cancel' on a textinputdialog in html5 then it seems that events are not returned to gideros (it seems to work fine on clicking 'ok') - so no mouse etc. events are ever received afterwards.
Can you try to hide() your dialog in your event handler and see if that fixes the issue ?
Comments
Fragmenter - animated loop machine and IKONOMIKON - the memory game
The dialog is styled through the css file, if you have something better looking to propose, don't hesitate!
Likes: MoKaLux, SinisterSoft
the current one looks like something from 20 years ago, so it shouldn't be hard to improve it somewhat.
i'm not a css guru, if you can tell me which css file is that and how to test it then i can play around with it. can i work with the gideros.css in an exported project? which line is affecting the dialog?
edit: i've found, it's at the end.
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
for reference here is the current style:
i tried to have a grayscale style so that it does not interfere with other elements. it would be nice though to be able to set the colors (title+background+button color or just one color and then it's shades would be used) of the dialog through lua code.
Likes: MoKaLux, SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
also, although when 3rd param is not empty then it does not crash, but even in this case i do not seem to be able to enter anything in the input dialog. does it work for you?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
" limited to writing sites the way we did it 20 years ago... " - i can relate to that.
are you planning to add a cross-platform textbox to gideros api? i agree that's preferable in most cases, but e.g. with a native textbox copy/paste from clipboard works while if we write ours then this needs to be handled separately (and currently impossible as far as i know) - that's one reason i did not write my own textbox implementation so far, nor used the one somebody shared recently (maybe you?) on the forum.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: antix
Likes: keszegh
Likes: keszegh
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Improvements
[core] add Sprite:getDrawCount diagnostic call
[android] Improve rich text editing support
[export/android] Raise default SDK to 28 (required by google store for AAB)
Fixes
[studio] Load project file as UTF-8
[ios] Change orientation handling on iOS
[html] Fix TextInputDialog with empty default text
[ios] Report correct orientation to iOS
[uwp] Fix DX11 rendering engine (issue with pixel shader constants)
[uwp/audio] Expand sound buffer if needed instead of crashing
[html5] skip event processing when dialogs are shown
[html5] update dialogs style
[plugin/firebase] Include in Gideros Distribution
[plugin/share] Fix iOS code
[plugin/share] Fix Android code (allow sharing of images)
[plugin/camera] Fix orientation issue on iOS when app is in landscape + prepare for Metal
Likes: keszegh, SinisterSoft, MoKaLux, oleg, antix
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Fragmenter - animated loop machine and IKONOMIKON - the memory game