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  1. #1
    Regular Contributor
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    Feb 2006
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    Text input in N9

    Hi

    I have a cross platform game on Symbian and Meego. My interaction with the specifics of each platform are generally based on the epong example as it seems to be the definitive / complete example for "regular" c++ / opengl engines. I am currently adding some features which require text entry from the user.

    I have text input working on both platforms using QInputDialog::getText as per the epong example. This looks and works very nicely on Symbian, however on N9 the experience is less than ideal - I have two problems:

    1. The text input widget that pops up is totally unstyled and jarring. The keyboard also only appears once the widget is tapped on again.
    2. The orientation of the widget is landscape. My game is portrait, and currently everything works well with graphic rotation in GL and an XChangeProperty call so that the volume bar, closing gesture etc are correct. However this does not seem to affect the widget.

    I see a guide at http://www.developer.nokia.com/Commu...d_applications however it expressly mentions that QDialogs should not be used with that approach to rotation.

    I know that widgets are not actually recommended or supported, so I'm wondering what the best way is to go forward on this?

  2. #2
    Super Contributor
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    May 2008
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    Helsinki, Finland
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    Re: Text input in N9

    Hi there, magicdave

    You got some very good points and findings, I will check out here what could be the best recommended method to achieve what you were wanting to do.

    Me or someone else will be posting back to this thread.

    Best Regards,
    Marko
    [FONT="Comic Sans MS"][COLOR="Blue"][/COLOR][I]Marko Lumivuori
    Technical Support
    +358 40 8019330
    [email]marko.lumivuori@nokia.com[/email][/I][/FONT]

  3. #3
    Regular Contributor
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    Re: Text input in N9

    Thanks Marko! Look forward to hearing back

  4. #4
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    Re: Text input in N9

    Hi there, magicdave!

    Sure, no problem I will try to speed this up.

    Best,
    Marko
    [FONT="Comic Sans MS"][COLOR="Blue"][/COLOR][I]Marko Lumivuori
    Technical Support
    +358 40 8019330
    [email]marko.lumivuori@nokia.com[/email][/I][/FONT]

  5. #5
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    Re: Text input in N9

    Hi magicdave,
    What do you mean with "unstyled and jarring"? The input method runs in a different process and it has it's own style.
    If you are talking about the text entry widget, in this case you have to style it by yourself.
    Are you using a plain Qt text entry widget? Plain Qt text entry widget, as it's behaviour is to only activate input method when tapping a focused widget (first tap to focus, second tap to activate).

    About orientation information, it has to be passed to the input method server using the API as use by libmeegotouch.
    http://meego.gitorious.org/meegotouc...ethodstate.cpp
    Last edited by gnuton; 2012-03-09 at 13:25.

  6. #6
    Regular Contributor
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    Feb 2006
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    67

    Re: Text input in N9

    Hi Gnuton

    Sorry for the delay in replying, I didn't get the notification email for some reason.

    What I mean is that it looks like it is from Windows 95.
    I am using the same call from the epong example -
    QString input = QInputDialog::getText( this, QString(prompt), QString(prompt) );

    I am not trying to do anything special, I would just like to know the "correct" way to do this. It's a bit confusing because I gather that Qt widgets are not really supported on Meego, however this is what is in the current Qt game example. Is there some example code anywhere of exactly how to pop up a nice / native looking text entry from a game engine?

    Thanks for your help.

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