EditBox Class
Extends _RendererUnderSG
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- StringInput string of EditBox.
- backgroundImage- SpriteFrameThe background image of EditBox.
- returnType- EditBox.KeyboardReturnTypeThe return key type of EditBox. Note: it is meaningless for web platforms and desktop platforms.
- inputFlag- EditBox.InputFlagSet the input flags that are to be applied to the EditBox.
- inputMode- EditBox.InputModeSet the input mode of the edit box. If you pass ANY, it will create a multiline EditBox.
- fontSize- NumberFont size of the input text.
- lineHeight- NumberChange the lineHeight of displayed text.
- fontColor- ColorFont color of the input text.
- placeholder- StringThe display text of placeholder.
- placeholderFontSize- NumberThe font size of placeholder.
- placeholderFontColor- ColorThe font color of placeholder.
- maxLength- NumberThe 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.
 
- stayOnTop- BooleanThe 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.
- tabIndex- NumberSet 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. Windows is not supported.
- _sgNode- _ccsg.NodeReference 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.
- __eventTargets- ArrayRegister all related EventTargets, all event callbacks will be removed in _onPreDestroy
- node- NodeThe node this component is attached to. A component is always attached to a node.
- uuid- StringThe uuid for editor.
- _enabled- Boolean
- enabled- Booleanindicates whether this component is enabled or not.
- enabledInHierarchy- Booleanindicates whether this component is enabled and its node is also active in the hierarchy.
- _isOnLoadCalled- NumberReturns a value which used to indicate the onLoad get called or not.
- _name- String
- _objFlags- Number
- name- StringThe name of the object.
- isValid- BooleanIndicates whether the object is not yet destroyed.
Methods
- setFocusLet the EditBox get focus, only valid when stayOnTop is true.
- isFocusedDetermine whether EditBox is getting focus or not.
- destroyif 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.
- _createSgNodeCreate 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.
- _initSgNode
- _removeSgNode
- updateUpdate is called every frame, if the Component is enabled.
- lateUpdateLateUpdate is called every frame, if the Component is enabled.
- __preload- __preloadis 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.
- onLoadWhen 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.
- startCalled 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'- onloadmethods called.
- onEnableCalled when this component becomes enabled and its node is active.
- onDisableCalled when this component becomes disabled or its node becomes inactive.
- onDestroyCalled when this component will be destroyed.
- onFocusInEditor
- onLostFocusInEditor
- resetInEditorCalled 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.
- addComponentAdds a component class to the node. You can also add component to node by passing in the name of the script.
- getComponentReturns 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.
- getComponentsReturns all components of supplied Type in the node.
- getComponentInChildrenReturns the component of supplied type in any of its children using depth first search.
- getComponentsInChildrenReturns the components of supplied type in self or any of its children using depth first search.
- _getLocalBoundsIf 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.
- onRestoreonRestore 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.
- scheduleSchedules a custom selector.
 If the selector is already scheduled, then the interval parameter will be updated without scheduling it again.
- scheduleOnceSchedules a callback function that runs only once, with a delay of 0 or larger.
- unscheduleUnschedules a custom callback function.
- unscheduleAllCallbacksunschedule all scheduled callback functions: custom callback functions, and the 'update' callback function.
 Actions are not affected by this method.
- _destructClear 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; } } }
- _onPreDestroyCalled before the object being destroyed.
- _serializeThe customized serialization for this object. (Editor Only)
- _deserializeInit this object from the custom serialized data.
Events
- editing-did-beganNote: This event is emitted from the node to which the component belongs.
- editing-did-endedNote: This event is emitted from the node to which the component belongs.
- text-changedNote: This event is emitted from the node to which the component belongs.
- editing-returnNote: 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:178 | 
backgroundImage
The background image of EditBox.
| meta | description | 
|---|---|
| Type | SpriteFrame | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:193 | 
returnType
The return key type of EditBox. Note: it is meaningless for web platforms and desktop platforms.
| meta | description | 
|---|---|
| Type | EditBox.KeyboardReturnType | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:215 | 
inputFlag
Set the input flags that are to be applied to the EditBox.
| meta | description | 
|---|---|
| Type | EditBox.InputFlag | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:235 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:249 | 
fontSize
Font size of the input text.
| meta | description | 
|---|---|
| Type | Number | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:267 | 
lineHeight
Change the lineHeight of displayed text.
| meta | description | 
|---|---|
| Type | Number | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:280 | 
fontColor
Font color of the input text.
| meta | description | 
|---|---|
| Type | Color | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:293 | 
placeholder
The display text of placeholder.
| meta | description | 
|---|---|
| Type | String | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:306 | 
placeholderFontSize
The font size of placeholder.
| meta | description | 
|---|---|
| Type | Number | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:319 | 
placeholderFontColor
The font color of placeholder.
| meta | description | 
|---|---|
| Type | Color | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:332 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:345 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:362 | 
tabIndex
Set the tabIndex of the DOM input element, only useful on Web.
| meta | description | 
|---|---|
| Type | Number | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:382 | 
editingDidBegan
The event handler to be called when EditBox began to edit text.
| meta | description | 
|---|---|
| Type | Component.EventHandler[] | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:398 | 
textChanged
The event handler to be called when EditBox text changes.
| meta | description | 
|---|---|
| Type | Component.EventHandler[] | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:408 | 
editingDidEnded
The event handler to be called when EditBox edit ends.
| meta | description | 
|---|---|
| Type | Component.EventHandler[] | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:418 | 
editingReturn
The event handler to be called when return key is pressed. Windows is not supported.
| meta | description | 
|---|---|
| Type | Component.EventHandler[] | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:428 | 
_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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCRendererUnderSG.js:41 | 
__eventTargets
Register all related EventTargets, all event callbacks will be removed in _onPreDestroy
| meta | description | 
|---|---|
| Type | Array | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:61 | 
node
The node this component is attached to. A component is always attached to a node.
| meta | description | 
|---|---|
| Type | Node | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:75 | 
Examples
cc.log(comp.node);
uuid
The uuid for editor.
| meta | description | 
|---|---|
| Type | String | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:111 | 
Examples
cc.log(comp.uuid);
_enabled
| meta | description | 
|---|---|
| Type | Boolean | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:159 | 
enabled
indicates whether this component is enabled or not.
| meta | description | 
|---|---|
| Type | Boolean | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:166 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:197 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:213 | 
Examples
cc.log(this._isOnLoadCalled > 0);
_name
| meta | description | 
|---|---|
| Type | String | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:50 | 
_objFlags
| meta | description | 
|---|---|
| Type | Number | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:57 | 
name
The name of the object.
| meta | description | 
|---|---|
| Type | String | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:208 | 
Examples
obj.name = "New Obj";
isValid
Indicates whether the object is not yet destroyed.
| meta | description | 
|---|---|
| Type | Boolean | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:225 | 
Examples
cc.log(obj.isValid);
Methods
setFocus
Let the EditBox get focus, only valid when stayOnTop is true.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:558 | 
isFocused
Determine whether EditBox is getting focus or not.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:570 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCEditBox.js:638 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:65 | 
_initSgNode
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:75 | 
_removeSgNode
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCSGComponent.js:81 | 
update
Update is called every frame, if the Component is enabled.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:234 | 
Parameters
- dtNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:243 | 
__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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:251 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:262 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:273 | 
onEnable
Called when this component becomes enabled and its node is active.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:284 | 
onDisable
Called when this component becomes disabled or its node becomes inactive.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:292 | 
onDestroy
Called when this component will be destroyed.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:300 | 
onFocusInEditor
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:308 | 
onLostFocusInEditor
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:313 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:318 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:328 | 
Parameters
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:346 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:370 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:388 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:406 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:426 | 
Parameters
- out_rectRect 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:439 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:541 | 
Parameters
- callbackfunction The callback function
- intervalNumber Tick interval in seconds. 0 means tick every frame.
- repeatNumber The selector will be executed (repeat + 1) times, you can use cc.macro.REPEAT_FOREVER for tick infinitely.
- delayNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:578 | 
Parameters
- callbackfunction A function wrapped as a selector
- delayNumber 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:595 | 
Parameters
- callback_fnfunction 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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/components/CCComponent.js:611 | 
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 | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:379 | 
_onPreDestroy
Called before the object being destroyed.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:412 | 
_serialize
The customized serialization for this object. (Editor Only)
| meta | description | 
|---|---|
| Returns | object | 
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:437 | 
Parameters
- exportingBoolean
_deserialize
Init this object from the custom serialized data.
| meta | description | 
|---|---|
| Defined in | https:/github.com/cocos-creator/engine/blob/master/cocos2d/core/platform/CCObject.js:447 | 
Parameters
- dataObject the serialized json data
- ctx_Deserializer
Events
editing-did-began Event
Module: cc
Note: This event is emitted from the node to which the component belongs.
Index
Details
editing-did-ended Event
Module: cc
Note: This event is emitted from the node to which the component belongs.
Index
Details
text-changed Event
Module: cc
Note: This event is emitted from the node to which the component belongs.
Index
Details
editing-return Event
Module: cc
Note: This event is emitted from the node to which the component belongs.
