EditBox Class

Extends _RendererUnderSG

Module: cc Parent Module: cc

cc.EditBox is a component for inputing text, you can use it to gather small amounts of text from users.

Index

Properties
  • string String Input string of EditBox.
  • backgroundImage SpriteFrame The background image of EditBox.
  • returnType EditBox.KeyboardReturnType The return key type of EditBox.
  • inputFlag EditBox.InputFlag Set the input flags that are to be applied to the EditBox.
  • inputMode EditBox.InputMode Set the input mode of the edit box.
  • fontSize Number Font size of the input text.
  • lineHeight Number Change the lineHeight of displayed text.
  • fontColor Color Font color of the input text.
  • placeholder String The display text of placeholder.
  • placeholderFontSize Number The font size of placeholder.
  • placeholderFontColor Color The font color of placeholder.
  • maxLength Number The maximize input length of EditBox.
  • stayOnTop Boolean The input is always visible and be on top of the game view.
  • tabIndex Number Set the tabIndex of the DOM input element, only useful on Web.
  • editingDidBegan Component.EventHandler[] The event handler to be called when EditBox began to edit text.
  • textChanged Component.EventHandler[] The event handler to be called when EditBox text changes.
  • editingDidEnded Component.EventHandler[] The event handler to be called when EditBox edit ends.
  • editingReturn Component.EventHandler[] The event handler to be called when return key is pressed.
  • _sgNode _ccsg.Node Reference to the instance of _ccsg.Node
  • __eventTargets Array Register all related EventTargets,...
  • node Node The node this component is attached to.
  • uuid String The uuid for editor.
  • _enabled Boolean
  • enabled Boolean indicates whether this component is enabled or not.
  • enabledInHierarchy Boolean indicates whether this component is enabled and its node is also active in the hierarchy.
  • _isOnLoadCalled Number Returns a value which used to indicate the onLoad get called or not.
  • _name String
  • _objFlags Number
  • name String The name of the object.
  • isValid Boolean Indicates whether the object is not yet destroyed.
Methods
  • setFocus Let the EditBox get focus, only valid when stayOnTop is true.
  • isFocused Determine whether EditBox is getting focus or not.
  • destroy call the destroy method on this component or the associated node explicitly.
  • _createSgNode Create and returns your new scene graph node (SGNode) to add to scene graph.
  • _initSgNode
  • _removeSgNode
  • update Update is called every frame, if the Component is enabled.
  • lateUpdate LateUpdate is called every frame, if the Component is enabled.
  • __preload __preload is called before every onLoad.
  • onLoad When attaching to an active node or its node first activated.
  • start Called before all scripts' update if the Component is enabled the first time.
  • onEnable Called when this component becomes enabled and its node is active.
  • onDisable Called when this component becomes disabled or its node becomes inactive.
  • onDestroy Called when this component will be destroyed.
  • onFocusInEditor
  • onLostFocusInEditor
  • resetInEditor Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used.
  • addComponent Adds a component class to the node.
  • getComponent Returns the component of supplied type if the node has one attached, null if it doesn't....
  • getComponents Returns all components of supplied Type in the node.
  • getComponentInChildren Returns the component of supplied type in any of its children using depth first search.
  • getComponentsInChildren Returns the components of supplied type in self or any of its children using depth first search.
  • _getLocalBounds If the component's bounding box is different from the node's, you can implement this method to supply
  • onRestore for undo/redo operation.
  • schedule Schedules a custom selector....
  • scheduleOnce Schedules a callback function that runs only once, with a delay of 0 or larger.
  • unschedule Unschedules a custom callback function.
  • unscheduleAllCallbacks unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function....
  • _destruct Clear all references in the instance.
  • _onPreDestroy Called before the object being destroyed.
  • _serialize The customized serialization for this object.
  • _deserialize Init this object from the custom serialized data.
Events
  • editing-did-began Note: This event is emitted from the node to which the component belongs.
  • editing-did-ended Note: This event is emitted from the node to which the component belongs.
  • text-changed Note: This event is emitted from the node to which the component belongs.
  • editing-return Note: This event is emitted from the node to which the component belongs.

Details

Properties

string

Input string of EditBox.

meta description
Type String
Defined in cocos2d/core/components/CCEditBox.js:179
backgroundImage

The background image of EditBox.

meta description
Type SpriteFrame
Defined in cocos2d/core/components/CCEditBox.js:194
returnType

The return key type of EditBox. Note: it is meaningless for web platforms and desktop platforms.

meta description
Type EditBox.KeyboardReturnType
Defined in cocos2d/core/components/CCEditBox.js:216
inputFlag

Set the input flags that are to be applied to the EditBox.

meta description
Type EditBox.InputFlag
Defined in cocos2d/core/components/CCEditBox.js:236
inputMode

Set the input mode of the edit box. If you pass ANY, it will create a multiline EditBox.

meta description
Type EditBox.InputMode
Defined in cocos2d/core/components/CCEditBox.js:250
fontSize

Font size of the input text.

meta description
Type Number
Defined in cocos2d/core/components/CCEditBox.js:268
lineHeight

Change the lineHeight of displayed text.

meta description
Type Number
Defined in cocos2d/core/components/CCEditBox.js:281
fontColor

Font color of the input text.

meta description
Type Color
Defined in cocos2d/core/components/CCEditBox.js:294
placeholder

The display text of placeholder.

meta description
Type String
Defined in cocos2d/core/components/CCEditBox.js:307
placeholderFontSize

The font size of placeholder.

meta description
Type Number
Defined in cocos2d/core/components/CCEditBox.js:320
placeholderFontColor

The font color of placeholder.

meta description
Type Color
Defined in cocos2d/core/components/CCEditBox.js:333
maxLength

The maximize input length of EditBox.

  • If pass a value less than 0, it won't limit the input number of characters.
  • If pass 0, it doesn't allow input any characters.
meta description
Type Number
Defined in cocos2d/core/components/CCEditBox.js:346
stayOnTop

The input is always visible and be on top of the game view. !zh 输入框总是可见,并且永远在游戏视图的上面 Note: only available on Web at the moment.

meta description
Type Boolean
Defined in cocos2d/core/components/CCEditBox.js:363
tabIndex

Set the tabIndex of the DOM input element, only useful on Web.

meta description
Type Number
Defined in cocos2d/core/components/CCEditBox.js:383
editingDidBegan

The event handler to be called when EditBox began to edit text.

meta description
Type Component.EventHandler[]
Defined in cocos2d/core/components/CCEditBox.js:399
textChanged

The event handler to be called when EditBox text changes.

meta description
Type Component.EventHandler[]
Defined in cocos2d/core/components/CCEditBox.js:409
editingDidEnded

The event handler to be called when EditBox edit ends.

meta description
Type Component.EventHandler[]
Defined in cocos2d/core/components/CCEditBox.js:419
editingReturn

The event handler to be called when return key is pressed. Windows is not supported.

meta description
Type Component.EventHandler[]
Defined in cocos2d/core/components/CCEditBox.js:429
_sgNode

Reference to the instance of _ccsg.Node If it is possible to return null from your overloaded _createSgNode, then you should always check for null before using this property and reimplement __preload.

meta description
Type _ccsg.Node
Defined in cocos2d/core/components/CCRendererUnderSG.js:42
__eventTargets

Register all related EventTargets, all event callbacks will be removed in _onPreDestroy

meta description
Type Array
Defined in cocos2d/core/components/CCComponent.js:62
node

The node this component is attached to. A component is always attached to a node.

meta description
Type Node
Defined in cocos2d/core/components/CCComponent.js:76
Examples
cc.log(comp.node);
uuid

The uuid for editor.

meta description
Type String
Defined in cocos2d/core/components/CCComponent.js:112
Examples
cc.log(comp.uuid);
_enabled
meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:160
enabled

indicates whether this component is enabled or not.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:167
Examples
comp.enabled = true;
cc.log(comp.enabled);
enabledInHierarchy

indicates whether this component is enabled and its node is also active in the hierarchy.

meta description
Type Boolean
Defined in cocos2d/core/components/CCComponent.js:198
Examples
cc.log(comp.enabledInHierarchy);
_isOnLoadCalled

Returns a value which used to indicate the onLoad get called or not.

meta description
Type Number
Defined in cocos2d/core/components/CCComponent.js:214
Examples
cc.log(this._isOnLoadCalled > 0);
_name
meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:76
_objFlags
meta description
Type Number
Defined in cocos2d/core/platform/CCObject.js:83
name

The name of the object.

meta description
Type String
Defined in cocos2d/core/platform/CCObject.js:243
Examples
obj.name = "New Obj";
isValid

Indicates whether the object is not yet destroyed. (It will not be available after being destroyed)
When an object's destroy is called, it is actually destroyed after the end of this frame. So isValid will return false from the next frame, while isValid in the current frame will still be true. If you want to determine whether the current frame has called destroy, use cc.isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

meta description
Type Boolean
Defined in cocos2d/core/platform/CCObject.js:261
Examples
var node = new cc.Node();
cc.log(node.isValid);    // true
node.destroy();
cc.log(node.isValid);    // true, still valid in this frame
// after a frame...
cc.log(node.isValid);    // false, destroyed in the end of last frame

Methods

setFocus

Let the EditBox get focus, only valid when stayOnTop is true.

meta description
Defined in cocos2d/core/components/CCEditBox.js:559
isFocused

Determine whether EditBox is getting focus or not.

meta description
Defined in cocos2d/core/components/CCEditBox.js:571
destroy

if you don't need the EditBox and it isn't in any running Scene, you should call the destroy method on this component or the associated node explicitly. Otherwise, the created DOM element won't be removed from web page.

meta description
Returns Boolean
Defined in cocos2d/core/components/CCEditBox.js:639
Examples
editbox.node.parent = null;  // or  editbox.node.removeFromParent(false);
// when you don't need editbox anymore
editbox.node.destroy();
_createSgNode

Create and returns your new scene graph node (SGNode) to add to scene graph. You should call the setContentSize of the SGNode if its size should be the same with the node's.

meta description
Returns _ccsg.Node
Defined in cocos2d/core/components/CCSGComponent.js:66
_initSgNode
meta description
Defined in cocos2d/core/components/CCSGComponent.js:76
_removeSgNode
meta description
Defined in cocos2d/core/components/CCSGComponent.js:82
update

Update is called every frame, if the Component is enabled.

meta description
Defined in cocos2d/core/components/CCComponent.js:235
Parameters
  • dt Number the delta time in seconds it took to complete the last frame
lateUpdate

LateUpdate is called every frame, if the Component is enabled.

meta description
Defined in cocos2d/core/components/CCComponent.js:244
__preload

__preload is called before every onLoad. It is used to initialize the builtin components internally, to avoid checking whether onLoad is called before every public method calls. This method should be removed if script priority is supported.

meta description
Defined in cocos2d/core/components/CCComponent.js:252
onLoad

When attaching to an active node or its node first activated. onLoad is always called before any start functions, this allows you to order initialization of scripts.

meta description
Defined in cocos2d/core/components/CCComponent.js:263
start

Called before all scripts' update if the Component is enabled the first time. Usually used to initialize some logic which need to be called after all components' onload methods called.

meta description
Defined in cocos2d/core/components/CCComponent.js:274
onEnable

Called when this component becomes enabled and its node is active.

meta description
Defined in cocos2d/core/components/CCComponent.js:285
onDisable

Called when this component becomes disabled or its node becomes inactive.

meta description
Defined in cocos2d/core/components/CCComponent.js:293
onDestroy

Called when this component will be destroyed.

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Defined in cocos2d/core/components/CCComponent.js:301
onFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:309
onLostFocusInEditor
meta description
Defined in cocos2d/core/components/CCComponent.js:314
resetInEditor

Called to initialize the component or node’s properties when adding the component the first time or when the Reset command is used. This function is only called in editor.

meta description
Defined in cocos2d/core/components/CCComponent.js:319
addComponent

Adds a component class to the node. You can also add component to node by passing in the name of the script.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:329
Parameters
  • typeOrClassName Function | String the constructor or the class name of the component to add
Examples
var sprite = node.addComponent(cc.Sprite);
var test = node.addComponent("Test");
getComponent

Returns the component of supplied type if the node has one attached, null if it doesn't.
You can also get component in the node by passing in the name of the script.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:347
Parameters
Examples
// get sprite component.
var sprite = node.getComponent(cc.Sprite);
// get custom test calss.
var test = node.getComponent("Test");
getComponents

Returns all components of supplied Type in the node.

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:371
Parameters
Examples
var sprites = node.getComponents(cc.Sprite);
var tests = node.getComponents("Test");
getComponentInChildren

Returns the component of supplied type in any of its children using depth first search.

meta description
Returns Component
Defined in cocos2d/core/components/CCComponent.js:389
Parameters
Examples
var sprite = node.getComponentInChildren(cc.Sprite);
var Test = node.getComponentInChildren("Test");
getComponentsInChildren

Returns the components of supplied type in self or any of its children using depth first search.

meta description
Returns Component[]
Defined in cocos2d/core/components/CCComponent.js:407
Parameters
Examples
var sprites = node.getComponentsInChildren(cc.Sprite);
var tests = node.getComponentsInChildren("Test");
_getLocalBounds

If the component's bounding box is different from the node's, you can implement this method to supply a custom axis aligned bounding box (AABB), so the editor's scene view can perform hit test properly.

meta description
Defined in cocos2d/core/components/CCComponent.js:427
Parameters
  • out_rect Rect the Rect to receive the bounding box
onRestore

onRestore is called after the user clicks the Reset item in the Inspector's context menu or performs an undo operation on this component.

If the component contains the "internal state", short for "temporary member variables which not included
in its CCClass properties", then you may need to implement this function.

The editor will call the getset accessors of your component to record/restore the component's state
for undo/redo operation. However, in extreme cases, it may not works well. Then you should implement
this function to manually synchronize your component's "internal states" with its public properties.
Once you implement this function, all the getset accessors of your component will not be called when
the user performs an undo/redo operation. Which means that only the properties with default value
will be recorded or restored by editor.

Similarly, the editor may failed to reset your component correctly in extreme cases. Then if you need
to support the reset menu, you should manually synchronize your component's "internal states" with its
properties in this function. Once you implement this function, all the getset accessors of your component
will not be called during reset operation. Which means that only the properties with default value
will be reset by editor.

This function is only called in editor mode.

meta description
Defined in cocos2d/core/components/CCComponent.js:440
schedule

Schedules a custom selector.
If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.

meta description
Defined in cocos2d/core/components/CCComponent.js:542
Parameters
  • callback function The callback function
  • interval Number Tick interval in seconds. 0 means tick every frame.
  • repeat Number The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.schedule(timeCallback, 1);
scheduleOnce

Schedules a callback function that runs only once, with a delay of 0 or larger.

meta description
Defined in cocos2d/core/components/CCComponent.js:579
Parameters
  • callback function A function wrapped as a selector
  • delay Number The amount of time that the first tick will wait before execution.
Examples
var timeCallback = function (dt) {
  cc.log("time: " + dt);
}
this.scheduleOnce(timeCallback, 2);
unschedule

Unschedules a custom callback function.

meta description
Defined in cocos2d/core/components/CCComponent.js:596
Parameters
  • callback_fn function A function wrapped as a selector
Examples
this.unschedule(_callback);
unscheduleAllCallbacks

unschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
Actions are not affected by this method.

meta description
Defined in cocos2d/core/components/CCComponent.js:612
Examples
this.unscheduleAllCallbacks();
_destruct

Clear all references in the instance.

NOTE: this method will not clear the getter or setter functions which defined in the instance of CCObject. You can override the _destruct method if you need, for example: _destruct: function () { for (var key in this) { if (this.hasOwnProperty(key)) { switch (typeof this[key]) { case 'string': this[key] = ''; break; case 'object': case 'function': this[key] = null; break; } } }

meta description
Defined in cocos2d/core/platform/CCObject.js:428
_onPreDestroy

Called before the object being destroyed.

meta description
Defined in cocos2d/core/platform/CCObject.js:461
_serialize

The customized serialization for this object. (Editor Only)

meta description
Returns object
Defined in cocos2d/core/platform/CCObject.js:486
Parameters
_deserialize

Init this object from the custom serialized data.

meta description
Defined in cocos2d/core/platform/CCObject.js:496
Parameters
  • data Object the serialized json data
  • ctx _Deserializer

Events

editing-did-began Event

Module: cc Parent Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

editing-did-ended Event

Module: cc Parent Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

text-changed Event

Module: cc Parent Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

editing-return Event

Module: cc Parent Module: cc

Note: This event is emitted from the node to which the component belongs.

Index

Details

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