How can we get text input while editBox is broken?

Hello. Sorry for banging on about the failings in EditBox, sometimes it good to know when to stop :frowning:

Thought Iā€™d create a new topic on how to use the ui::TextField, or anything else to deputise for the lack of EditBox. Most of this comes from my reply to that earlier topic.

EditBox is still broken in 3.1.1. Tried with emulator on Android 4.1.2 and same problem. Only fixed when device has hardware keyboard.

I suppose we are all supposed to be using ui::TextField now? cocos2d-x-3.2\tests\cpp-tests\Classes\UITest\CocoStudioGUITest\UITextFieldTest\UITextFieldTest Tried dropping the test code into my project and it goes hunting for ā€œHelveticaā€ and ā€œThornburiā€, which I found in the tests folder and copied over but still not being found. I suppose there is some internal linkage with CocoStudio? I am extending a mere Node as container for the TextField, the test code extends a Layer which I donā€™t have much success using either.

wiki on the ui::TextField Even explicitly giving the fontName (to MarkerFelt) results in failed hunting Thonburi. There is no response to textFieldEvent either, no log, nothing.

Iā€™ll be forced to use JNI calls to get user input for now. Which I havenā€™t used for ages and have forgotten how to do.

1: http://www.cocos2d-x.org/docs/manual/framework/native/v2/gui/widget/en

I think this is fixed in the version on GitHub: https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG