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AleBles avatar AleBles commented on May 19, 2024 1

Okay so:

  • startFocus / endFoucs are made public
  • capture enter is optional with focusOutOnEnter property (defaults to true)
  • Input in phaser when inputField is active can be blocked with blockInput property (defaults to true)

Are your issues here resolved? :)

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AleBles avatar AleBles commented on May 19, 2024

So If I understand correctly, there are things you'd like to see changed:

  1. Don't capture enter in the library (makes sense, i'll make it an optional piece)
  2. Disable input in the game all together when inputting text (completely makes sense, consider it done)

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EddieOne avatar EddieOne commented on May 19, 2024

I wasn't sure if I should make a pull or not. I figured I would at least share my experience.

  1. I agree with.
  2. Sure didn't think of that

Also, I was thinking it would be nice if there was a manual start and stop, so devs could bind them to what ever keys they want. Otherwise, updating the readme could also go a long way.

ps. thanks for sharing. I updated my answer here http://stackoverflow.com/questions/32071579/how-to-take-text-input-in-phaser

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AleBles avatar AleBles commented on May 19, 2024

I think I mis understood your second code example then, but I get it now. And with manual start/stop, do you mean when to focus and/or focus out on the input field? This shouldn't be so hard, but I think this might cause issues for mobile focusing, as Safari and Chrome mobile are pretty picky on how to achieve this. It's only allowed by a touch event.

Still I could make those bind/call-able

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EddieOne avatar EddieOne commented on May 19, 2024

Oh I see. I haven't been able to test on mobile yet. Yeah, it wasn't clear how to manually focus and blur. The above code works for desktop Chrome. I still need to test other browsers.

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EddieOne avatar EddieOne commented on May 19, 2024

That sounds great. Thanks for making those changes.

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