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PowerQuest 0.20.6
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Gui Text Field - Text fields allow users to type in a string on their keyboard.
Display: You typed in {TextField.FullName.Text}
TextField.Parser.HasKeyboardFocus = true;
Inherits IGuiControl.
Properties | |
| new string | Description [get, set] |
| Gets/Sets the description text shown to players when they hover the mouse over the control. | |
| new string | Cursor [get, set] |
| Gets or sets the cursor to show when hovering over the object. If empty, default active cursor will be used. | |
| new string | Text [get, set] |
| Gets/Sets the current text in the text field. | |
| bool | Clickable [get, set] |
| Gets or Sets whether clicking on the object triggers an event. | |
Properties inherited from IGuiControl | |
| MonoBehaviour | Instance [get] |
| Access to the actual game object component in the scene. Note that controls themselves can be cast to their component type if known. | |
| bool | Visible [get, set] |
| Sets the control visible invisible the control. | |
| Vector2 | Position [get, set] |
| Gets/Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
| bool | Focused [get] |
| Gets/Sets whether this control is focused (ie: the mouse is hovering over it, or it's selected with keyboard) | |
| bool | HasKeyboardFocus [get, set] |
| Gets/Sets whether this control has the current keyboard focus (can also be used for specifying which control has 'controller' focus) | |
| string | Anim [get, set] |
| Gets/Sets the Sprite (or animation) for the control. (if applicable). Note, that by default gui Image controls may not have a "Power Sprite Animation" component, and this needs to be added for them to play animations. | |
| Color | Color [get, set] |
| Gets/Sets the color for the control (if applicable) | |
Public Member Functions | |
| void | FocusKeyboard () |
| Causes the TextField to become the focus for keyboard input. When focused, any keys typed will be typed into the text field until the return key is pressed. | |
Public Member Functions inherited from IGuiControl | |
| void | Show () |
| Shows the control. | |
| void | Hide () |
| Hides the control. | |
| void | SetPosition (float x, float y) |
| Sets the position of the control. Note that this will be overridden if using AlignTo or FitTo component. | |
| GuiControl | DuplicateControl (string name=null, IGuiControl parent=null) |
| Duplicates the control. Useful for adding elements dynamically to a gui. You can optionally specify a new name for the control, and a parent object (such as a grid container) | |
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getset |
Gets/Sets the description text shown to players when they hover the mouse over the control.
Implements IGuiControl.
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getset |
Gets or sets the cursor to show when hovering over the object. If empty, default active cursor will be used.
Implements IGuiControl.
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getset |
Gets/Sets the current text in the text field.
Eg. TextFields.FullName.Text = "Enter thy name";
if ( TextFields.Code.Text = "1234" ) Display: Correct code!
Implements IGuiControl.
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getset |
Gets or Sets whether clicking on the object triggers an event.
| void FocusKeyboard | ( | ) |
Causes the TextField to become the focus for keyboard input. When focused, any keys typed will be typed into the text field until the return key is pressed.