GuiTextEditCtrl
A component that places a text entry box on the screen.
Text Input
string
Script command to be called when the first validater is lost.
string
Script command to be called when the Escape key is pressed.
int
How large of a history buffer to maintain.
bool
If true, when the 'tab' key is pressed, it will act as if the Enter key was pressed on the control.
If the attempted text cannot be entered, this sound effect will be played.
bool
If true, every key event will act as if the Enter key was pressed.
bool
If true, all characters entered will be stored in the control, however will display as the character stored in passwordMask.
string
If 'password' is true, this is the character that will be used to mask the characters in the control.
Callbacks
void
onTabComplete(string val)
Called if tabComplete is true, and the 'tab' key is pressed.
void
onReturn()
Called when the 'Return' or 'Enter' key is pressed.
void
Called whenever the control is validated.
Public Attributes
caseString
The text to show on the control.
Public Functions
void
Unselects all selected text in the control.
void
Force a validation to occur.
int
Returns the current position of the text cursor in the control.
string
getText()
Acquires the current text displayed in this control.
void
invalidText(bool playSound)
Trigger the invalid sound and make the box red.nn.
bool
Checks to see if all text in the control has been selected.
bool
Returns if the text is set to valid or not.n@Return true if text is set to valid, false if not.nn.
void
Selects all text within the control.
void
setCursorPos(int position)
Sets the text cursor at the defined position within the control.
void
setText(string text)
Sets the text in the control.
void
Restores the box to normal color.nn.
Detailed Description
A component that places a text entry box on the screen.
Fonts and sizes are changed using profiles. The text value can be set or entered by a user.
new GuiTextEditCtrl(MessageHud_Edit) { text = "Hello World"; validate = "validateCommand();" escapeCommand = "escapeCommand();"; historySize = "5"; tabComplete = "true"; deniedSound = "DeniedSoundProfile"; sinkAllKeyEvents = "true"; password = "true"; passwordMask = "*"; //Properties not specific to this control have been omitted from this example. };
Text Input
string validate
Script command to be called when the first validater is lost.
string escapeCommand
Script command to be called when the Escape key is pressed.
int historySize
How large of a history buffer to maintain.
bool tabComplete
If true, when the 'tab' key is pressed, it will act as if the Enter key was pressed on the control.
SFXTrack deniedSound
If the attempted text cannot be entered, this sound effect will be played.
bool sinkAllKeyEvents
If true, every key event will act as if the Enter key was pressed.
bool password
If true, all characters entered will be stored in the control, however will display as the character stored in passwordMask.
string passwordMask
If 'password' is true, this is the character that will be used to mask the characters in the control.
Callbacks
onTabComplete(string val)
Called if tabComplete is true, and the 'tab' key is pressed.
Parameters:
val | Input to mimick the '1' sent by the actual tab key button press. // Tab key has been pressed, causing the callback to occur. GuiTextEditCtrl::onTabComplete(%this,%val) { //Code to run when the onTabComplete callback occurs } |
onReturn()
Called when the 'Return' or 'Enter' key is pressed.
// Return or Enter key was pressed, causing the callback to occur. GuiTextEditCtrl::onReturn(%this) { // Code to run when the onReturn callback occurs }
onValidate()
Called whenever the control is validated.
// The control gets validated, causing the callback to occur GuiTextEditCtrl::onValidated(%this) { // Code to run when the control is validated }
Public Attributes
caseString placeholderText
The text to show on the control.
Public Functions
clearSelectedText()
Unselects all selected text in the control.
// Inform the control to unselect all of its selected text %thisGuiTextEditCtrl.clearSelectedText();
forceValidateText()
Force a validation to occur.
// Inform the control to force a validation of its text. %thisGuiTextEditCtrl.forceValidateText();
getCursorPos()
Returns the current position of the text cursor in the control.
// Acquire the cursor position in the control %position = %thisGuiTextEditCtrl.getCursorPost();
Text cursor position within the control.
getText()
Acquires the current text displayed in this control.
// Acquire the value of the text control. %text = %thisGuiTextEditCtrl.getText();
The current text within the control.
invalidText(bool playSound)
Trigger the invalid sound and make the box red.nn.
Parameters:
playSound | Play the invalid text sound or not.n |
isAllTextSelected()
Checks to see if all text in the control has been selected.
// Check to see if all text has been selected or not. %allSelected = %thisGuiTextEditCtrl.isAllTextSelected();
True if all text in the control is selected, otherwise false.
isValidText()
Returns if the text is set to valid or not.n@Return true if text is set to valid, false if not.nn.
selectAllText()
Selects all text within the control.
// Inform the control to select all of its text. %thisGuiTextEditCtrl.selectAllText();
setCursorPos(int position)
Sets the text cursor at the defined position within the control.
Parameters:
position | Text position to set the text cursor. // Define the cursor position %position = "12"; // Inform the GuiTextEditCtrl control to place the text cursor at the defined position %thisGuiTextEditCtrl.setCursorPos(%position); |
setText(string text)
Sets the text in the control.
Parameters:
text | Text to place in the control. // Define the text to display %text = "Text!" // Inform the GuiTextEditCtrl to display the defined text %thisGuiTextEditCtrl.setText(%text); |
validText()
Restores the box to normal color.nn.