wanderingstan / iphonefrotz

Automatically exported from code.google.com/p/iphonefrotz
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when using the keyboard text does not autoscroll #144

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago

What steps will reproduce the problem?
1. play a game on ipad with keyboard
2. wait for text to scroll (long descriptions help)
3. text does not scroll, touch intervention is required

What is the expected output or behavior?  What do you see instead?
When using the keyboard I'd expect to see more PC-style behavior, but I still 
need to touch the ipad. In addition, sometimes the > input prompt is really 
down at the bottom of the screen even after scrolling myself. I'd expect a 
little more margin on the bottom

What version of Frotz are you using?
1.5

What device model are you using (iPhone 3GS, iPad, iPod Touch 3rd gen,
etc.)
iPad 2

What version of iOS?  3.2, 4.0, 4.3, etc.)
4.3

Please provide any additional information below.

Original issue reported on code.google.com by tema...@gmail.com on 1 Apr 2011 at 3:51

GoogleCodeExporter commented 9 years ago
Rather amazingly, there's no way detect if a physical keyboard is connected in 
iOS.  iOS does't even expose keyboard events to the application -- instead, it 
sends you cooked "actions" like "insert this text" or "move the cursor left".  
There is no way to directly detect if a HW keyboard is attached; the only way 
to know is if you DON'T get notifications when the virtual keyboard is 
shown/hidden.  To test for that, you would need to make one of your UI elements 
a "first responder" (meaning it responds to keys), but that will actually show 
the virtual keyboard if a HW keyboard is not present, so I can't do that.   If 
you Google for this problem you find lots of people trying to figure out how to 
do it, but no actual solutions that don't call into private APIs (and would 
therefore get your app rejected).

So there is no way I can make it so you don't have to tap when there is no 
cursor already displayed, because I can't get keyboard input without making a 
call that would show the virtual kbd if a physical one is not attached.  After 
that first tap, though, I could make SPACE scroll one page like tapping does, 
though, which hopefully gets you most of what you want.

Original comment by spath...@gmail.com on 27 May 2011 at 5:50

GoogleCodeExporter commented 9 years ago
hmmm. maybe an option to turn on auto-scroll/pause, regardless of keyboard 
state? 

Original comment by tema...@gmail.com on 28 May 2011 at 3:48

GoogleCodeExporter commented 9 years ago
I'm not sure how well that would work, especially when a game does "press any 
key" and then clears the screen afterwards; if autoscroll did this for you and 
you weren't finished reading, you're SOL.
Plus when scrolling got to the bottom, you'd still have to tap to be able to 
type the first time.

I've got it working so space works now to scroll down one page (and as a bonus, 
option-space to scroll back up one page), so if you can live with that initial 
tap, I think this is much better.

Original comment by spath...@gmail.com on 28 May 2011 at 4:30

GoogleCodeExporter commented 9 years ago
This is partially addressed in 1.5.3
You can use space to scroll one page and option-space to scroll up one page.

Original comment by spath...@gmail.com on 9 Jun 2011 at 11:39