private void ActivateEditTextImpl() { if (activeEditText != null) { throw new Exception("Internal error: Can not activate edit text, another edit text is already active"); } EnsureStaticEditText(); activeEditText = this; editText = staticEditText; // set up the initial state of the android EditText UpdateInputTypeImpl(); editText.SetMaxLines(MaxLines); editText.SetMinLines(MinLines); UpdateTextToEditImpl(); UpdateSelectionToEditImpl(); // add callbacks editText.EditorAction += AndroidEditTextOnEditorAction; editText.AfterTextChanged += AndroidEditTextOnAfterTextChanged; // add the edit to the overlay layout and show the layout GetGameContext().EditTextLayout.Visibility = ViewStates.Visible; // set the focus to the edit box editText.RequestFocus(); // activate the ime (show the keyboard) inputMethodManager = (InputMethodManager)PlatformAndroid.Context.GetSystemService(Context.InputMethodService); inputMethodManager.ShowSoftInput(staticEditText, ShowFlags.Forced); }
private void OnMinLinesChangedImpl() { if (editText == null) { return; } editText.SetMinLines(MinLines); }
private void ActivateEditTextImpl() { if(activeEditText != null) throw new Exception("Internal error: Can not activate edit text, another edit text is already active"); EnsureStaticEditText(); activeEditText = this; editText = staticEditText; // set up the initial state of the android EditText UpdateInputTypeImpl(); editText.SetMaxLines(MaxLines); editText.SetMinLines(MinLines); UpdateTextToEditImpl(); UpdateSelectionToEditImpl(); // add callbacks editText.EditorAction += AndroidEditTextOnEditorAction; editText.AfterTextChanged += AndroidEditTextOnAfterTextChanged; // add the edit to the overlay layout and show the layout GetGameContext().EditTextLayout.Visibility = ViewStates.Visible; // set the focus to the edit box editText.RequestFocus(); // activate the ime (show the keyboard) inputMethodManager = (InputMethodManager)PlatformAndroid.Context.GetSystemService(Context.InputMethodService); inputMethodManager.ShowSoftInput(staticEditText, ShowFlags.Forced); }