SUIInputField

Index

Functions Index

Function Name

Properties Index

Property Name

Functions

OnValueChanged

void OnValueChanged (Closure callback)

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

Parameter
Type
Description

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

Parameter
Type
Description

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

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