v0.7.5b: fixed android text input windows not running on render thread

This commit is contained in:
Evan Debenham 2019-10-11 15:07:16 -04:00
parent af7a4a03f0
commit b4ae0ee991

View File

@ -36,6 +36,7 @@ import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.android.windows.WndAndroidTextInput;
import com.shatteredpixel.shatteredpixeldungeon.scenes.PixelScene;
import com.watabou.noosa.Game;
import com.watabou.utils.Callback;
import com.watabou.utils.PlatformSupport;
import java.util.HashMap;
@ -140,13 +141,19 @@ public class AndroidPlatformSupport extends PlatformSupport {
}
@Override
public void promptTextInput(String title, String hintText, int maxLen, boolean multiLine, String posTxt, String negTxt, final TextCallback callback) {
Game.scene().addToFront(new WndAndroidTextInput(title, hintText, maxLen, multiLine, posTxt, negTxt){
@Override
protected void onSelect(boolean positive) {
callback.onSelect(positive, getText());
}
});
public void promptTextInput(final String title, final String hintText, final int maxLen, final boolean multiLine, final String posTxt, final String negTxt, final TextCallback callback) {
Game.runOnRenderThread( new Callback() {
@Override
public void call() {
Game.scene().addToFront(new WndAndroidTextInput(title, hintText, maxLen, multiLine, posTxt, negTxt) {
@Override
protected void onSelect(boolean positive) {
callback.onSelect(positive, getText());
}
});
}
}
);
}
/* FONT SUPPORT */
@ -235,6 +242,7 @@ public class AndroidPlatformSupport extends PlatformSupport {
fonts.put(latinAndCryllicFontGenerator, pixelFonts);
fonts.put(hangulFontGenerator, hangulFonts);
fonts.put(hanFontGenerator, hanFonts);
fonts.put(kataFontGenerator, kataFonts);
//use RGBA4444 to save memory. Extra precision isn't needed here.
packer = new PixmapPacker(pageSize, pageSize, Pixmap.Format.RGBA4444, 1, false);