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New options to keep focus on screens even when covered by other screens (#51)
* Added option to continue to receive input when below a popup * Added option to not remove input focus when a screen is put on top of another one
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@@ -31,6 +31,8 @@ For proxies the recommended setup is to create one game object per screen and pe
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* **Popup (boolean)** - Check this if the screen should be treated as a [popup](#popups).
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* **Popup on Popup (boolean)** - Check this if the screen is a [popup](#popups) and it can be shown on top of other popups.
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* **Timestep below Popup (number)** - Timestep to set on screen proxy when it is below a popup. This is useful when pausing animations and gameplay while a popup is open.
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* **Screen Keeps Input Focus When Below Popup (boolean)** - Check this if the screen should keep input focus when it is below a popup.
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* **Others Keep Input Focus When Below Screen (boolean)** - Check this if other screens should keep input focus when below this screen.
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* **Transition Url (url)** - Optional URL to post messages to when the screen is about to be shown/hidden. Use this to trigger a transition (see the section on [transitions](#transitions)).
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* **Focus Url (url)** - Optional URL to post messages to when the screen gains or loses focus (see the section on [screen focus](#screen-focus-gainloss)).
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* **Receiver Url (url)** - Optional URL to post messages to using `monarch.post()`.
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@@ -45,6 +47,8 @@ For factories the recommended setup is to create one game object per screen and
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* **Screen Id (hash)** - A unique id that can be used to reference the screen when navigating your app.
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* **Popup (boolean)** - Check this if the screen should be treated as a [popup](#popups).
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* **Popup on Popup (boolean)** - Check this if the screen is a [popup](#popups) and it can be shown on top of other popups.
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* **Screen Keeps Input Focus When Below Popup (boolean)** - Check this if the screen should keep input focus when it is below a popup.
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* **Others Keep Input Focus When Below Screen (boolean)** - Check this if other screens should keep input focus when below this screen.
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* **Transition Id (hash)** - Optional id of the game object to send a message to when the screen is about to be shown/hidden. Use this to trigger a transition (see the section on [transitions](#transitions)).
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* **Focus Id (hash)** - Optional id of the game object to send a message to when the screen gains or loses focus (see the section on [screen focus](#screen-focus-gainloss)).
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* **Preload (boolean)** - Check this if the screen should be preloaded and kept loaded at all times. For a collection factory this means that its resources will be dynamically loaded at all times. This can also temporarily be achieved through the `monarch.preload()` function.
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@@ -114,7 +118,8 @@ You navigate back in the screen hierarchy in one of two ways:
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## Input focus
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Monarch will acquire and release input focus on the game objects containing the proxies to the screens and ensure that only the top-most screen will ever have input focus.
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Monarch will acquire and release input focus on the game objects containing the proxies to the screens and ensure that only the top-most screen will ever have input focus. The screen settings above provide a `Screen Keeps Input Focus When Below Popup` and `Others Keep Input Focus When Below Screen` setting to override this behavior so that a screen can continue to have focus. This is useful when you have for instance a tabbed popup where the tabs are in a root screen and the content of the individual tabs are separate screens. In this case you want the tabs to have input as well as the tab content.
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## Popups
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A screen that is flagged as a popup (see [list of screen properties](#creating-screens) above) will be treated slightly differently when it comes to navigation.
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