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AppGameKit Classic Chat / Using an EditBox for a chat

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aviles22
10
Years of Service
User Offline
Joined: 1st Dec 2013
Location: New Jersey, USA
Posted: 8th Sep 2014 18:48
I am using an EditBox with its SetEditBoxActive property set to 0 so that users cannot enter text into it. It is primarily used to just add network chat messages line by line as they are received.

Anyone know how to detect when text assigned to the EditBox has ran further than its Y position on screen (EditBox is filled)? I'm wanted to clear the EditBox text when that happens to start at the top.
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 8th Sep 2014 21:17
humm.... im not sure if you can...but if you can you could check the len(string$) to see how big it is.... but i dont think you can restrict the amount of characters in the edit box.

I could be very wrong.... I would actually look into making your own text capture if you have the time to. have a look at my code i used to create a keyboard input from scratch... maybe you will find some of the code usefull?

here is the link:
http://forum.thegamecreators.com/?m=forum_view&t=210973&b=41

it says its for the ouya but it can capture from all input methods....touch,mouse, and joystick

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