Difference between revisions of "love.textinput"
(Added note about handling unicode) |
m (→See Also: added love.keyboard.setTextInput) |
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* [[parent::love]] | * [[parent::love]] | ||
* [[love.keypressed]] | * [[love.keypressed]] | ||
+ | * [[love.keyboard.setTextInput]] | ||
+ | * [[love.keyboard.hasTextInput]] | ||
[[Category:Callbacks]] | [[Category:Callbacks]] | ||
{{#set:Description=Called when text has been entered by the user.}} | {{#set:Description=Called when text has been entered by the user.}} | ||
+ | |||
== Other Languages == | == Other Languages == | ||
{{i18n|love.textinput}} | {{i18n|love.textinput}} |
Revision as of 23:03, 15 September 2013
Available since LÖVE 0.9.0 |
This function is not supported in earlier versions. |
Called when text has been entered by the user. For example if shift-2 is pressed on an American keyboard layout, the text "@" will be generated.
Contents
Function
Synopsis
love.textinput( text )
Arguments
string text
- The UTF-8 encoded unicode text.
Returns
Nothing.
Notes
Although Lua strings can store UTF-8 encoded unicode text just fine, many functions in Lua's string library will not treat the text as you might expect. For example, #text
(and string.len(text)
) will give the number of bytes in the string, rather than the number of unicode characters. The Lua wiki and a presentation by one of Lua's creators give more in-depth explanations, with some tips.
Examples
Record and print text the user writes.
function love.load()
text = "Type away! -- "
end
function love.textinput(t)
text = text .. t
end
function love.draw()
love.graphics.printf(text, 0, 0, love.graphics.getWidth())
end
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info