Still No Native Textfield For Windows?

My first question would be why?

My second question is when?

I have a game that I’m working on along with an app, but I’m stimied because of the lack of support for windows in the simulator.

It’s not always convienent to build for the device. I would prefer to use the simulator until the game/app is complete.

Is there a work-around? What is a windows user to do?

Please do not say switch to a mac.

Thank you!

Windows creates a difficulty because Microsoft doesn’t permit native objects and OpenGL objects to work together.  The engineering team is discussing possible work arounds including the idea of a placeholder in OpenGL that pops up dialog that lets you input the text there and return it to your app.  At least that way you could test placement and data entry.  We know it’s not a perfect solution.  No ETA yet though.

Thank you Master Jedi!

Windows creates a difficulty because Microsoft doesn’t permit native objects and OpenGL objects to work together.  The engineering team is discussing possible work arounds including the idea of a placeholder in OpenGL that pops up dialog that lets you input the text there and return it to your app.  At least that way you could test placement and data entry.  We know it’s not a perfect solution.  No ETA yet though.

Thank you Master Jedi!

You have got to be kidding me?  Why not add a textInput to the Widget class?  This is killing me.  This is the most basic feature to allow my users to input text when filling out forms.  I am STUNNED!

Chuck GIddens

It may seem like a simple thing, but building that widget is quite hard. Even I thought how hard can it be, but by the time you build all the necessary internationalizations like right to left editing it ends up being much harder than most imagine.

That is why it is called a “simulator”.  Why not “simulate” the text boxes so that I don’t have to build and deploy every time I move a text input box 1 pixel.  This is VERY frustrating.

You have got to be kidding me?  Why not add a textInput to the Widget class?  This is killing me.  This is the most basic feature to allow my users to input text when filling out forms.  I am STUNNED!

Chuck GIddens

It may seem like a simple thing, but building that widget is quite hard. Even I thought how hard can it be, but by the time you build all the necessary internationalizations like right to left editing it ends up being much harder than most imagine.

That is why it is called a “simulator”.  Why not “simulate” the text boxes so that I don’t have to build and deploy every time I move a text input box 1 pixel.  This is VERY frustrating.

You people are not listening to your customers.  We don’t care how hard it is.  What we want is a BASIC functionality coded into the simulator.  It blows my mind one of the most basic of all UI elements can’t be tested.  I’m sorry, “It’s too hard” is not an excuse.  Instead of spending all of that time on Graphics 2.0 you should have been working on this.

You people are not listening to your customers.  We don’t care how hard it is.  What we want is a BASIC functionality coded into the simulator.  It blows my mind one of the most basic of all UI elements can’t be tested.  I’m sorry, “It’s too hard” is not an excuse.  Instead of spending all of that time on Graphics 2.0 you should have been working on this.

If someone needs it, I wrote a quite buggy and early implementation of the native textField/textBox for windows corona simulator.

https://github.com/ProGM/CoronaSDK-win-native

Not very great, but can be useful ^^

If someone needs it, I wrote a quite buggy and early implementation of the native textField/textBox for windows corona simulator.

https://github.com/ProGM/CoronaSDK-win-native

Not very great, but can be useful ^^