Make login text input field touch capable (thx @TabscoEye)
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@ -1,46 +1,68 @@
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const IGNORED_KEYS = new Set([
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'Esc',
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'Escape',
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'Alt',
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'Meta',
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'Control',
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'Ctrl',
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'Space',
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'Backspace'
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])
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export class TextInput extends Phaser.GameObjects.BitmapText {
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export class TextInput extends Phaser.GameObjects.BitmapText {
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private minUnderLineLength = 4;
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private minUnderLineLength = 4;
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private underLine: Phaser.GameObjects.Text;
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private underLine: Phaser.GameObjects.Text;
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private domInput = document.createElement('input');
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constructor(scene: Phaser.Scene, x: number, y: number, maxLength: number, text: string, onChange: (text: string) => void) {
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constructor(scene: Phaser.Scene, x: number, y: number, maxLength: number, text: string,
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onChange: (text: string) => void) {
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super(scene, x, y, 'main_font', text, 32);
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super(scene, x, y, 'main_font', text, 32);
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this.setOrigin(0.5).setCenterAlign()
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this.setOrigin(0.5).setCenterAlign();
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this.scene.add.existing(this);
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this.scene.add.existing(this);
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this.underLine = this.scene.add.text(x, y+1, this.getUnderLineBody(text.length), { fontFamily: 'Arial', fontSize: "32px", color: '#ffffff'})
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const style = {fontFamily: 'Arial', fontSize: "32px", color: '#ffffff'};
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this.underLine.setOrigin(0.5)
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this.underLine = this.scene.add.text(x, y+1, this.getUnderLineBody(text.length), style);
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this.underLine.setOrigin(0.5);
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this.domInput.maxLength = maxLength;
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this.domInput.style.opacity = "0";
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if (text) {
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this.domInput.value = text;
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}
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this.scene.input.keyboard.on('keydown', (event: KeyboardEvent) => {
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this.domInput.addEventListener('keydown', event => {
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if (event.keyCode === 8 && this.text.length > 0) {
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if (IGNORED_KEYS.has(event.key)) {
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this.deleteLetter();
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return;
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} else if ((event.keyCode === 32 || (event.keyCode >= 48 && event.keyCode <= 90)) && this.text.length < maxLength) {
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this.addLetter(event.key);
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}
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}
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if (!/[a-zA-Z0-9:.!&?()+-]/.exec(event.key)) {
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event.preventDefault();
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}
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});
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this.domInput.addEventListener('input', (event) => {
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if (event.defaultPrevented) {
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return;
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}
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this.text = this.domInput.value;
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this.underLine.text = this.getUnderLineBody(this.text.length);
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this.underLine.text = this.getUnderLineBody(this.text.length);
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onChange(this.text);
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onChange(this.text);
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});
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});
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document.body.append(this.domInput);
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this.focus();
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}
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}
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private getUnderLineBody(textLength:number): string {
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private getUnderLineBody(textLength:number): string {
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if (textLength < this.minUnderLineLength) textLength = this.minUnderLineLength;
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if (textLength < this.minUnderLineLength) textLength = this.minUnderLineLength;
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let text = '_______';
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let text = '_______';
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for (let i = this.minUnderLineLength; i < textLength; i++) {
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for (let i = this.minUnderLineLength; i < textLength; i++) {
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text += '__'
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text += '__';
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}
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}
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return text;
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return text;
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}
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}
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private deleteLetter() {
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this.text = this.text.substr(0, this.text.length - 1);
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}
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private addLetter(letter: string) {
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this.text += letter;
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}
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getText(): string {
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getText(): string {
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return this.text;
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return this.text;
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}
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}
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@ -56,4 +78,13 @@ export class TextInput extends Phaser.GameObjects.BitmapText {
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this.underLine.y = y+1;
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this.underLine.y = y+1;
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return this;
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return this;
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}
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}
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focus() {
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this.domInput.focus();
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}
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destroy(): void {
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super.destroy();
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this.domInput.remove();
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}
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}
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}
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