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local myDialog = nil local frame_counter = 0 function stopDialog() if myDialog then myDialog:hide() myDialog = nil end end function startDialog() stopDialog() myDialog = AlertDialog.new("This is my title", "And my message", "Cancel") myDialog:show() end function _OnEnterFrame() if frame_counter == 0 then startDialog() elseif frame_counter == 100 then stopDialog() end frame_counter = frame_counter + 1 collectgarbage() end stage:addEventListener(Event.ENTER_FRAME, _OnEnterFrame, self) |
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And same thing happens with TextInputDialog.
And it happens on IOS only
Likes: Rickyngk
Likes: Rickyngk