I am a massive noob and need help!
I want to make a keyboard and I followed the directions given by codea to the letter but it wants a string value for textMode can anyone give me an example of this
I am a massive noob and need help!
I want to make a keyboard and I followed the directions given by codea to the letter but it wants a string value for textMode can anyone give me an example of this
As in
textMode(CENTER)
Is that what you’re asking?
textMode accepts either the parameter CORNER
or CENTER
(not as a string — these are constants defined in Codea).
So for example you can call either of the following to set the text mode:
textMode(CORNER)
textMode(CENTER)
Note that textMode
only affects how text is rendered with the text()
function.
Thanks @simeon
For some reason it comes up with the same error (it still wants a string) is there any other thing I may have done wrong
Mike, can you post your code?
Don’t worry I worked it out #:-s
Hey me again how do I make a keyboard write text?
You’ll need to add the keyboard function to your main. Then, assuming you’ve already displayed the keyboard, you can do something like this.
function keyboard(key)
if key ~= nil then
if string.byte(key) == 10 then
-- do something with return
elseif string.byte(k) == nil then
-- handle backspace
if string.len(myString) > 0 then
myString = string.sub(myString, 1, string.len(myString) - 1)
end
else
-- add a character
myString = myString + key
end
end
end
That won’t really display your text. To do that, you’ll need to add a line to your draw function along the lines of
text(myString, 50, 500)
So the keyboard function captures key presses and puts them in a string, while the draw routine displays them. Make sense?
You’ll find textbox routines in several of the projects shared in the forum, as well as in the sample project Spritely. You might find one of these handy.
Hi still working on my keyboard thingy and can’t workout how to get the enter key to make a new line of text underneath the other