diff --git a/docs_md/changelog.md b/docs_md/changelog.md index 253fc99..284a8e2 100644 --- a/docs_md/changelog.md +++ b/docs_md/changelog.md @@ -1,19 +1,20 @@ Druid 0.3.0: -- Druid:final now is important function for correct working +- `Druid:final` now is important function for correct working -- Add swipe basic component +- Add _swipe_ basic component - Swipe component handle simple swipe gestures on node. It has single callback with direction on swipe. You can adjust a several parameters of swipe in druid style. + - Swipe can be triggered on action.released or while user is make swiping (in process) - Add swipe example at main Druid example. Try swipe left/right to switch example pages. -- Add input basic component - - Input component handle user text input. Input contains from button and text component. Button needed for selecting input field - - Long click on input field for clear and select input field +- Add _input_ basic component + - Input component handle user text input. Input contains from button and text components. Button needed for selecting/unselecting input field + - Long click on input field for clear and select input field (clearing can be disable via styles) - Click outside of button to unselect input field - On focus lost (game minimized) input field will be unselected - You can setup max length of the text - You can setup allowed characters. On add not allowed characters `on_input_wrong` will be called. By default it cause simple shake animation - - The keyboard for input will not show on mobile HTML5 + - The keyboard for input will not show on mobile HTML5. So input field in mobile HTML5 is not working now - To make work different keyboard type, make sure value in game.project Android:InputMethod set to HidderInputField (https://defold.com/manuals/project-settings/#input-method) - Add button on_click_outside event. You can subscribe on this event in button. Was needed for Input component (click outside to deselect input field). @@ -21,11 +22,19 @@ Druid 0.3.0: - Changed input binding settings. Add backspace, enter, text and marked_text. Backspace now is different from android back button. -- Changed component interest: Renamed on_change_language -> on_language_change -- Add two new component interests: on_focus_gain and on_focus_lost +- Renamed on_change_language -> on_language_change component interest + +- Add basic component two functions: `increase_input_priority` and `reset_input_priority`. It used to process component input first in current input stack (there is two input stacks: INPUT and INPUT_HIGH). Example: on selecting input field, it increase input self priority until it be unselected + +- Add two new component interests: `on_focus_gain` and `on_focus_lost` + - Add global druid events: - on_window_callback: call `druid.on_window_callback(event)` for on_focus_gain/lost correct work - - on_language_change: call `druid.on_language_change()` for update all druid instances lang components - - on_layout_change: call `druid.on_layout_change()` for update all gui layouts (unsupported now) + - on_language_change: call `druid.on_language_change()` (#38) for update all druid instances lang components + - on_layout_change: call `druid.on_layout_change()` (#37) for update all gui layouts (unimplemented now) - Add several examples to druid-assets respository + +- Known issues: + - Adjusting text size by height works wrong. Adjusting single line texting works fine + \ No newline at end of file diff --git a/druid/base/input.lua b/druid/base/input.lua index 7564537..f0c5e66 100644 --- a/druid/base/input.lua +++ b/druid/base/input.lua @@ -211,14 +211,14 @@ function M.set_text(self, input_text) local marked_value = masked_marked_value or self.marked_value self.is_empty = #value == 0 and #marked_value == 0 + local final_text = value .. marked_value + self.text:set_to(final_text) + -- measure it self.text_width = self.text:get_text_width(value) self.marked_text_width = self.text:get_text_width(marked_value) self.total_width = self.text_width + self.marked_text_width - local final_text = value .. marked_value - self.text:set_to(final_text) - self.on_input_text:trigger(self:get_context(), final_text) if #final_text == 0 then self.on_input_empty:trigger(self:get_context(), final_text)