SUIInputField
Index
Functions Index
void OnValueChanged (Closure callback)
void OnEndEdit (Closure callback)
void ActivateInputField ()
void DeactivateInputField ()
void Select ()
Properties Index
string Text get
set
bool Enabled get
set
bool Interactable get
set
bool IsFocused get
float CaretBlinkRate get
set
int CaretWidth get
set
int CharacterLimit get
set
bool ReadOnly get
set
bool MultiLine get
char AsteriskChar get
set
int CaretPosition get
set
int SelectionAnchorPosition get
set
int SelectionFocusPosition get
set
float MinWidth get
float PreferredWidth get
float FlexibleWidth get
float MinHeight get
float PreferredHeight get
float FlexibleHeight get
SColor NormalColor get
set
SColor HighlightedColor get
set
SColor PressedColor get
set
SColor DisabledColor get
set
float ColorMultiplier get
set
SGameObject GameObject get
Functions
OnValueChanged
void OnValueChanged (Closure callback)
Given function will be called when text in Input Field has changed
function OVC()
--
end
Space.Host.ExecutingObject.UIInputField.OnValueChanged(OVC)
--This script will make an input field update a text field
--with character count in real-time every time a character is typed/removed
--[Text field and Input fields need to be added as references (scripting runtime)]
thisObject = Space.Host.ExecutingObject
inputField = Space.Host.GetReference("The Input Field").UIInputField
textField = Space.Host.GetReference("The Text Field").UIText
OnValueChanged = function()
textField.Text = "Count= " .. string.len(inputField.Text)
end
thisObject.UIInputField.OnValueChanged(OnValueChanged)
OnEndEdit
void OnEndEdit (Closure callback)
Given function will be called when editing has ended
function OEE()
--
end
Space.Host.ExecutingObject.UIInputField.OnEndEdit(OEE)
--This script will make an input field update a text field
--as soon as someone has finished typing in it
--Text field and Input fields need to be added as references (scripting runtime)
thisObject = Space.Host.ExecutingObject
inputField = Space.Host.GetReference("The Input Field").UIInputField
textField = Space.Host.GetReference("The Text Field").UIText
OnEndEdit = function()
textField.Text = inputField.Text
end
Space.Host.ExecutingObject.UIInputField.OnEndEdit(OnEndEdit)
ActivateInputField
void ActivateInputField ()
Function Description
Space.Host.ExecutingObject.UIInputField.ActivateInputField()
DeactivateInputField
void DeactivateInputField ()
Function Description
Space.Host.ExecutingObject.UIInputField.DeactivateInputField()
Select
void Select ()
Function Description
Space.Host.ExecutingObject.UIInputField.DeactivateInputField()
Properties
Text
string Text get
set
The current value of the input field.
Space.Host.ExecutingObject.UIInputField.Text= "Hello"
--the below script makes this object set Browser URL according to what's written in text field
--[Required: This object needs a Browser and InputField objects to be added as reference to references section in Scripting Runtime component]
thisGameObject = Space.Host.ExecutingObject
webBrowser = Space.Host.GetReference("Browser")
urlField = Space.Host.GetReference("URL Field")
OnClick = function()
webBrowser.Browser.SetURL = urlField.UIInputField.Text
end
urlField.UIInputField.Text = https://www.youtube.com
thisGameObject.AddClickable()
thisGameObject.Clickable.Tooltip = "Click to set URL"
thisGameObject.Clickable.OnClick(OnClick)
Enabled
bool Enabled get
set
Whether this Input Field component is Enabled
Space.Host.ExecutingObject.UIInputField.Enabled= true
--clicking this object will toggle a UIInputField's Enabled status
thisGameObject = Space.Host.ExecutingObject
inputfield = Space.Host.GetReference("inputfield").UIInputField
--make sure to add this reference to the Scripting Runtime component
OnClick = function()
inputfield.Enabled = not inputfield.Enabled
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
Interactable
bool Interactable get
set
Is the Input Field interactable?
Space.Host.ExecutingObject.UIInputField.Interactable= true
--clicking this object will toggle a UIInputField's interactable status
thisGameObject = Space.Host.ExecutingObject
inputfield = Space.Host.GetReference("inputfield").UIInputField
--make sure to add this reference to the Scripting Runtime component
OnClick = function()
inputfield.Interactable = not inputfield.Interactable
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
IsFocused
bool IsFocused get
Does the InputField currently have focus and is able to process events.
hasFocus = Space.Host.ExecutingObject.UIInputField.IsFocused
CaretBlinkRate
float CaretBlinkRate get
set
The blinking rate of the input caret, defined as the number of times the blink cycle occurs per second.
Space.Host.ExecutingObject.UIInputField.CaretBlinkRate= 3
CaretWidth
int CaretWidth get
set
The width of the caret in pixels.
Space.Host.ExecutingObject.UIInputField.CaretWidth= 4
CharacterLimit
int CharacterLimit get
set
Property Description
Space.Host.ExecutingObject.UIInputField.CharacterLimit= 8
ReadOnly
bool ReadOnly get
set
Property Description
Is the InputField read only?
--clicking this object will toggle a UIInputField's ReadOnly status
thisGameObject = Space.Host.ExecutingObject
inputfield = Space.Host.GetReference("inputfield").UIInputField
--make sure to add this reference to the Scripting Runtime component
OnClick = function()
inputfield.ReadOnly = not inputfield.ReadOnly
end
thisGameObject.AddClickable()
thisGameObject.Clickable.OnClick(OnClick)
MultiLine
bool MultiLine get
If the input field supports multiple lines.
Space.Host.ExecutingObject.UIInputField.MultiLine = true
AsteriskChar
char AsteriskChar get
set
The character used for password fields.
Space.Host.ExecutingObject.UIInputField.AsteriskChar= "%"
CaretPosition
int CaretPosition get
set
Current InputField caret position (also selection tail).
Space.Host.ExecutingObject.UIInputField.CaretPosition= 3
SelectionAnchorPosition
int SelectionAnchorPosition get
set
The beginning point of the selection.
Space.Host.ExecutingObject.UIInputField.SelectionAnchorPosition= 1
SelectionFocusPosition
int SelectionFocusPosition get
set
The end point of the selection.
Space.Host.ExecutingObject.UIInputField.SelectionFocusPosition= 4
MinWidth
float MinWidth get
The minimum width this UIInputField may be allocated. (Used by the Layout system).
minWidth = Space.Host.ExecutingObject.UIInputField.MinWidth
PreferredWidth
float PreferredWidth get
The preferred width this UIInputField should be allocated if there is sufficient space. (Used by the Layout system)
prefWidth = Space.Host.ExecutingObject.UIInputField.PreferredWidth
FlexibleWidth
float FlexibleWidth get
The extra relative width this UIInputField should be allocated if there is additional available space. (Used by the Layout system)
flexWidth = Space.Host.ExecutingObject.UIInputField.FlexibleWidth
MinHeight
float MinHeight get
The minimum height this UIInputField may be allocated.(Used by the Layout system).
minHeight = Space.Host.ExecutingObject.UIInputField.MinHeight
PreferredHeight
float PreferredHeight get
The preferred height this UIInputField should be allocated if there is sufficient space. (Used by the Layout system)
prefHeight = Space.Host.ExecutingObject.UIInputField.PreferredHeight
FlexibleHeight
float FlexibleHeight get
The extra relative height this UIInputField should be allocated if there is additional available space. (Used by the Layout system)
flexHeight = Space.Host.ExecutingObject.UIInputField.FlexibleHeight
NormalColor
SColor NormalColor get
set
The normal color.
Space.Host.ExecutingObject.UIInputField.NormalColor = Color.Red
HighlightedColor
SColor HighlightedColor get
set
The color of the control when it is highlighted.
Space.Host.ExecutingObject.UIInputField.HighlightedColor = Color.Red
PressedColor
SColor PressedColor get
set
The color of the control when it is pressed.
Space.Host.ExecutingObject.UIInputField.PressedColor = Color.Red
DisabledColor
SColor DisabledColor get
set
The color of the control when it is disabled.
Space.Host.ExecutingObject.UIInputField.DisabledColor = Color.Red
ColorMultiplier
float ColorMultiplier get
set
This multiplies the tint color for each transition by its value.
Space.Host.ExecutingObject.UIInputField.ColorMultiplier = Color.Red
GameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.UIInputField.GameObject