1.4 Unicode tabNext, tabPrev problem
by kingkong · in Torque Game Engine · 06/28/2006 (7:25 am) · 0 replies
GuiTextEditCtrl can't do keyboard translation for unicode on TabNext.
even though i declare it as virtual, i doesn't work properly...
i'm trying to figure out why...
and there is another problem.. if there are two GuiTextEditCtrl, WinState.imeHandle becomes NULL.
when is tge 1.4.2 release? is this fixed in 1.4.2?
thanks for reading..
void GuiTextEditCtrl::setFirstResponder()
{
Parent::setFirstResponder();
Platform::enableKeyboardTranslation();
}but setFirstResponder is not virtual function, and in GuiCanvas::tabText(), it calls GuiControl::SetFirstResponder(). also in GuiCanvas::tabPrev().void GuiCanvas::tabNext(void)
{
GuiControl *ctrl = static_cast<GuiControl *>(last());
if (ctrl)
{
//save the old
GuiControl *oldResponder = mFirstResponder;
GuiControl* newResponder = ctrl->findNextTabable(mFirstResponder);
if ( !newResponder )
newResponder = ctrl->findFirstTabable();
if ( newResponder && newResponder != oldResponder )
{
newResponder->setFirstResponder(); [b]//====> this function is not virtual[/b]
if ( oldResponder )
oldResponder->onLoseFirstResponder();
}
}
}how can i solve this problem? is it okay to declare GuiControl::SetFirstResponder() as virtual?even though i declare it as virtual, i doesn't work properly...
i'm trying to figure out why...
and there is another problem.. if there are two GuiTextEditCtrl, WinState.imeHandle becomes NULL.
void Input::activate()
{
#ifdef UNICODE
winState.imeHandle = ImmGetContext( winState.appWindow );
ImmReleaseContext( winState.appWindow, winState.imeHandle );
#endif
....
}i can't find out why.... can anybody help?when is tge 1.4.2 release? is this fixed in 1.4.2?
thanks for reading..