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Scripting/SUIInputField

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Revision as of 16:30, 27 December 2020 by Voidtech (Talk | contribs)

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OnEndEdit

void OnEndEdit (closure callback)

Given function will be called when editing has ended

oee = function()
  Space.Log("edit ended")
end
Space.Host.ExecutingObject.UIInputField.OnEndEdit(oee)


OnValueChanged

void OnValueChanged (closure callback)

Given function will be called when text in Input Field has changed

ovc = function()
  Space.Log("value changed")
  end
Space.Host.ExecutingObject.UIInputField.OnValueChanged(ovc)



Properties

AsteriskChar

char AsteriskChar { get; set; }

The character used for password fields.

Space.Host.ExecutingObject.UIInputField.AsteriskChar= "%"


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


CaretPosition

int CaretPosition { get; set; }

Current InputField caret position (also selection tail).

Space.Host.ExecutingObject.UIInputField.CaretPosition= 3


CaretWidth

int CaretWidth { get; set; }

The width of the caret in pixels.

Space.Host.ExecutingObject.UIInputField.CaretWidth= 4


CharacterLimit

int CharacterLimit { get; set; }

No documentation

Space.Host.ExecutingObject.UIInputField.CharacterLimit= 8


Enabled

bool Enabled { get; set; }

Whether this Input Field component is Enabled or not

Space.Host.ExecutingObject.UIInputField.Enabled= true


Interactable

bool Interactable { get; set; }

Is the Input Field interactable?

Space.Host.ExecutingObject.UIInputField.Interactable= true


IsFocused

bool IsFocused { get;}

Does the InputField currently have focus and is able to process events.

hasFocus = Space.Host.ExecutingObject.UIInputField.IsFocused 


ReadOnly

bool ReadOnly { get;set; }

Set the InputField to be read only.

Space.Host.ExecutingObject.UIInputField.ReadOnly= true


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


Text

string Text { get;set; }

The current value of the input field.

Space.Host.ExecutingObject.UIInputField.Text= "Hello"


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


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


MinWidth

float MinWidth { get;}

The minimum width this UIInputField may be allocated. (Used by the Layout system).

minWidth = Space.Host.ExecutingObject.UIInputField.MinWidth


MultiLine

bool MultiLine { get;}

If the input field supports multiple lines.

Space.Host.ExecutingObject.UIInputField.MultiLine = true


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


PreferredWidth

bool 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