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Android: Add selection dialog (drop down/combo box) #13814
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I tested your arm64 APK. Most of the time, it worked fine, but a few times, I somehow accidentally broke it. Here's a video: 1000034919.mp4First, the Android dialog didn't show and I was shown a standard Minetest dropdown instead. Then, I tried to select something in that dropdown and the Android dialog opened. When I closed the Android dialog, the whole settings dialog closed with it. |
This is caused by Irrlicht opening the combo box if we clicked/tapped outside the formspec area while the combo box is still focused (also happens on desktop). We can try to remove focus from the combo box by focusing on its parent element after selecting the item to prevent the issue. diff --git a/src/gui/guiFormSpecMenu.cpp b/src/gui/guiFormSpecMenu.cpp
index ea89dcdfa..bcda1f655 100644
--- a/src/gui/guiFormSpecMenu.cpp
+++ b/src/gui/guiFormSpecMenu.cpp
@@ -3503,6 +3503,7 @@ bool GUIFormSpecMenu::getAndroidUIInput()
change.GUIEvent.Element = 0;
change.GUIEvent.EventType = EGET_COMBO_BOX_CHANGED;
dropdown->getParent()->OnEvent(change);
+ Environment->setFocus(dropdown->getParent());
}
} The dialog close is caused by passing an Esc keyboard event to the combo box, but since the combo box is already closed, the event is passed to the dialog and closes it. There is no method to close a combo box list (or at least check its status). |
Minetest formspec on Android are very unTouchscreenFriendly and somewhat small (made for cursor) Should we consider create a functiom that read formspec and create Android widget accordingly? |
The problem is that a new element is created by calling the minetest/src/gui/guiFormSpecMenu.cpp Lines 1351 to 1353 in e36b222
By the way, is the patch above enough to prevent the issue? If it is not, should we try to edit the Irrlicht's |
oh i have no problem with the PR, its work fine. i just got reminded of irrlicht scrollview X_X |
I don't think we can get away without modifying IrrlichtMt here. Instead of unfocusing the combobox to hide the issue, I think we should add a way to reliably detect when the user opens a combobox. I also think that we should prevent comboboxes from opening their dropdown on Android, otherwise you see the Irrlicht dropdown behind the transparent background of the Android dialog. Here's my proposal for the Irrlicht changes: minetest/irrlicht#241 And here are the Minetest changes for the Irrlicht changes (quick and dirty, view with whitespace changes hidden): srifqi/minetest@android_selection_dialog...grorp:minetest:sel-dialog-proposal |
Thank you for your work! I did not know much about IrrlichtMT to make those changes. The code works. EDIT: The build failure is caused by the differences in the IrrlichtMT library. New APKs have been added to the first post. |
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I rebased and squashed this PR. The grorp's PR has been merged on IrrlichtMT, too. |
This is still waiting for a new IrrrlichtMT revision. |
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I rebased this PR to include the newest IrrlichtMT version. |
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This PR makes dropdowns much more usable on Android. Thank you!
While testing, I noticed one problem: You can no longer cancel the text input completely by pressing the back button.
Before this PR
Record_2023-12-07-19-46-46_2f92d212d72044a7b2c4130128bd465a.mp4
- If you press the "Done" button without changing the pre-filled text, the pre-filled text is submitted.
- If you press the back button, no submission happens.
After this PR
Record_2023-12-07-19-53-52_2f92d212d72044a7b2c4130128bd465a.mp4
- If you press the "Done" button without changing the pre-filled text, the pre-filled text is submitted.
- If you press the back button, the pre-filled text is submitted. (<- wrong!)
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Thank you for noticing it. I added another
I also rebased this PR to current |
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The text input dialog sometimes doesn't properly set the value:
not.working.text.input.dialog.mp4
So far, I've only observed on the first try after starting Minetest.
Shouldn't getAndroidUIInput
return void instead of bool? Its return value is never used as far as I can see, and it always returns false.
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I have rebased and squashed this PR.
Oh, that is true. The event propagation (to C++ side) seems to be late by one/two events. I will try to look into it.
I agree. |
- The handling of IGUIComboBox uses the new setAndSendSelected() method. - getDialogState() is now getInputDialogState() and returns the state of the input dialog. - getLastDialogType() is added and returns current/last shown dialog's type. - getInputDialogState() now returns an enum instead of int. - getAndroidUIInput() now returns void instead of bool. - New data types (enum) are added: (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++) (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++) - When showing a text input dialog, there is no custom accept button text any more. - showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage(). Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>
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I can not find the actual cause, but I found that delaying diff --git a/android/app/src/main/java/net/minetest/minetest/GameActivity.java b/android/app/src/main/java/net/minetest/minetest/GameActivity.java
index f2ff09f3d..d5b057ffa 100644
--- a/android/app/src/main/java/net/minetest/minetest/GameActivity.java
+++ b/android/app/src/main/java/net/minetest/minetest/GameActivity.java
@@ -180,6 +180,7 @@ public class GameActivity extends NativeActivity {
public String getDialogMessage() {
inputDialogState = DialogState.DIALOG_CANCELED;
+ for (int i = 0; i < 1e5;) i ++;
return messageReturnValue;
}
By the way, that issue also happens in the recent |
Hmmm, if you say it doesn't happen on 5.8.0 ... could you try whether it's fixed if you revert 00d9d96? |
The issue seems to be caused by that commit. We need a better heuristic for minetest/src/client/renderingengine.h Lines 141 to 150 in 2c44620
... or just always render the GUI: diff --git a/src/gui/guiEngine.cpp b/src/gui/guiEngine.cpp
index 4bb7b041f..43ea4d2b2 100644
--- a/src/gui/guiEngine.cpp
+++ b/src/gui/guiEngine.cpp
@@ -267,3 +267,2 @@ void GUIEngine::run()
while (m_rendering_engine->run() && (!m_startgame) && (!m_kill)) {
- if (RenderingEngine::shouldRender()) {
// check if we need to update the "upper left corner"-text
@@ -295,3 +294,2 @@ void GUIEngine::run()
driver->endScene();
- }
|
Alright, sorry for reporting it on your PR. Feel free to ignore the issue for this PR.
I have an idea for that: Perhaps checking for
|
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Tested together with #14211. Works well.
Thank you!
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Tested on Android 6.0. Works.
Add ZMQ Worlds shittiest minetest interface CI MacOS install zmq Handshakes, plus send Screenshots back cleanup Extract all command names Move remote handler into own file hook mouse . non-working protobuf commit switch to capnproto Send image with capnp Send reward Multi keypress in the client support all possible keys Add environment.yml Commit unmodified eluther gym env Fail to close the inventory Minetester define action and obs space Gymnasium basic work gym env check bounds switch dummy client to pygame More work on gym client more progress First working gym client Rm old client Combine isRemote() and isRandom() Make client port configurable fix camera mode and sneak . fix remote cli flag vscode Add basic reward mod Parse reward from HUD in C++ . Cmake changes to get Linux building README: add linux packages for capnp minor linux changes save png HACK . Linux CI deps tri again tri again gitmodules submodules submodules . First draft env start xvfb more headless fix screenshot startup issue add handshaker for debugging create a new world when starting a game Now `minetest --gameid <foo> --go` should work. Previously it would fail because a world was not specified, and the default one did not exist. Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9 Improve Irrlicht instructions (minetest#14055) Specify the version when cloning. Move instructions from CMakeLists to docs/compiling/. Check if liquid can flow into empty node before picking it as source (minetest#14057) Fix unittest failure for release versions (minetest#14067) GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010) To not instantly free GUIFormSpec upon close/quit, Game periodically cleans up the remaining instance on the next frame. When a new formspec is received and processed after closing the previous formspec but before the cleanup in Game, the formspec would be closed regardless. This now re-creates the formspec when the old one is already pending for removal. Add sound volume when unfocused setting (minetest#14083) This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused). If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused. Avoid movement jitter (minetest#13093) This allows the client and server to agree on the position of objects and attached players even when there is lag. Try to fix safeWriteToFile producing empty files on Windows (minetest#14085) Use win32 APIs to write the temporary file before copying to the final destination. Because we've observed the final file being empty, we suspect that std::ostream::flush is not flushing. Also add a test for it. Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929) Warning: inform about entity name when bug detected about attachement (minetest#13354) Clean up porting.h a bit Improve clock_gettime usage - correctly use value of _POSIX_MONOTONIC_CLOCK - drop special path for macOS: it supports clock_gettime since macOS 10.12 Reduce test framework macrosity Delete clang-format files and comments (minetest#14079) Fix Windows architecture reporting in sysinfo Upload artifacts in MinGW CI Get rid of VERSION_EXTRA for buildbot This is probably a leftover of when CMake didn't automatically detect the revision from git. Hash-check buildbot dependencies Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072) Remove usage of removed "PP" macro This fixes a compilation error introduced by e7be135. Allow running individual benchmarks mirrors and reuses the option from 2f6a9d1 Try to benchmark common MapBlock usage Allocate data seperately from MapBlock class again This effectively reverts commit b3503e7. Change MapBlock content cache to a vector Get rid of parent pointer in MapBlock Elide MapBlock::contents_cached Reduce size of some MapBlock members Also adds assertions to catch refcounting errors (on a debug build). Reorder members of MapBlock for performance Before and after as obtained via `pahole -C MapBlock bin/minetest`: /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 4, sum holes: 7 */ vs. /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 2, sum holes: 7 */ There is not much to be gained by packing but I made sure to move the most important data (mainly for the client) into the first cache line. Update porting.h to fix build errors on macOS 14 / Xcode 15 Allow cheaper culling checks at a distance (minetest#14073) * Allow cheaper culling checks at a distance * Pick a random ray, so that far missing block will eventually be shown Extract Game::drawScene from Game::updateFrame Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092) MinGW toolchain refresh Add dithering (minetest#9014) Android: Pause rendering while the app is paused (minetest#14058) Hand roll UTF-16 conversion in CGUITTFont (minetest#14121) Extend bone override capabilities (minetest#12388) Fix touch input on Linux The code relied on touch IDs being consecutive. This is true on Android, but not on Linux. Therefore, touch input on Linux was broken since 53886dc. Enable segment heap on Windows Fix TouchScreenGUI ignoring server-sent pitch changes Manually configurable minimum protocol version (minetest#14054) Partially address minetest#13483. Server operators can set a minimum protocol version to match the game requirements (or any other restriction they may want), and it's applied as an additional constraint on top of the baseline compatibility range, optional strict_protocol_version_checking, and any kick-on-join used by the game/mods. Fix on_(grant|revoke) not being run by mods Split windows from linux CI workflows Fix set_bone_position regression (error on passing none) Initial implementation of 'Godrays' Make volumetric light effect strength server controllable - Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom Touchscreen: Make server-sent overrides of button textures work (minetest#14145) Support specifying game in config In minetest.conf: ``` game_dir = /path/to/game ``` Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3 Link with -latomic Rework server stepping and dtime calculation Address some clang-tidy warnings Update clang-tidy workflow Fix minor issue with log_deprecated() Remove non-existent textures from texture_packs.md These textures were removed 5 years ago by 326eeca. Make the loading screen progress bar respect "gui_scaling" MacOS: Add codesigning instructions to docs (minetest#14060) Optimize and improve built-in PNG writer (minetest#14020) Update CMakeLists.txt to fix MacOS build (minetest#14160) Co-authored-by: sfan5 <sfan5@live.de> Support both mouse and touch input in GUIs in a single binary (minetest#14146) Avoid short overflow with large viewing ranges (minetest#14175) Rename `hud_elem_type` to `type` (minetest#14065) Fix AsyncRunStep() skipping steps when dtime < 1 ms Clean up OS-specific initialization Clean up gettext initialization Enable some runtime hardening on win32 Perform server occlusion check before a block is loaded or generated (minetest#14148) Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152) The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them. Extend sanity checks in ActiveBlockList::update also fixes the space indentation Add missing header for gcc-14 https://gcc.gnu.org/gcc-14/porting_to.html Signed-off-by: Alfred Wingate <parona@protonmail.com> Method add_pos for object/player (minetest#14126) Comply with base64 license terms (minetest#14199) Remove reference to defunct gitlab docker image see minetest#14164 Fix tonemapping effect Apply saturation even if tonemapping is disabled Legible Lua profiler (minetest#14142) Replace clientmap's MeshBufListList with a hashmap Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195) Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206) Remove server's address and port from pause menu (minetest#14082) Touchscreen: Recognize double-taps as double-clicks (minetest#14187) Fix GameUI text staying visible during shutdown. (minetest#14197) Don't run CDB update_detector more than once (minetest#14214) Remove controls listed in the pause menu (no touchscreen) (minetest#13282) Add "--needed" to Arch command to avoid reinstalling packages Fix logic in porting::attachOrCreateConsole() No functional change but now the comment is actually correct. Add unittest to check thread_local destructor brokenness Avoid unused argument spam with MinGW-clang Fix native thread handle usage on win32 Fix some console window behavior on Windows Ensure deterministic client occlusion culling and minor improvements (minetest#14212) * Ensure deterministic client occlusion culling * Increase culling optimize distance slightly * More accurate culling when sampling Android: Add selection dialog (drop down/combo box) (minetest#13814) - The handling of IGUIComboBox uses the new setAndSendSelected() method. - getDialogState() is now getInputDialogState() and returns the state of the input dialog. - getLastDialogType() is added and returns current/last shown dialog's type. - getInputDialogState() now returns an enum instead of int. - getAndroidUIInput() now returns void instead of bool. - New data types (enum) are added: (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++) (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++) - When showing a text input dialog, there is no custom accept button text any more. - showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage(). Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com> Extend capabilities of Address class Some minor cleanups for UDPSocket class Rework client connecting and enable fallback address use Fix dividing by zero crashes in texture modifiers slimmer gitignore Bit of cleanup ruff First ZMQ Req returns image . add a basic env test Document env setup ci ci ci ci . ci ci ci ci ci make build a bit faster maybe ci ci ci ci pytest pytest again add channels pytest forgot to setup env cleanup minetest env pytest timeout & logging . doc . pytest Rm wrong comment & stdout printing ci ci Better macos instructions rm android and windows ci rm docker ci try fix macos ci try fix clang tidy ci macos submodules macos submodules macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 Add test world macos submodules 11 macos build again move reward mod move world . no mdofi
Add ZMQ Worlds shittiest minetest interface CI MacOS install zmq Handshakes, plus send Screenshots back cleanup Extract all command names Move remote handler into own file hook mouse . non-working protobuf commit switch to capnproto Send image with capnp Send reward Multi keypress in the client support all possible keys Add environment.yml Commit unmodified eluther gym env Fail to close the inventory Minetester define action and obs space Gymnasium basic work gym env check bounds switch dummy client to pygame More work on gym client more progress First working gym client Rm old client Combine isRemote() and isRandom() Make client port configurable fix camera mode and sneak . fix remote cli flag vscode Add basic reward mod Parse reward from HUD in C++ . Cmake changes to get Linux building README: add linux packages for capnp minor linux changes save png HACK . Linux CI deps tri again tri again gitmodules submodules submodules . First draft env start xvfb more headless fix screenshot startup issue add handshaker for debugging create a new world when starting a game Now `minetest --gameid <foo> --go` should work. Previously it would fail because a world was not specified, and the default one did not exist. Change-Id: Ic6001f73713d59930e96c3f2a30395f5b0b8cbb9 Improve Irrlicht instructions (minetest#14055) Specify the version when cloning. Move instructions from CMakeLists to docs/compiling/. Check if liquid can flow into empty node before picking it as source (minetest#14057) Fix unittest failure for release versions (minetest#14067) GUIFormspecMenu: Fix race condition between quit event and cleanup in Game (minetest#14010) To not instantly free GUIFormSpec upon close/quit, Game periodically cleans up the remaining instance on the next frame. When a new formspec is received and processed after closing the previous formspec but before the cleanup in Game, the formspec would be closed regardless. This now re-creates the formspec when the old one is already pending for removal. Add sound volume when unfocused setting (minetest#14083) This adds a new setting to set sound volume multiplier when Minetest window is unfocused/inactive (sound_volume_unfocused, located in Settings > Graphics and Audio > Audio > Volume when unfocused). If the window is not focused, the sound volume will be multiplied by sound_volume_unfocused setting. The sound volume will be set back to sound_volume again when the window is focused. Avoid movement jitter (minetest#13093) This allows the client and server to agree on the position of objects and attached players even when there is lag. Try to fix safeWriteToFile producing empty files on Windows (minetest#14085) Use win32 APIs to write the temporary file before copying to the final destination. Because we've observed the final file being empty, we suspect that std::ostream::flush is not flushing. Also add a test for it. Remove use_texture_alpha compatibility code for nodeboxes & meshes (minetest#13929) Warning: inform about entity name when bug detected about attachement (minetest#13354) Clean up porting.h a bit Improve clock_gettime usage - correctly use value of _POSIX_MONOTONIC_CLOCK - drop special path for macOS: it supports clock_gettime since macOS 10.12 Reduce test framework macrosity Delete clang-format files and comments (minetest#14079) Fix Windows architecture reporting in sysinfo Upload artifacts in MinGW CI Get rid of VERSION_EXTRA for buildbot This is probably a leftover of when CMake didn't automatically detect the revision from git. Hash-check buildbot dependencies Inventory: prevent item loss when stacking oversized ItemStacks (minetest#14072) Remove usage of removed "PP" macro This fixes a compilation error introduced by e7be135. Allow running individual benchmarks mirrors and reuses the option from 2f6a9d1 Try to benchmark common MapBlock usage Allocate data seperately from MapBlock class again This effectively reverts commit b3503e7. Change MapBlock content cache to a vector Get rid of parent pointer in MapBlock Elide MapBlock::contents_cached Reduce size of some MapBlock members Also adds assertions to catch refcounting errors (on a debug build). Reorder members of MapBlock for performance Before and after as obtained via `pahole -C MapBlock bin/minetest`: /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 4, sum holes: 7 */ vs. /* size: 336, cachelines: 6, members: 23 */ /* sum members: 329, holes: 2, sum holes: 7 */ There is not much to be gained by packing but I made sure to move the most important data (mainly for the client) into the first cache line. Update porting.h to fix build errors on macOS 14 / Xcode 15 Allow cheaper culling checks at a distance (minetest#14073) * Allow cheaper culling checks at a distance * Pick a random ray, so that far missing block will eventually be shown Extract Game::drawScene from Game::updateFrame Add `touch_controls` boolean to `get_player_window_information()` (minetest#14092) MinGW toolchain refresh Add dithering (minetest#9014) Android: Pause rendering while the app is paused (minetest#14058) Hand roll UTF-16 conversion in CGUITTFont (minetest#14121) Extend bone override capabilities (minetest#12388) Fix touch input on Linux The code relied on touch IDs being consecutive. This is true on Android, but not on Linux. Therefore, touch input on Linux was broken since 53886dc. Enable segment heap on Windows Fix TouchScreenGUI ignoring server-sent pitch changes Manually configurable minimum protocol version (minetest#14054) Partially address minetest#13483. Server operators can set a minimum protocol version to match the game requirements (or any other restriction they may want), and it's applied as an additional constraint on top of the baseline compatibility range, optional strict_protocol_version_checking, and any kick-on-join used by the game/mods. Fix on_(grant|revoke) not being run by mods Split windows from linux CI workflows Fix set_bone_position regression (error on passing none) Initial implementation of 'Godrays' Make volumetric light effect strength server controllable - Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom Touchscreen: Make server-sent overrides of button textures work (minetest#14145) Support specifying game in config In minetest.conf: ``` game_dir = /path/to/game ``` Change-Id: I790cc6ea91aa988e82e0a1fda23ab4ae2f8026a3 Link with -latomic Rework server stepping and dtime calculation Address some clang-tidy warnings Update clang-tidy workflow Fix minor issue with log_deprecated() Remove non-existent textures from texture_packs.md These textures were removed 5 years ago by 326eeca. Make the loading screen progress bar respect "gui_scaling" MacOS: Add codesigning instructions to docs (minetest#14060) Optimize and improve built-in PNG writer (minetest#14020) Update CMakeLists.txt to fix MacOS build (minetest#14160) Co-authored-by: sfan5 <sfan5@live.de> Support both mouse and touch input in GUIs in a single binary (minetest#14146) Avoid short overflow with large viewing ranges (minetest#14175) Rename `hud_elem_type` to `type` (minetest#14065) Fix AsyncRunStep() skipping steps when dtime < 1 ms Clean up OS-specific initialization Clean up gettext initialization Enable some runtime hardening on win32 Perform server occlusion check before a block is loaded or generated (minetest#14148) Do not emerge blocks in the active_object_send_range_blocks range (minetest#14152) The active object range is about active objects (not blocks). Activate blocks (and hence any object "in" them) in the cone define by the active object range (and fov) when they are loaded (i.e. visible), otherwise ignore them. Extend sanity checks in ActiveBlockList::update also fixes the space indentation Add missing header for gcc-14 https://gcc.gnu.org/gcc-14/porting_to.html Signed-off-by: Alfred Wingate <parona@protonmail.com> Method add_pos for object/player (minetest#14126) Comply with base64 license terms (minetest#14199) Remove reference to defunct gitlab docker image see minetest#14164 Fix tonemapping effect Apply saturation even if tonemapping is disabled Legible Lua profiler (minetest#14142) Replace clientmap's MeshBufListList with a hashmap Use AL_SOFT_direct_channels_remix extension for non-positional stereo sounds (minetest#14195) Don't apply gui_scaling & DPI twice to table[] / textlist[] scrollbar (minetest#14206) Remove server's address and port from pause menu (minetest#14082) Touchscreen: Recognize double-taps as double-clicks (minetest#14187) Fix GameUI text staying visible during shutdown. (minetest#14197) Don't run CDB update_detector more than once (minetest#14214) Remove controls listed in the pause menu (no touchscreen) (minetest#13282) Add "--needed" to Arch command to avoid reinstalling packages Fix logic in porting::attachOrCreateConsole() No functional change but now the comment is actually correct. Add unittest to check thread_local destructor brokenness Avoid unused argument spam with MinGW-clang Fix native thread handle usage on win32 Fix some console window behavior on Windows Ensure deterministic client occlusion culling and minor improvements (minetest#14212) * Ensure deterministic client occlusion culling * Increase culling optimize distance slightly * More accurate culling when sampling Android: Add selection dialog (drop down/combo box) (minetest#13814) - The handling of IGUIComboBox uses the new setAndSendSelected() method. - getDialogState() is now getInputDialogState() and returns the state of the input dialog. - getLastDialogType() is added and returns current/last shown dialog's type. - getInputDialogState() now returns an enum instead of int. - getAndroidUIInput() now returns void instead of bool. - New data types (enum) are added: (1) GameActivity.DialogType (Java) and porting::AndroidDialogType (C++) (2) GameActivity.DialogState (Java) and porting::AndroidDialogState (C++) - When showing a text input dialog, there is no custom accept button text any more. - showDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - showInputDialog()/showDialogUI() for text input is now showTextInputDialog()/showTextInputDialogUI(). - getDialogValue()/getInputDialogValue() is now getDialogMessage()/getInputDialogMessage(). Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com> Extend capabilities of Address class Some minor cleanups for UDPSocket class Rework client connecting and enable fallback address use Fix dividing by zero crashes in texture modifiers slimmer gitignore Bit of cleanup ruff First ZMQ Req returns image . add a basic env test Document env setup ci ci ci ci . ci ci ci ci ci make build a bit faster maybe ci ci ci ci pytest pytest again add channels pytest forgot to setup env cleanup minetest env pytest timeout & logging . doc . pytest Rm wrong comment & stdout printing ci ci Better macos instructions rm android and windows ci rm docker ci try fix macos ci try fix clang tidy ci macos submodules macos submodules macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 macos submodules 1 Add test world macos submodules 11 macos build again move reward mod move world . no mdofi
- Allow reliably detecting when the user opens a combobox. - Allow preventing comboboxes from opening. - Allow sending a combobox change event.
Goal of the PR
This PR adds selection dialog on Android that will be shown when a player taps a drop down (combo box).
Videos
Minetest-Android-selection-dialog.mp4
Minetest-Android-selection-dialog-in-game.mp4
How does the PR work?
In
GUIFormSpecMenu::getAndroidUIInput()
andGUIModalMenu::preprocessEvent()
, combo boxes are also processed.This PR also refactors and simplifies interaction between the Java (Android) part and the C++ part (see
porting_android.cpp/h
). See the commit message for more technical information.Does this relate to a goal in the roadmap?
Yes, this PR tries to improve user experiences.
If not a bug fix, why is this PR needed? What usecases does it solve?
The Irrlicht's combo box (drop down) is small and hard to navigate on Android (touch-screen devices). Hard to scroll worsen this issue.
To do
This PR is a Ready for Review.
How to test
To test the change in the main menu,
To test the change inside a world,
Android: APK builds
Included in these builds is the Mail mod. Type
/mail
in the chat to open the formspec. These builds use minetest/irrlicht#241 for their IrrlichtMT library.Old builds (without the PR in the IrrlichtMT)