SUIInputField

Index

Functions Index

Properties Index

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

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