Comments (9)
yeah.it's most needed feature for a complete game !
from flambe.
Hello,
Any ETA on this? Maybe instead of going though native input hell it might be actually easier to implement something simple from scratch..
Check this guy's text input implementation on html5 canvas.. http://www.zebkit.com/ (scroll down the first page for input example..)
from flambe.
No ETA at the moment.
I think overlaying a native text field is definitely the way to go. Emulated ones always end up feeling weird to the user (no right-click context menu, no copy/paste, other issues on mobile).
from flambe.
I'm gonna have to disagree on that one. Flambe is a canvas engine so everything will feel custom anyway and it's not like people will create websites or native apps with it. Most flambe users are making games, and games have custom text inputs.. To me, it's the other way around.. It would feel wierd if I opened up Starcraft 2, for example, and when I was asked to enter my player name in-game, I got a native text field, inside all that custom Starcraft 2 GUI.. As a player, when I see an input text field in-game, I expect to be able to select the text with the mouse, and have control+C and control+V work, and of course the basic stuff on the keyboard (select with SHIFT key, Home, End, etc..) but that's pretty much it.. It would turn me off to right click on it and get an out of place native pop up thingie. I think same goes for most games..
I will be needing text inputs soon and I'll evaluate both options cause I could may well be talking out of my ass.. Since nothing exists already, I'll implement either custom or native ones or both, and make sure the code matches flambe's flavour. This could be my chance to finally give something back. (been using flambe for 1 year now and I'm really really happy with it).
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what about after 3 years,there is still not implement this feature? it is very slowly!!
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I have textinput created myself that works for both html and flash target. I can put it somewhere if someone is interested.
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That would be very useful!
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@markknol yes, that would be great.
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How does your implementation handle loading in fonts? Problem I've been having is that using a native field you get wacky fonts depending on machine - basically the same issues that normal HTML textfields have.
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