Posts
Godot Mobile virtual keyboard covers input
So I am trying to build a simple todo APP for mobile as a learning experience.
I have a lineEdit which activates the virtual keyboard. This goes over the lineEdit.
I read that I should get the keyboard height with displayserver.virtual_keyboard_height() on an focus_entered() signal which is emitted from lineEdit.
When I try to do that, the value is 0. This is because the keyboard appears to slow. I put in a:
await get_tree().create_timer(1).timeout
Which gets the height of the keyboard but building in a 1 second delay can't possibly be the right solution here.
My question is: how did you solve this problem? And is it possible to not bother wit that at all? Is there a option in the project settings that makes it that, when the keyboard appears the whole app gets pushed up?
I don't really grasp how the keyboard interacts with the app. Is it considered an overlay or part of the app?
What did the blind orphan get for Christmas?
::: spoiler Tap for spoiler Cancer :::
Plex remote Pass
So a friend(a) of mine is running a plex server. They gave me and another friend(b) access to it.
friend(b) can watch everything just fine without a subscription but everytime i want to watch something i get the alert to buy a remote pass.
I read that i could be a bug that should be resolved after a restart of the server but this didn't resolve it at all.
the thing is that i have some streams that i started which i can resume watching without a problem. I just cant start a new stream from the beginning, even if i have seen the stream before.
Does anybody else has/had similar problems or knows something about whats going on?
EDIT: Okay so I could get around it with a htpc-client. No idea why, it just works.
How to combat infection of your system?
So I jumped from Windows to Linux, endeavouros btw, and would like to know:
how you keep your system clean? If you are infected how do you find out? What do you do about it then?