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profile.lua
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-----------------------------------------------------------------------------------------
--
-- view2.lua
--
-----------------------------------------------------------------------------------------
local storyboard = require( "storyboard" )
local widget = require( "widget" )
local scene = storyboard.newScene()
local stage = display.getCurrentStage()
local json = require("json")
local gui
local email_field, password_field
local email_label, password_label
local login_button
-----------------------------------------------------------------------------------------
-- BEGINNING OF YOUR IMPLEMENTATION
--
-- NOTE: Code outside of listener functions (below) will only be executed once,
-- unless storyboard.removeScene() is called.
--
-----------------------------------------------------------------------------------------
local function textFieldEventHandler (textField)
print ("goodbye")
return function( event )
if event.phase == "began" then
-- user begins editing textField
print("begin")
elseif event.phase == "ended" then
-- textField/Box loses focus
print("end")
elseif event.phase == "ended" or event.phase == "submitted" then
-- do something with defaulField's text
print("submitted")
print(textField().text)
native.setKeyboardFocus( nil )
elseif event.phase == "editing" then
--print( event.newCharacters )
--print( event.oldText )
--print( event.startPosition )
io.write("editing")
print("editing")
io.flush();
end
end
end
local loginResponseHandler = function (event)
if ( event.isError ) then
print( "!!! There was an error making the login request !!!")
print ( "RESPONSE: " .. event.response )
else
if (event.status == 200) then
print ("Login succesful...")
print ( "RESPONSE: " .. event.response )
local data = {}
data = json.decode(event.response);
_G.game_settings.session_id = data["session_id"]
saveData(_G.game_settings, "scatter_settings.json")
end
end
end
local loginButtonHandler = function (event )
if event.phase == "release" then
print( "You are logging in, mofo." )
if (email_field.text ~= "" and password_field.text ~= "") then
_G.game_settings.email = email_field.text
_G.game_settings.password = password_field.text
saveData(_G.game_settings, "scatter_settings.json")
print("E-mail saved: " .. _G.game_settings.email)
print("Password saved: " .. _G.game_settings.password)
local params = {}
local headers = {}
local data = {}
data["email"] = _G.game_settings.email
data["password"] = _G.game_settings.password
headers["Content-Type"] = "application/json; charset=utf-8"
headers["Accept-Language"] = "en-US"
headers["Accept"] = "application/json"
params.headers = headers
params.body = json.encode(data)
print(params.body)
network.request( "http://localhost:3000/api/v1/tokens", "POST", loginResponseHandler, params)
end
end
end
-- Called when the scene's view does not exist:
function scene:createScene( event )
local group = self.view
-- create a white background to fill screen
local bg = display.newRect( 0, 0, display.contentWidth, display.contentHeight )
bg:setFillColor( 255 ) -- white
-- create some text
local title = display.newRetinaText( "Profile", 0, 0, native.systemFont, 32 )
title:setTextColor( 0 ) -- black
title:setReferencePoint( display.CenterReferencePoint )
title.x = display.contentWidth * 0.5
title.y = 20
-- all objects must be added to group (e.g. self.view)
group:insert( bg )
group:insert( title )
end
-- Called immediately after scene has moved onscreen:
function scene:enterScene( event )
local group = self.view
email_label = display.newText( "E-mail", _G.gui_padding, _G.gui_padding*4, native.systemFont, _G.label_text_size )
email_label:setTextColor( 255, 150, 180, 255 )
email_field = native.newTextField(_G.gui_padding, email_label.y + email_label.height, stage.contentWidth - 2*_G.gui_padding, _G.text_field_height)
email_field.inputType = "email"
email_field:addEventListener ("userInput", textFieldEventHandler ( function() return email_field end ) )
password_label = display.newText( "Password", _G.gui_padding, email_field.y + email_field.height, native.systemFont, _G.label_text_size )
password_label:setTextColor( 255, 150, 180, 255 )
password_field = native.newTextField(_G.gui_padding, password_label.y + email_label.height, stage.contentWidth - 2*_G.gui_padding, _G.text_field_height)
password_field.inputType = "default"
password_field.isSecure = true
password_field:addEventListener ("userInput", textFieldEventHandler ( function() return password_field end ) )
login_button = widget.newButton{
default = "assets/images/btnBlueMedium.png",
over = "assets/images/btnBlueMediumOver.png",
onEvent = loginButtonHandler,
label = "Login",
labelColor = { default = { 255, 255, 255 } },
fontSize = 18,
emboss = true
}
login_button.x = stage.contentWidth/2
login_button.y = password_field.y + password_field.height + 4*_G.gui_padding
group:insert(email_label);
group:insert(password_label);
group:insert(login_button);
end
-- Called when scene is about to move offscreen:
function scene:exitScene( event )
local group = self.view
email_field:removeSelf()
password_field:removeSelf()
login_button:removeSelf()
email_label:removeSelf()
password_label:removeSelf()
-- INSERT code here (e.g. stop timers, remove listenets, unload sounds, etc.)
end
-- If scene's view is removed, scene:destroyScene() will be called just prior to:
function scene:destroyScene( event )
local group = self.view
-- INSERT code here (e.g. remove listeners, remove widgets, save state variables, etc.)
end
-- BEGIN GUI LAYOUT --
-- END GUI LAYOUT --
-----------------------------------------------------------------------------------------
-- END OF YOUR IMPLEMENTATION
-----------------------------------------------------------------------------------------
-- "createScene" event is dispatched if scene's view does not exist
scene:addEventListener( "createScene", scene )
-- "enterScene" event is dispatched whenever scene transition has finished
scene:addEventListener( "enterScene", scene )
-- "exitScene" event is dispatched whenever before next scene's transition begins
scene:addEventListener( "exitScene", scene )
-- "destroyScene" event is dispatched before view is unloaded, which can be
-- automatically unloaded in low memory situations, or explicitly via a call to
-- storyboard.purgeScene() or storyboard.removeScene().
scene:addEventListener( "destroyScene", scene )
-----------------------------------------------------------------------------------------
return scene