bugfix: initial textinput event on iOS
Dependencies
- [2]
QRUFNFPPMerge text0 - [3]
75BKRBP3more reliable textinput events on iOS - [4]
5HGOGEZ3mobile devices tend to need OS checks - [5]
UH4YWHW5button framework is at the app level - [6]
HLIF3YQEMerge text0 - [7]
36Z442IVback to commit 8123959e52f without code editing - [8]
JNJ4R56Xsupport running tests multiple times - [9]
T7QIIGQ6attempt at better error recovery - [10]
YF2ATH2QMerge lines.love - [11]
D2TYFYG2Merge text.love - [12]
UZHSWA3DMerge text0 - [13]
NILDKUJVMerge text0 - [14]
LRDM35CEapp running again - [15]
ORKN6EOBMerge lines.love - [16]
2CTN2IEFMerge lines.love - [17]
JOPVPUSAediting source code from within the app - [18]
CE4LZV4Tdrop last couple of manual tests - [*]
OTIBCAUJlove2d scaffold - [*]
TVCPXAAUrename - [*]
3QNOKBFMbeginnings of a test harness
Change contents
- edit in main.lua at line 3
OS = love.system.getOS() - edit in main.lua at line 13
OS = love.system.getOS() - replacement in main.lua at line 219
love.keyboard.setTextInput(true) -- magic. keeps iOS from losing textinput events after switching apps.if OS == 'iOS' thenlove.keyboard.setTextInput(true) -- magic. iOS is prone to losing textinput events.-- https://github.com/love2d/love/issues/1959end - replacement in app.lua at line 71
App.screen.resize = love.window.setModeApp.screen.resize = function(width, height, flags)love.window.setMode(width, height, flags)if OS == 'iOS' thenlove.keyboard.setTextInput(true) -- magic. iOS seems to lose textinput events after calls to setMode.-- https://github.com/love2d/love/issues/1959endend