I can achieve that by add a ttf file from windows to the gideros project, for example,STXINWEI.TTF,but it seems a little Heavyweight,the size of file is 3.8 M. any better way?
By the way, gideros can not show many characters,it show a black rectangle on windows player.
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Other way could be using BitmapFont and drawing all your needed characters there.
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Do you have any plane to add some very very basic native controls, such as label for show text, textfield for user input?
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For example, it can not used for login or register.
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hmm why not? (you can accept passwords with TextInputDialog).
this is long enough to show a block rectange on my player.
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you can create three button like input username, input password, etc. You can even stylish these buttons as textfields and display inserted information in them.
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Then create Button object using Button class (putting simple textfield image as upstate and focused as downstate) and on click event create TextInput dialog to get needed information.
Inside textInput on complete event you take that text and put it on the Button, so it looks like it's inserted in it.
Well that's all if you wish to make impression of textinput elements.
But I'd say simple buttons with labels as name, password etc are quite enough.
And about block rectangle, maybe you hit the texture size limit. Try to lower the font size or subdivide your lines.
That's a good idea.
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I wonder how can the eraser be implemented in gideros?
The method come to my mind is very simple but poor, just draw white lines.
Any better idea?
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My game has Highscore table with nicknames. So chinese and other same characters doesn't shows. Isn't still any solution to access system fonts?
and it's also not easy to show a lot of characters.
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