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Class EditBox

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

Hierarchy

Index

Constructors

constructor

  • newEditBox(name?: string): EditBox

Properties

Private __prefab

__prefab: CompPrefabInfo | null = null

_background

_background: Sprite | null = null

Protected _backgroundImage

_backgroundImage: SpriteFrame | null = null

Private _enabled

_enabled: boolean = true

Private _id

_id: string = idGenerator.getNewId()

For internal usage.

_impl

_impl: EditBoxImplBase | null = null

Protected _inputFlag

_inputFlag: InputFlag = InputFlag.DEFAULT

Protected _inputMode

_inputMode: InputMode = InputMode.ANY

Private _isLabelVisible

_isLabelVisible: boolean = false

Protected _maxLength

_maxLength: number = 20

Protected _name

_name: string

_objFlags

_objFlags: number

Protected _placeholderLabel

_placeholderLabel: Label | null = null

Protected _returnType

_returnType: KeyboardReturnType = KeyboardReturnType.DEFAULT

Private sceneGetter

sceneGetter: null | (() => RenderScene) = null

Protected _string

_string: string = ""

Protected _tabIndex

_tabIndex: number = 0

Protected _textLabel

_textLabel: Label | null = null

editingDidBegan

editingDidBegan: ComponentEventHandler[] = []

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

editingDidEnded

editingDidEnded: ComponentEventHandler[] = []

The event handler to be called when EditBox edit ends.

editingReturn

editingReturn: ComponentEventHandler[] = []

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

node

node: Node = NullNode

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

example
import { log } from 'cc';
log(comp.node);

textChanged

textChanged: ComponentEventHandler[] = []

The event handler to be called when EditBox text changes.

Static EventType

EventType: EventType = EventType

Static InputFlag

InputFlag: InputFlag = InputFlag

Static InputMode

InputMode: InputMode = InputMode

Static KeyboardReturnType

KeyboardReturnType: KeyboardReturnType = KeyboardReturnType

Static _EditBoxImpl

_EditBoxImpl: EditBoxImplBase = EditBoxImplBase

Static system

system: null = null

Accessors

scriptAsset

  • get scriptAsset(): null

isOnLoadCalled

  • get isOnLoadCalled(): number

backgroundImage

enabled

  • get enabled(): boolean
  • set enabled(value: boolean): void

enabledInHierarchy

  • get enabledInHierarchy(): boolean

inputFlag

  • get inputFlag(): InputFlag
  • set inputFlag(value: InputFlag): void

inputMode

  • get inputMode(): InputMode
  • set inputMode(oldValue: InputMode): void
  • Set the input mode of the edit box. If you pass ANY, it will create a multiline EditBox.

    Returns InputMode

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

    Parameters

    • oldValue: InputMode

    Returns void

isValid

  • get isValid(): boolean
  • 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 isValid(obj, true), but this is often caused by a particular logical requirements, which is not normally required.

    default

    true

    readonly
    example
    import { Node, log } from 'cc';
    const node = new Node();
    log(node.isValid);    // true
    node.destroy();
    log(node.isValid);    // true, still valid in this frame
    // after a frame...
    log(node.isValid);    // false, destroyed in the end of last frame

    Returns boolean

maxLength

  • get maxLength(): number
  • set maxLength(value: number): void
  • 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.

    Returns number

  • 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.

    Parameters

    • value: number

    Returns void

name

  • get name(): string
  • set name(value: string): void

placeholder

  • get placeholder(): string
  • set placeholder(value: string): void

placeholderLabel

  • get placeholderLabel(): null | Label
  • set placeholderLabel(oldValue: null | Label): void

returnType

  • get returnType(): KeyboardReturnType
  • set returnType(value: KeyboardReturnType): void
  • The return key type of EditBox. Note: it is meaningless for web platforms and desktop platforms.

    Returns KeyboardReturnType

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

    Parameters

    • value: KeyboardReturnType

    Returns void

string

  • get string(): string
  • set string(value: string): void

tabIndex

  • get tabIndex(): number
  • set tabIndex(value: number): void

textLabel

  • get textLabel(): null | Label
  • set textLabel(oldValue: null | Label): void

uuid

  • get uuid(): string

Methods

preload

  • __preload(): void

Protected createBackgroundSprite

  • _createBackgroundSprite(): void

destroyImmediate

  • _destroyImmediate(): void

destruct

  • _destruct(): void
  • 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; } } }

    Returns void

editBoxEditingDidBegan

  • _editBoxEditingDidBegan(): void

editBoxEditingDidEnded

  • _editBoxEditingDidEnded(): void

editBoxEditingReturn

  • _editBoxEditingReturn(): void

editBoxTextChanged

  • editBoxTextChanged(text: string): void

Optional Private getLocalBounds

  • getLocalBounds(out_rect: Rect): void
  • 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.

    Parameters

    • out_rect: Rect

      The rect to store the result bounding rect

    Returns void

Private getRenderScene

  • _getRenderScene(): RenderScene

hideLabels

  • _hideLabels(): void

Protected init

  • _init(): void

instantiate

  • instantiate(cloned: any): any

onPreDestroy

  • _onPreDestroy(): void

Protected onTouchBegan

Protected onTouchCancel

Protected onTouchEnded

Protected registerEvent

  • _registerEvent(): void

Protected resizeChildNodes

  • _resizeChildNodes(): void

showLabels

  • _showLabels(): void

Protected syncSize

  • _syncSize(): void

Protected unregisterEvent

  • _unregisterEvent(): void

Protected updateLabelPosition

  • updateLabelPosition(size: Size): void

Protected updateLabelStringStyle

  • updateLabelStringStyle(text: string, ignorePassword?: boolean): string

Protected updateLabels

  • _updateLabels(): void

Protected updatePlaceholderLabel

  • _updatePlaceholderLabel(): void

Protected updateString

  • updateString(text: string): void

Protected updateTextLabel

  • _updateTextLabel(): void

addComponent

  • addComponent<T>(classConstructor: Constructor<T>): T | null
  • addComponent(className: string): Component | null

blur

  • blur(): void

destroy

  • destroy(): boolean

focus

  • focus(): void

getComponent

  • getComponent<T>(classConstructor: Constructor<T>): T | null
  • getComponent(className: string): Component | null
  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Type parameters

    Parameters

    • classConstructor: Constructor<T>

      The class of component to be retrieved or to be created

    Returns T | null

  • 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.

    example
    // get custom test calss.
    var test = node.getComponent("Test");

    Parameters

    • className: string

      A string for the class name of the component

    Returns Component | null

getComponentInChildren

  • getComponentInChildren<T>(classConstructor: Constructor<T>): T | null
  • getComponentInChildren(className: string): Component | null

getComponents

  • getComponents<T>(classConstructor: Constructor<T>): T[]
  • getComponents(className: string): Component[]

getComponentsInChildren

  • getComponentsInChildren<T>(classConstructor: Constructor<T>): T[]
  • getComponentsInChildren(className: string): Component[]

isFocused

  • isFocused(): boolean

Protected Optional lateUpdate

  • lateUpdate(dt: number): void
  • LateUpdate is called every frame, if the Component is enabled.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Parameters

    • dt: number

      the delta time in seconds it took to complete the last frame

    Returns void

onDestroy

  • onDestroy(): void

onDisable

  • onDisable(): void

onEnable

  • onEnable(): void

Optional onFocusInEditor

  • onFocusInEditor(): void

Protected Optional onLoad

  • onLoad(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

Optional onLostFocusInEditor

  • onLostFocusInEditor(): void

Protected Optional onRestore

  • onRestore(): void
  • 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.

    Returns void

Optional resetInEditor

  • resetInEditor(): void

schedule

  • schedule(callback: any, interval?: number, repeat?: number, delay?: number): void
  • Schedules a custom task.
    If the task is already scheduled, then the interval parameter will be updated without scheduling it again.

    example
    import { log } from 'cc';
    this.schedule((dt) => void log(`time: ${dt}`), 1);

    Parameters

    • callback: any

      The callback function of the task

    • Default value interval: number = 0

      The time interval between each invocation

    • Default value repeat: number = legacyCC.macro.REPEAT_FOREVER

      The repeat count of this task, the task will be invoked (repeat + 1) times, use macro.REPEAT_FOREVER to repeat a task forever

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

scheduleOnce

  • scheduleOnce(callback: any, delay?: number): void
  • Schedules a task that runs only once, with a delay of 0 or larger.

    method

    scheduleOnce

    see

    schedule

    example
    import { log } from 'cc';
    this.scheduleOnce((dt) => void log(`time: ${dt}`), 2);

    Parameters

    • callback: any

      The callback function of the task

    • Default value delay: number = 0

      The delay time for the first invocation, Unit: s

    Returns void

setFocus

  • setFocus(): void

Protected Optional start

  • start(): void
  • 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.
    This is a lifecycle method. It may not be implemented in the super class.
    You can only call its super class method inside it. It should not be called manually elsewhere.

    Returns void

unschedule

  • unschedule(callback_fn: any): void

unscheduleAllCallbacks

  • unscheduleAllCallbacks(): void

update

  • update(): void

Static deferredDestroy

  • _deferredDestroy(): void

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