For desktop applications there is the pretty powerful TextInputCanvas plugin from Xojo.
I’ve just had a look at the iOSCanvas and find there the three events “PointerDown”, “PointerDrag” and “PointerUp”, but I’m wondering if I have to emulate the native selection display in iOS on my own, or if there’s another way. Is there some kind of TextInputCanvas for iOS, or am I just treading the wrong path?
[quote=432740:@Jeremie Leroy]iOSTextArea is a UITextView.
But you only have access to 10% of the native features.
Xojo isn’t made for something as complicated. I’m not saying it’s impossible, but you ought to use the right tool.[/quote]
I think its probably less than 10%.
If I were wanting to implement everything I would start over with a iOSUserControl so I dont have to jump through hoops with adding delegates. The main challenge will be giving it a reasonable to work with API since most of the formatting isnt done by the control but by attributed strings as far as I can tell.
I agree completely with Jeremie: It could be done. But it shouldnt be in Xojo imo.
Duplicating the functionality of the Xojo TextArea for iOS (but not with Xojo as mentioned) would not be terribly difficult. An exact syntax compatible control could very easily be created. As a matter of fact, one of my current projects will ultimately be including just such a control (Styleruns included)