textfield and scroll view

hello,

I have a scroll view with many text field and one header group(image,rect),

my problem will happen when I scroll to top and text field in front of header group it must behind of header group.

I create my field in “scene:create(e)” and header group code “header_group:toFront()” in “scene:show(e)”.

If you’re talking about  native.newTextField() then that won’t work.

native.* objects always render over the top of display.* objects.  They are not part of the same rendering context.  (Someone feel free to provide the right terms here, but that is the basic concept.)

Spot on Ed. The display.*API’s are on the OpenGL canvas. Anything with native.* appears on top of OpenGL always.

Rob

This is a limitation.

Why you don’t add a textfield similar native.* to openGL

Because text input is really hard. It has to support:

  1. Multiple languages (output text)

  2. Multiple languages (keyboard layouts)

  3. Left to Right and Right to left entry.

  4. Any level of formatting you want.

  5. Cursor positioning (editing in the middle of the string)

  6. Copy/Paste (get for free with Native)

and a host of other things. There are a couple of projects that are using our new keyboard support that can get a basic English keyboard but not many other features.

Rob

So, there is really no clipping / masking of any kind for the natives, and no workarounds to get this to work (that is, prevent scrollable input fields from overlapping a header/footer/border)? Not even a system level rectangular widget clipper for the natives, that could be placed exactly over the scroll view, or something?

No.

If you’re talking about  native.newTextField() then that won’t work.

native.* objects always render over the top of display.* objects.  They are not part of the same rendering context.  (Someone feel free to provide the right terms here, but that is the basic concept.)

Spot on Ed. The display.*API’s are on the OpenGL canvas. Anything with native.* appears on top of OpenGL always.

Rob

This is a limitation.

Why you don’t add a textfield similar native.* to openGL

Because text input is really hard. It has to support:

  1. Multiple languages (output text)

  2. Multiple languages (keyboard layouts)

  3. Left to Right and Right to left entry.

  4. Any level of formatting you want.

  5. Cursor positioning (editing in the middle of the string)

  6. Copy/Paste (get for free with Native)

and a host of other things. There are a couple of projects that are using our new keyboard support that can get a basic English keyboard but not many other features.

Rob

So, there is really no clipping / masking of any kind for the natives, and no workarounds to get this to work (that is, prevent scrollable input fields from overlapping a header/footer/border)? Not even a system level rectangular widget clipper for the natives, that could be placed exactly over the scroll view, or something?

No.