v0.4.3: fixed some crash bugs with wndtextinput
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@ -59,7 +59,8 @@ public class WndTextInput extends Window {
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this( title, initialValue, multiLine ? MAX_LEN_MULTI : MAX_LEN_SINGLE, multiLine, posTxt, negTxt);
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this( title, initialValue, multiLine ? MAX_LEN_MULTI : MAX_LEN_SINGLE, multiLine, posTxt, negTxt);
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}
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}
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public WndTextInput(String title, String initialValue, int maxLength, final boolean multiLine, String posTxt, String negTxt){
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public WndTextInput(final String title, final String initialValue, final int maxLength,
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final boolean multiLine, final String posTxt, final String negTxt){
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super();
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super();
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//need to offset to give space for the soft keyboard
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//need to offset to give space for the soft keyboard
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@ -76,6 +77,9 @@ public class WndTextInput extends Window {
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width = WIDTH;
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width = WIDTH;
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}
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}
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ShatteredPixelDungeon.instance.runOnUiThread(new Runnable() {
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@Override
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public void run() {
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RenderedTextMultiline txtTitle = PixelScene.renderMultiline( title, 9 );
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RenderedTextMultiline txtTitle = PixelScene.renderMultiline( title, 9 );
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txtTitle.maxWidth( width );
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txtTitle.maxWidth( width );
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txtTitle.hardlight( Window.TITLE_COLOR );
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txtTitle.hardlight( Window.TITLE_COLOR );
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@ -168,9 +172,6 @@ public class WndTextInput extends Window {
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//The text input exists in a separate view ontop of the normal game view.
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//The text input exists in a separate view ontop of the normal game view.
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// It visually appears to be a part of the game window but is infact a separate
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// It visually appears to be a part of the game window but is infact a separate
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// UI element from the game entirely.
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// UI element from the game entirely.
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ShatteredPixelDungeon.instance.runOnUiThread(new Runnable() {
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@Override
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public void run() {
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FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(
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FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(
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(int)((width - MARGIN*2)*scaledZoom),
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(int)((width - MARGIN*2)*scaledZoom),
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(int)(inputHeight * scaledZoom),
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(int)(inputHeight * scaledZoom),
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