Accessing Android Virtual Keyboard
#1
Posted 17 March 2012 - 05:16 AM
To be honest this is a pretty important feature... I'm sure I just over looked the command...
#2
Posted 17 March 2012 - 06:28 AM
#3
Posted 17 March 2012 - 12:20 PM
#4
Posted 17 March 2012 - 01:42 PM
Russell
#5
Posted 02 April 2012 - 02:44 AM
You will get the virtual keyboard if you use get_integer or get_string, but these functions are just for debug
So if I use get_string and it works in the Windows C++ Runner, but not for iOS, is this a bug? Known or otherwise? (NOTE: I've been able to test and run on my iOS device, so the pipeline to the device is in place and working). If not a bug - what am I doing wrong?
userstr = get_string("keyboardTest", "")I don't want to hijack, so if I should start a new thread, please let me know.
#6
Posted 03 April 2012 - 01:40 AM
Snip
You will get the virtual keyboard if you use get_integer or get_string, but these functions are just for debug
So if I use get_string and it works in the Windows C++ Runner, but not for iOS, is this a bug? Known or otherwise? (NOTE: I've been able to test and run on my iOS device, so the pipeline to the device is in place and working). If not a bug - what am I doing wrong?userstr = get_string("keyboardTest", "")
I don't want to hijack, so if I should start a new thread, please let me know.
No, by all means use the topic.
Anyways as Russel said "these functions are just for debug we will be providing new versions of these functions..."
I believe I read somewhere saying that the current functions are in for testing purposes, not as a final function yet.
So for now unless anyone else has more insight into it we're just going to have to wait and see.
#7
Posted 05 April 2012 - 06:34 AM
#8
Posted 06 April 2012 - 02:08 AM
#9
Posted 06 April 2012 - 09:13 AM
If the soft keyboard is not working for you then please file a bug with an example - remember the keyboard will only appear if you select the input box and start inputting text...
We will be providing new functions that effectively do the same but they will work asynchronously so the GML code does not stop while the user is inputting the answer - this means they will work properly with the OS and handle things like phone calls and other interruptions.
Russell
#10
Posted 07 April 2012 - 08:11 AM
remember the keyboard will only appear if you select the input box and start inputting text...
I'm not seeing any input box on my iOS device. I have a very simple test case that draws two variables to the screen... a counter that counts down from 5 and a temp string that updates with the inputted (inpot? inputteded?) user name. It works as expected in the Windows C++ Runner, but not at all on my iOS device.
I want to make sure it's not user error before I log it as a bug. This is the code I'm using:
//input name
userName = get_string("Enter name:", "") The behavior that I'm observing is that that line of code does run and blanks out my tempName, but I don't get to interface with it before this happens. Thoughts?
#11
Posted 08 April 2012 - 11:47 PM
Thanks, folks.
#12
Posted 29 July 2012 - 01:28 AM
#13
Posted 18 September 2012 - 01:38 PM
Are there any updates regarding this?
#14
Posted 17 October 2012 - 10:06 PM
#15
Posted 18 October 2012 - 09:31 AM
#16
Posted 10 November 2012 - 01:18 AM
Studio is a great product and improving in leaps and bounds, but using the built in keyboards should be considered core functionality. I'm begging you guys, please release access to the soft keyboards and a show_message/alert that we can use in releasing our games - Soon!
Thanks for letting me vent,
Maverick.
#17
Posted 10 November 2012 - 02:21 AM
I think it's just tacky to use a keyboard other than the the one the mobile user has set up on their phone already.
#18
Posted 10 November 2012 - 07:09 AM
#19
Posted 10 November 2012 - 08:32 AM
Definitly get_string() should pop the enter text standard keyboard... a version that does not pause the game would be nice too.
#20
Posted 16 February 2013 - 12:57 PM
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