That's position can be the different depends on device resolution. But I'm not sure how to reproduce it that you said.Need some help with the input box, im trying to run it in android,, but the box sticks to the bottom right corner ,ive tried center,, and x ,z cords but it stays on the bottom right of my game window, any help would be appreciated,
ps it works fine on browser and desktop
its not the device resolution, i tried it on other devices, its exactly the same... the input box sticks to the bottom right. Thanks thoughThat's position can be the different depends on device resolution. But I'm not sure how to reproduce it that you said.
The input element is placed on the center of the screen. however some elements such as canvas, video, input are resized to force by chrome whenever opening a virtual keyboard on Android Chrome. So I can't solve it right now. It seems that many experiments will be needed to prevent screen shrinkage.its not the device resolution, i tried it on other devices, its exactly the same... the input box sticks to the bottom right. Thanks though
You can't change font size using css in the plugin.Hi everybody,
first of all many, many thanks to @biud436 as this is the main plugin of my actual project. It is working flawlessly. The only thing is that I want to made some change in its appearance through CSS, but I can't do that. I just want to make the font size bigger, as I have changed the game resolution to 1024x768.
This is what I added in the "CSS parameter" section of the plugin:
.inputDialogContainer {
font-size: 40px;
}
Attached here you have also an image of the whole plugin settings.
All my attempts were vane, I had no results.
Please consider also that I know very little about CSS.
PS: I hope this is the right section to ask for...
Line 454: textBox.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(2 * Graphics._realScale) + "em";
Line 459: if(OkButton) OkButton.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(1 * Graphics._realScale) + "em";
Line 460: if(CancelButton) CancelButton.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(1 * Graphics._realScale) + "em";
Line 723: if(OkButton) OkButton.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(1 * Graphics._realScale) + "em";
Line 724: if(CancelButton) CancelButton.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(1 * Graphics._realScale) + "em";
Line 726: textBox.style.fontSize = (Utils.isMobileDevice()) ? '1rem':(2 * Graphics._realScale) + "em";
There is no solution in this plugin.Hello guys,
I wanna say my thanks to @biud436 for this awesome plugin, working perfectly for what I needed. However, I wanna ask if there is any way to force cancel the text input (for example after a timer end) using script and plugin commands?
(function () {
"use strict";
const query = `div#${RS.InputDialog.Params.szFieldId} table.inputDialogContainer tr td input[type=text]`;
let textBox = document.querySelector(query);
textBox.value = "DESIRED_TEXT";
})();
I see. Thanks for the reply, @biud436, awesome plugin. I will try to find a way to work around with this.There is no solution in this plugin.
You can set desired text using javascript code block directly, as follows.
or you can use TextBox.prototype.setText(text) method, too.JavaScript:(function () { "use strict"; const query = `div#${RS.InputDialog.Params.szFieldId} table.inputDialogContainer tr td input[type=text]`; let textBox = document.querySelector(query); textBox.value = "DESIRED_TEXT"; })();