Difference between revisions of "on.charIn"
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+ | '''on.charIn''' is an event that catches the user's keypresses on the keyboard. | ||
+ | Here's an example on how to use it : | ||
+ | <syntaxhighlight> | ||
+ | input = "" -- the string that will contain the user's typed message | ||
+ | |||
+ | function on.paint(gc) | ||
+ | gc:drawString(input,5,5,"top") -- drawing the current string on screen | ||
+ | end | ||
+ | |||
+ | function on.charIn(char) | ||
+ | if string.len(input) >= 25 then -- Here, we set a 25 chars limit | ||
+ | input = input..char -- appending | ||
+ | platform.window:invalidate() -- refreshing the screen | ||
+ | end | ||
+ | end | ||
+ | |||
+ | function on.backspaceKey() | ||
+ | input = string.usub(input,0,string.len(input)-1) -- deleting the last char (with unicode support) | ||
+ | platform.window:invalidate() -- refreshing the screen | ||
+ | end | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | You can here find a more detailed tutorial on how to use it to create a text input function : | ||
+ | http://www.inspired-lua.org/2011/12/how-to-have-a-nice-little-input-function-in-lua/ | ||
[[Category:Events]] | [[Category:Events]] |
Revision as of 11:52, 22 December 2011
on.charIn is an event that catches the user's keypresses on the keyboard.
Here's an example on how to use it :
input = "" -- the string that will contain the user's typed message
function on.paint(gc)
gc:drawString(input,5,5,"top") -- drawing the current string on screen
end
function on.charIn(char)
if string.len(input) >= 25 then -- Here, we set a 25 chars limit
input = input..char -- appending
platform.window:invalidate() -- refreshing the screen
end
end
function on.backspaceKey()
input = string.usub(input,0,string.len(input)-1) -- deleting the last char (with unicode support)
platform.window:invalidate() -- refreshing the screen
end
You can here find a more detailed tutorial on how to use it to create a text input function : http://www.inspired-lua.org/2011/12/how-to-have-a-nice-little-input-function-in-lua/