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= 3CaretWidth
int CaretWidth get set
The width of the caret in pixels.
Space.Host.ExecutingObject.UIInputField.CaretWidth= 4CharacterLimit
int CharacterLimit get set
Property Description
Space.Host.ExecutingObject.UIInputField.CharacterLimit= 8ReadOnly
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 = trueAsteriskChar
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= 3SelectionAnchorPosition
int SelectionAnchorPosition get set
The beginning point of the selection.
Space.Host.ExecutingObject.UIInputField.SelectionAnchorPosition= 1SelectionFocusPosition
int SelectionFocusPosition get set
The end point of the selection.
Space.Host.ExecutingObject.UIInputField.SelectionFocusPosition= 4MinWidth
float MinWidth get
The minimum width this UIInputField may be allocated. (Used by the Layout system).
minWidth = Space.Host.ExecutingObject.UIInputField.MinWidthPreferredWidth
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.PreferredWidthFlexibleWidth
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.FlexibleWidthMinHeight
float MinHeight get
The minimum height this UIInputField may be allocated.(Used by the Layout system).
minHeight = Space.Host.ExecutingObject.UIInputField.MinHeightPreferredHeight
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.PreferredHeightFlexibleHeight
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.FlexibleHeightNormalColor
SColor NormalColor get set
The normal color.
Space.Host.ExecutingObject.UIInputField.NormalColor = Color.RedHighlightedColor
SColor HighlightedColor get set
The color of the control when it is highlighted.
Space.Host.ExecutingObject.UIInputField.HighlightedColor = Color.RedPressedColor
SColor PressedColor get set
The color of the control when it is pressed.
Space.Host.ExecutingObject.UIInputField.PressedColor = Color.RedDisabledColor
SColor DisabledColor get set
The color of the control when it is disabled.
Space.Host.ExecutingObject.UIInputField.DisabledColor = Color.RedColorMultiplier
float ColorMultiplier get set
This multiplies the tint color for each transition by its value.
Space.Host.ExecutingObject.UIInputField.ColorMultiplier = Color.RedGameObject
SGameObject GameObject get
Property Description
theGameObject = Space.Host.ExecutingObject.UIInputField.GameObject