[Behaviors] rex_Button

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Post » Sun Oct 02, 2016 12:55 am

Update
Now button state will not go to ACTIVE in this situation -
Code: Select all
+ On clicked
- go to Deactivate



@cucumber
Try this new updated.
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Post » Sun Oct 02, 2016 6:23 pm

Thank you for quick responce! Now it goes to INACTIVE but event "on inactivated" doesn't trigger
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Post » Mon Oct 03, 2016 2:25 am

@cucumber

"on inactivated" will be triggered, see this simple test capx.
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Post » Mon Oct 03, 2016 6:39 am

Yes it's my fault. Great plugin! And one more question: is there a way to trigger "on rolling in" or "clicked" only for top instance when there are several overlapping?
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Post » Mon Oct 03, 2016 6:57 am

@cucumber

Put object types into a family and add this button behavior into this family, then "On clicked" will only be triggered for the top most visible instance in this family.

Condition "on rolling in"... did not have this pick top most feature yet.
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Post » Fri Dec 30, 2016 1:29 pm

Hi Rex,

Thanks for your plugins and behaviors, but I just wanted to ask if you could please look into updating your custom Button behavior for iOS 10 devices. I'm working on an app right now that works perfectly on Android, but after interacting with a Text Input Field the user can no longer fully get the effect from the 'on click detecting start' or 'on click cancel' events, and the actual click detection event seems to be extremely hard to register (you have to be extra quick with your tap).

If you have time to look into this, I'd be very greatful. Much of my game is set up with this behavior, and while I can use the touchwrap plugin instead, I'd rather use the Button behavior and not have to spend hours changing all of the events.

Thanks, and Happy New Year!
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Post » Fri Dec 30, 2016 4:22 pm

@actuallybrown

Please provide a very simple capx and description to help me test this issue.
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Post » Fri Dec 30, 2016 11:27 pm

@rexrainbow https://www.dropbox.com/s/4ez9rt925rrw0 ... .capx?dl=0

Edit: I didn't test this new capx file against iOS, so I can't be 100% sure that there's not something in the 2000 events and 10 cordova plugins I have in my game that is breaking the iOS device's ability to register a full press vs. a click vs. a click cancel.
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Post » Sun Jan 01, 2017 5:52 pm

Update

Fix a possible bug when working on iOS

@actuallybrown
Try this new version, and happy new year.

Edit:
Please also update rex_tochwrap plugin
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Post » Sat Jan 07, 2017 4:48 am

Thanks. I'll have to try this out later, as I just decided to use Touchwrap by itself for the time being.
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