My attempts to utilize the input tag alongside Three.js have been unsuccessful

Currently delving into game development with Three.js, I'm utilizing the Web GL renderer to take over the entire browser window. A new challenge has arisen as I attempt to incorporate a chat box within this setup. To achieve this, I've placed an input tag inside like so:

<input id="chatMessageDiv" type="text" value="Message..."></input>

When it comes to styling, the CSS looks like this:

#chatMessageDiv {
    position: absolute;
}

Despite these efforts, I encounter an issue where clicking on the input form does not allow me to edit the message. Although the cursor changes indicating text entry is possible, clicks yield no results.

I experimented by adjusting the input's z-index to 1, but unfortunately, that didn't resolve the problem. Adding an orbit controller or trackball controller isn't preferred in this scenario. How can I troubleshoot this persistent obstacle?

Answer №1

From what I see, it seems that your issue has not yet been resolved. One possible explanation for why your input field is unresponsive could be due to the presence of an event.preventDefault() function that is inhibiting its functionality.

Answer №2

Ensure that the input #chatMessageDiv is placed before the div that contains your canvas element.

<input id="chatMessageDiv" type="text" value="Message..."></input>
<div> 
     <canvas width="1370" height="395" style="width: 1370px; height: 395px;"></canvas>
</div>

This arrangement is necessary due to how the canvas functions.

Remember to inspect the div element with the id = info.

Take a look at the webgl animation cloth demo here

Access the code for the webgl animation cloth here

Answer №3

It's possible that the issue with your document is related to event listeners, specifically those from Orbit Controls or other sources. To address this problem, I made a modification to the mousedown event listener so that it is now exclusively bound to canvas elements within the scene.

document.addEventListener( 'mousedown', onDocumentMouseDown, false );

This change can be summarized as follows:

var cc = document.getElementsByTagName("canvas");
    cc[0].addEventListener( 'mousedown', onDocumentMouseDown, false );

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