Difference between revisions of "JS.eval"
From GiderosMobile
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=== Examples === | === Examples === | ||
+ | '''Get/set''' | ||
+ | <source lang="lua"> | ||
+ | JS.eval(localStorage.setItem('name', 'John')) | ||
+ | print(JS.eval(localStorage.getItem('name')) | ||
+ | </source> | ||
+ | |||
+ | |||
'''Opens an url''' | '''Opens an url''' | ||
<source lang="lua"> | <source lang="lua"> |
Revision as of 05:05, 8 September 2021
Available since: Gideros 2016.10
Class: JS
Description
Executes arbitrary JavaScript code on HTML5 platform.
JS.eval(code)
Parameters
code: (string) JavaScript code to execute
Examples
Get/set
JS.eval(localStorage.setItem('name', 'John'))
print(JS.eval(localStorage.getItem('name'))
Opens an url
JS.eval([[
window.open('my.url')
]])
In your html5 exports use this to detect if you are in light or dark mode - to change your app or game colors to suit...
sysDark=-1
-- device={application:getDeviceInfo()}
-- device[1]=="Web"
-- only do the next line if html5 export
if JS.eval("window.matchMedia('(prefers-color-scheme:dark)').matches")=="true" then sysDark=1
else sysDark=0
end
You will end up with sysDark being -1 for 'don't know', 0 for 'light' and 1 for 'dark'.
Sometimes you may not want the user to leave the game without giving a warning that they will lose information, here is code that will allow you to do this on html5 exports:
if JS then
JS.eval([[
window.saveWarning=false;
window.saveWarningListener = (e) => {
if (window.saveWarning==true) {
e.preventDefault();
e.returnValue='';
}
};
window.addEventListener('beforeunload', saveWarningListener);
]])
end
function saveWarning(f)
if JS then
if f then JS.eval("window.saveWarning=true;")
else JS.eval("window.saveWarning=false;")
end
end
end