-
Notifications
You must be signed in to change notification settings - Fork 64
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Input doesn't work in fullscreen #74
Comments
I can confirm this, also having same issue with fullscreen and phaser-input. |
Hey @ebyron15, So for example i change my config like this: var config = {
width: 1920,
height: 1080,
renderer: Phaser.AUTO,
fullScreenTarget: document.getElementById('core'), // this line is new for me
parent: 'core'
}; And also inside phaser-input.js, on var InputElement = .... part, added this instead of this: document.body.appendChild(this.element);
->
document.getElementById('core').appendChild(this.element); Just cause my parent div is named core. Cause my config have fullScreenTarget option, It's changing that div which is core div for me. I actually wanted to make the change and make a PR for this. But idk how to edit .ts files 😄 Anyway i changed directly on .js build. But Maybe @AleBles could change and make it for us? |
Thanks for sharing this. I don't have a div in my html but I was able to
add the id to the <body> and that worked. Really appreciate the help.
Eric
…On Tue, Nov 27, 2018 at 12:42 AM Halil CAKAR ***@***.***> wrote:
Hey @ebyron15 <https://github.com/ebyron15>,
I found the problem and fix it for my self. Let me explain to you.
Phaser Input is adding the input element to directly body and if you add
your game in another div it's not working.
So for example i change my config like this:
var config = {
width: 1920,
height: 1080,
renderer: Phaser.AUTO,
fullScreenTarget: document.getElementById('core'), // this line is new for me
parent: 'core'
};
And also inside phaser-input.js, on var InputElement = .... part, added
this instead of this:
document.body.appendChild(this.element);->document.getElementById('core').appendChild(this.element);
Just cause my parent div is named core.
Cause my config have fullScreenTarget option, It's changing that div which
is core div for me.
And cause they are the same directory like same parent div's(i mean canvas
and input element) it's working.
I actually wanted to make the change and make a PR for this. But idk how
to edit .ts files 😄
I only change the phaser-input.js, so it's not inside .min or .map or .ts
files.
Anyway i changed directly on .js build. But Maybe @AleBles
<https://github.com/AleBles> could change and make it for us?
—
You are receiving this because you were mentioned.
Reply to this email directly, view it on GitHub
<#74 (comment)>,
or mute the thread
<https://github.com/notifications/unsubscribe-auth/AacAJqc_DmMUaTYiPj2i35wkTGtZZLT8ks5uzBnugaJpZM4YlBhU>
.
|
@halilcakarr If I understand correctly I can do the following:
|
Hey @AleBles, <body id="body"> referanced from @ebyron15 Edit: @ebyron15 Any idea's ? Edit-2: |
Hello @AleBles, Is there any news about this ? :) |
yeh... we are also waiting for update/fix |
Well @andrewbaranov, i just gave up and go through for phaser-v3, which on version 3.16 is gonna possibly come this week, it has a game.dom object with it. Check the examples on phaser3-examples So i'm just waiting to Rich to release version 3.16 and then gonna use that instead. |
When I use the Phaser function to go to fullscreen, it breaks the phaser-input functionality. I still see the input box and have a blinking cursor but cannot enter any text. If I toggle back out of fullscreen, without reloading the browser page or the game state, the input field works again.
I confirmed that the default setting for input options for zoom is correctly set to false and I'm currently testing on a desktop browser using Chrome.
The text was updated successfully, but these errors were encountered: