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fxzjshm avatar kromzem avatar mustii82 avatar piotr-j avatar samuelhnrq avatar tobloef avatar tomgrill avatar

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gdx-dialogs's Issues

ANR on Android

Broadcast of Intent { act=android.intent.action.SCREEN_OFF flg=0x50000010 launchParam=MultiScreenLaunchParams { mDisplayId=0 mBaseDisplayId=0 mFlags=0 } (has extras) }

at java.lang.Thread.sleep! (Native method) - sleeping on <0x0439898d> (a java.lang.Object) at java.lang.Thread.sleep (Thread.java:371) - locked <0x0439898d> (a java.lang.Object) at java.lang.Thread.sleep (Thread.java:313) at de.tomgrill.gdxdialogs.android.dialogs.AndroidGDXButtonDialog.build (AndroidGDXButtonDialog.java:172) at cfh.k (myesjxbmv.java:16525) at cfh.a (myesjxbmv.java:37155) at cfr.b (ucveuxxeo.java:132) at do.onDrawFrame (AndroidGraphics.java:5383)

Many of my users get this ANR

DesktopGDXTextPrompt bug

There's a small bug in the text prompt for desktop. When you close the dialog it is registered as confirmed. This happens because CLOSED_OPTION is not considered as the return value of showOptionDialog(). Here's a simplified version of the current code:

int response = JOptionPane.showOptionDialog(...);
if (response == 1) {
    listener.cancel();
} else {
    listener.confirm(...);
}
// CLOSED_OPTION is not considered

According to the javadoc of showOptionDialog():

@return an integer indicating the option chosen by the user,
or CLOSED_OPTION if the user closed the dialog

So fixing it would be as easy as adding an else if branch.

Input Dialog not work

Exception in thread "Thread-2" java.lang.NullPointerException
at javax.swing.plaf.basic.BasicOptionPaneUI.addButtonComponents(BasicOptionPaneUI.java:673)
at javax.swing.plaf.basic.BasicOptionPaneUI.createButtonArea(BasicOptionPaneUI.java:630)
at com.apple.laf.AquaOptionPaneUI.createButtonArea(AquaOptionPaneUI.java:53)
at javax.swing.plaf.basic.BasicOptionPaneUI.installComponents(BasicOptionPaneUI.java:178)
at javax.swing.plaf.basic.BasicOptionPaneUI.installUI(BasicOptionPaneUI.java:141)
at javax.swing.JComponent.setUI(JComponent.java:666)
at javax.swing.JOptionPane.setUI(JOptionPane.java:1860)
at javax.swing.JOptionPane.updateUI(JOptionPane.java:1882)
at javax.swing.JOptionPane.(JOptionPane.java:1845)
at javax.swing.JOptionPane.showOptionDialog(JOptionPane.java:857)
at de.tomgrill.gdxdialogs.desktop.dialogs.DesktopGDXTextPrompt$1.run(DesktopGDXTextPrompt.java:76)
at java.lang.Thread.run(Thread.java:745)

I get always this Error on 1.2.3 when I want to show a TextInput Dialog on Desktop

GWT support?

Could you please add JavaScript dialogs in project 'html'?

Exception android.view.WindowManager$BadTokenException: Unable to add window -- token

Some of my Users get this Exceptions randomly:

Exception android.view.WindowManager$BadTokenException: Unable to add window -- token android.os.BinderProxy@1b77d4b9 is not valid; is your activity running?
android.view.ViewRootImpl.setView (ViewRootImpl.java:574)
android.view.WindowManagerGlobal.addView (WindowManagerGlobal.java:282)
android.view.WindowManagerImpl.addView (WindowManagerImpl.java:85)
android.app.Dialog.show (Dialog.java:298)
de.tomgrill.gdxdialogs.android.dialogs.AndroidGDXButtonDialog$1.run (AndroidGDXButtonDialog.java:70)
android.os.Handler.handleCallback (Handler.java:739)
android.os.Handler.dispatchMessage (Handler.java:95)
android.os.Looper.loop (Looper.java:135)
android.app.ActivityThread.main (ActivityThread.java:5910)
java.lang.reflect.Method.invoke (Method.java)
java.lang.reflect.Method.invoke (Method.java:372)
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java:1405)

ProGuard rules needed for Android

It seems that ProGuard obfuscation by default will break gdx-dialogs, due to the reflection used in GDXDialogsSystem.

See the libGDX forums: http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=22698. Note that this isn't my thread, and I don't have details beyond what the OP mentions. In particular, I haven't tested the fix that I suggest there, and I'm not even sure it's syntactically valid.

It would be good to mention this in the setup instructions in the README, or even supply a ProGuard config that will automatically be pulled in (if such a thing is possible).

How to implement a Textfield only dialog which activates the textinput onShow?

Hi there Tom!

There's a game called Hearthstone. They have some textfields in there and they work like this:

When user clicks the textfield it doesn't open any dialog and it opens the white field with keyboard visible below:

image

I can open this field with your Dialogs too, but only when I click on a textfield in a TextPromptDialog.

Is there any way that you could help me implementing the 'instant' textfield only dialog like on the screen?

I mean - a dialog which is not a dialog, but an EditText which just prompts this white area.

I would be grateful!

1.1 Problems

I get in logical this error on the most time i exit a dialog: exit Monitoring
after that every thing freeze

with 1.0 it works fine...

No OpenGL context found in the current thread. On setScreen();

If I call setScreen(); in a dialog o'clock function I get this error:

Exception in thread "Thread-1" java.lang.RuntimeException: No OpenGL context found in the current thread.
at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124)
at org.lwjgl.opengl.GL20.glCreateShader(GL20.java:219)
at com.badlogic.gdx.backends.lwjgl.LwjglGL20.glCreateShader(LwjglGL20.java:201)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.loadShader(ShaderProgram.java:207)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.compileShaders(ShaderProgram.java:186)
at com.badlogic.gdx.graphics.glutils.ShaderProgram.(ShaderProgram.java:169)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(SpriteBatch.java:156)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.(SpriteBatch.java:120)
at com.badlogic.gdx.graphics.g2d.SpriteBatch.(SpriteBatch.java:73)

Android SDK Problem

Error:Execution failed for task ':android:processDebugManifest'.

Manifest merger failed : uses-sdk:minSdkVersion 9 cannot be smaller than version 15 declared in library [de.tomgrill.gdxdialogs:gdx-dialogs-android:1.1.0] .../android/build/intermediates/exploded-aar/de.tomgrill.gdxdialogs/gdx-dialogs-android/1.1.0/AndroidManifest.xml
Suggestion: use tools:overrideLibrary="de.tomgrill.gdxdialogs.android" to force usage

Why does the Library on the new version need at least SDK 15?

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