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show the textinput for mobile as transparent overlay over top of game
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@ -2301,6 +2301,7 @@ static cc_result GLContext_UnsetFullscreen(void) {
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code = aglSetDrawable(ctx_handle, NULL);
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code = aglSetDrawable(ctx_handle, NULL);
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if (!code) return aglGetError();
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if (!code) return aglGetError();
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/* TODO: I don't think this is necessary */
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code = aglUpdateContext(ctx_handle);
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code = aglUpdateContext(ctx_handle);
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if (!code) return aglGetError();
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if (!code) return aglGetError();
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@ -2319,6 +2320,7 @@ static cc_result GLContext_SetFullscreen(void) {
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int code;
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int code;
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Platform_LogConst("Switching to fullscreen");
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Platform_LogConst("Switching to fullscreen");
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/* TODO: Does aglSetFullScreen capture the screen anyways? */
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CGDisplayCapture(CGMainDisplayID());
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CGDisplayCapture(CGMainDisplayID());
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if (!aglSetFullScreen(ctx_handle, width, height, 0, 0)) {
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if (!aglSetFullScreen(ctx_handle, width, height, 0, 0)) {
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@ -2326,6 +2328,7 @@ static cc_result GLContext_SetFullscreen(void) {
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GLContext_UnsetFullscreen();
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GLContext_UnsetFullscreen();
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return code;
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return code;
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}
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}
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/* TODO: Do we really need to call this? */
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GLContext_MakeCurrent();
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GLContext_MakeCurrent();
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/* This is a weird hack to workaround a bug where the first time a context */
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/* This is a weird hack to workaround a bug where the first time a context */
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@ -3159,7 +3162,8 @@ void Window_OpenKeyboard(void) {
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EM_ASM({
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EM_ASM({
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var elem = window.cc_inputElem;
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var elem = window.cc_inputElem;
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if (!elem) {
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if (!elem) {
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elem = document.createElement('input');
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elem = document.createElement('textarea');
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elem.setAttribute('style', 'position:absolute; left:0; top:0; width:100%; height:100%; opacity:0.3;');
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window.cc_inputElem = elem;
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window.cc_inputElem = elem;
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}
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}
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