v0.7.5b: fixed yet more cases of text being rendered from the wrong thread

This commit is contained in:
Evan Debenham 2019-10-13 12:32:08 -04:00
parent f98cbd80f1
commit 5744dabc1a

View File

@ -84,16 +84,38 @@ public class WndAndroidTextInput extends Window {
width = WIDTH;
}
final RenderedTextBlock txtTitle = PixelScene.renderTextBlock( title, 9 );
txtTitle.maxWidth( width );
txtTitle.hardlight( Window.TITLE_COLOR );
txtTitle.setPos( (width - txtTitle.width()) /2, 2);
add(txtTitle);
final RedButton positiveBtn = new RedButton( posTxt ) {
@Override
protected void onClick() {
onSelect( true );
hide();
}
};
final RedButton negativeBtn;
if (negTxt != null) {
negativeBtn = new RedButton(negTxt) {
@Override
protected void onClick() {
onSelect(false);
hide();
}
};
} else {
negativeBtn = null;
}
((AndroidApplication)Gdx.app).runOnUiThread(new Runnable() {
@Override
public void run() {
RenderedTextBlock txtTitle = PixelScene.renderTextBlock( title, 9 );
txtTitle.maxWidth( width );
txtTitle.hardlight( Window.TITLE_COLOR );
txtTitle.setPos( (width - txtTitle.width()) /2, 0);
add(txtTitle);
float pos = txtTitle.bottom() + MARGIN;
float pos = txtTitle.bottom() + 2*MARGIN;
textInput = new EditText((AndroidApplication)Gdx.app);
textInput.setText( initialValue );
@ -146,13 +168,7 @@ public class WndAndroidTextInput extends Window {
//We haven't added the textInput yet, but we can anticipate its height at this point.
pos += inputHeight + MARGIN;
RedButton positiveBtn = new RedButton( posTxt ) {
@Override
protected void onClick() {
onSelect( true );
hide();
}
};
if (negTxt != null)
positiveBtn.setRect( MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
else
@ -160,13 +176,6 @@ public class WndAndroidTextInput extends Window {
add( positiveBtn );
if (negTxt != null){
RedButton negativeBtn = new RedButton( negTxt ) {
@Override
protected void onClick() {
onSelect( false );
hide();
}
};
negativeBtn.setRect( positiveBtn.right() + MARGIN, pos, (width - MARGIN * 3) / 2, BUTTON_HEIGHT );
add( negativeBtn );
}
@ -176,7 +185,7 @@ public class WndAndroidTextInput extends Window {
//The layout of the TextEdit is in display pixel space, not ingame pixel space
// resize the window first so we can know the screen-space coordinates for the text input.
resize( width, (int)pos );
final int inputTop = (int)(camera.cameraToScreen(0, txtTitle.bottom() + MARGIN).y * (Game.dispWidth / (float)Game.width));
final int inputTop = (int)(camera.cameraToScreen(0, txtTitle.bottom() + 2*MARGIN).y * (Game.dispWidth / (float)Game.width));
//The text input exists in a separate view ontop of the normal game view.
// It visually appears to be a part of the game window but is infact a separate