Is there a way to stop the zoom when you press a textbox on a web app in mobile devices? When the software keyboard pops up to be more specific.
Thanks! <img src="smileys/smiley1.gif" border="0" align="middle" />
Closest I got is changing the layout scale, but it doesn't really work
bump, still cant figure it out :(
Ugh... I had the solution to my zooming problem, I got it to where I could press a textbox and zoom wouldn't affect my app.
I forgot to save my .capx ....
Anyone else have a solution?
Have you tried making sure the object is on the layer with 0 scale and perhaps even 0,0 paralax?
Yeah, sadly the textbox object still scales the whole app even with 0 parallax and scale. :\
can you post a capx ?
here you go
The problem is using HTML 5 on my mobile browser it zooms, making everything really small.
Sorry, havent got the css import plugin.
Perhaps one of the fullscreen settings, crop or off.
Ill re submit without css plugin
I've tried any possible way to get rid of scroll from textbox, I did in fact have the solution, but I forgot to save the .capx I couldn't believe my eyes when I opened it up again.
I have been working on this for 9 hours, im about to give up. You would think it would be simple to stop the zooming on a textbox on a mobile web browser.
I'm not sure, but, if you click the text box, set auto font size to "no" , I think thats what your after.
The short answer is: there's not a whole lot you can do about it.
If you want your game to scale to the available area and the available area becomes smaller, logically, your game will scale.
You could try to scale your game back to the size it was before scaling down, but the problem you get then is that your textbox could be obscured by the pop up keyboard.
Another workaround would be to not use the system keyboard but create your own keyboard in your project.
Thanks for the responses. <img src="smileys/smiley1.gif" border="0" align="middle" />
I would like my app screen scale back to the original scale once I click a textbox, would I approach this with the canvas scale in system?
It doesn't bother me that the textbox being obscured by the keyboard, because I can get around that by placing the textboxes on the top of the app. Leaving all the bottom room for the software keyboard for the phone devices.
There has to be a way to let the game ignore the scale whenever the keyboard pops up.
Making the virtual keyboard, I know how to do that. However, my app will have Facebook integration. It would just be odd to have the software keyboard pop up when you log in through Facebook, then once your in my app to use its own keyboard. It is not consistent.
Develop games in your browser. Powerful, performant & highly capable.
I would choose to detect input method and have the program act accordingly..
All other options would be more work and visually less attractive..
And another option, if I have to, ill scrap the Facebook integration idea, and just go with CocoonJS export, using my own keyboard for my app. The only downfall to that, is I cant figure out how to bring in a picture from your mobile device (off your phones memory) into a sprite. I know this can be done with the plugin "File Reader" on mobile browsers, or PC browser. However, CocoonJS does not seem to support File Reader. Is there any other way to achieve this?
That is the only reason I was using Facebook integration. To gather a profile picture.
However, I do not know how to detect the input method and scale accordingly.
Im guessing something like this?
On textbox clicked-> Set Canvas Scale??