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Keyboard bug in 1.3 (not the undo bug)

edited January 2012 in Bugs Posts: 2,820

When I change the keyboard to split view, the app pauses. I have to go to another app and come back for it to resume. It also doesn't show a play button when frozen. I'll add it to the issue tracker soon. Please to fix this and add topOfKeyboard() variable.



  • Posts: 2,820

    It's not the undo bug, but that is a big bug.

  • Posts: 118

    Confirmed it. Sometimes I manage to split it without the freeze, but most of the time it does! Big bug indeed!

  • SimeonSimeon Admin Mod
    Posts: 5,657

    Thanks for reporting, but I am unable to reproduce this.

    Here are my steps, am I missing anything?

    • Use showKeyboard() to show the keyboard in the viewer
    • Split the keyboard while the scene is animating
    • Everything continues as normal until I press the back button

    I also tried splitting the keyboard in the editor before running the project and did not have any issues.

  • Posts: 118

    I reproduced it with this script

    function setup()
        print("Tap to start editing")
    function touched(touch)
        --Show keyboard when the screen is touched
    function draw()
        buffer = keyboardBuffer()
        _,bufferHeight = textSize(buffer)
        if buffer then
            text( buffer, 10, HEIGHT - 30 - bufferHeight )
  • Posts: 2,820

    @Simeon - Here are the steps:
    1. Use showKeyboard()
    2. Split the keyboard during animation
    3. Codea is frozen. Nothing works including the play button or back button. To continue the playing, go to another app and come back.
    4. The keyboard works fine then in split view, but when you put it back, it's frozen again.
    But the keyboard works fine in full screen mode in split view. And again. Please add the feature of saying topOfKeyboard() for split keyboard view.
    P.S. It's on the issuer tracker.

  • Posts: 2,820

    @Simeon - Also, with the BlueTooth keyboard, the arrow keys work with keyboardBuffer(), but how do I know where the cursor is? And how do I know when the arrow keys are pressed? Also, the tab is returned as spaces, but I don't care about that. What about the return key? How do you test if that was pressed? Can you add an option that it returns /n? That would make it when you're drawing the text is easy.

  • SimeonSimeon Admin Mod
    Posts: 5,657

    Yeah the arrow keys work with keyboardBuffer(). I debated whether or not to allow that, and decided to allow it.

    The return key does send "\n" to the keyboard(key) function.

  • SimeonSimeon Admin Mod
    Posts: 5,657

    Odd, when I split the keyboard during animation the animation continues to play just fine.

  • edited January 2012 Posts: 273

    @Simeon... FWIW: I've experienced the 'freezing' bug @Zoyt and @Herwig have mentioned (in practice I never have occasion to split the keyboard -- because I never think of it -- but tried it just now to see if I could reproduce the bug).

  • Posts: 2,820

    @Simeon - It works in full screen mode, but it freezes in normal mode.

  • SimeonSimeon Admin Mod
    Posts: 5,657

    I'll have to experiment some more. I still can't reproduce in fullscreen or standard display modes.

  • Posts: 2,820

    Let me get the code. One second...

  • Posts: 2,820

    @Simeon - Alright. Here it is:

    function setup() -- displayMode(FULLSCREEN) print("Hello World!") showKeyboard() end function draw() background(255, 255, 255, 255) strokeWidth(5) textMode(CORNER) buffer = keyboardBuffer() bufferHeight = textSize(buffer) if buffer then text(buffer, 10, 400) end end

    I think that will freeze Codea. LMK. I'm running a 64G iPad 2 on iOS 5.0.1 if that helps.

  • edited February 2012 Posts: 2,820

    @Simeon - Figured it out - The keyboard buffer has to be empty. Then split the keyboard, and it freezes.

    And in 1.3.1, can you please add topOfKeyboard() and isKeyboardShowing() please @Simeon?

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