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Text area

Introduction

A container with a text, slider, and scroller.

  • Author: Rex
  • Game object

Live demos

Usage

Sample code

Install plugin

Load minify file

  • Load plugin (minify file) in preload stage
    scene.load.scenePlugin('rexuiplugin', 'https://raw.githubusercontent.com/rexrainbow/phaser3-rex-notes/master/dist/rexuiplugin.min.js', 'rexUI', 'rexUI');
    
  • Add text-area object
    var textArea = scene.rexUI.add.textArea(config);
    

Import plugin

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Install plugin in configuration of game
    import UIPlugin from 'phaser3-rex-plugins/templates/ui/ui-plugin.js';
    var config = {
        // ...
        plugins: {
            scene: [{
                key: 'rexUI',
                plugin: UIPlugin,
                mapping: 'rexUI'
            },
            // ...
            ]
        }
        // ...
    };
    var game = new Phaser.Game(config);
    
  • Add text-area object
    var textArea = scene.rexUI.add.textArea(config);
    

Import class

  • Install rex plugins from npm
    npm i phaser3-rex-plugins
    
  • Import class
    import { TextArea } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
    
  • Add text-area object
    var textArea = new TextArea(scene, config);
    scene.add.existing(textArea);
    

Add text-area object

var textArea = scene.rexUI.add.textArea({
    // x: 0,
    // y: 0,
    // anchor: undefined,
    // width: undefined,
    // height: undefined,
    // origin: 0.5
    // originX:
    // originY:

    // Elements
    background: backgroundGameObject,

    text: textGameObject,
    // textWidth: undefined,
    // textHeight: undefined,
    // textMask: false,
    // alwaysScrollable: false,

    slider: {
        // background: sliderBackgroundGameObject,
        track: trackGameObject,
        /* 
        track: { 
            width: 1, height: 1,
            radius: 0, 
            color: undefined, alpha: 1,
            strokeColor: undefined, strokeAlpha: 1, strokeWidth: 2,
            shape: undefined
        }
        */


        // indicator: indicatorGameObject,
        thumb: thumbGameObject,
        /* 
        thumb: { 
            width: 1, height: 1,
            radius: 0, 
            color: undefined, alpha: 1,
            strokeColor: undefined, strokeAlpha: 1, strokeWidth: 2,
            shape: undefined
        }
        */

        // input: 'drag',
        // position: 'right',
         // gap: undefined,

        // hideUnscrollableSlider: false,
        // disableUnscrollableDrag: false,
        // adaptThumbSize: false,
        // minThumbSize: undefined,

        // buttons: {
        //     top: topButtonGameObject, bottom: bottomButtonGameObject,
        //     left: leftButtonGameObject, right: rightButtonGameObject,
        //     step: 0.01,
        // }
    },

    // scroller: {
    //     threshold: 10,
    //     slidingDeceleration: 5000,
    //     backDeceleration: 2000,
    //     pointerOutRelease: true,
    //     rectBoundsInteractive: true,
    //     dragRate: 1,
    // },

    mouseWheelScroller: false,
    // mouseWheelScroller: {
    //     focus: true,
    //     speed: 0.1
    // },

    clampChildOY: false,

    header: headerGameObject,
    footer: footerGameObject,

    space: {
        left: 0,
        right: 0,
        top: 0,
        bottom: 0,

        text: 0,
        // text: {
        //    top: 0,
        //    bottom: 0,
        //    left: 0,
        //    right: 0,
        //},

        slider: 0,
        // slider: {
        //     top: 0,
        //     bottom: 0,
        //     left: 0,
        //     right: 0,
        // },

        header: 0,
        footer: 0,
    },

    expand: {
        header: true,
        footer: true,
    },

    align: {
        header: 'center',
        footer: 'center',
    },

    content: '',

    // name: '',
    // draggable: false,
    // sizerEvents: false,
    // enableLayer: false,
});
  • x, y : Position of this object, it is valid when this object is the top object.
  • anchor : See anchor.
    • left, right, centerX, x, top, bottom, centerY, y : Position based on visible window, which composed of
      • Percentage of visible width/height : 'p%', p: 0 ~ 100.
        • 'left'(=0%), 'center'(=50%), 'right'(=100%)
        • 'top'(=0%), 'center'(=50%), 'bottom'(=100%)
      • Offset : '+n', or '-n'.
    • width, height : Set size (invoke onResizeCallback) based on visible window, which composed of
      • Percentage of visible width/height : 'p%', p: 0 ~ 100.
      • Padding : '+n', or '-n'.
    • onResizeCallback : A default resize callback will be assigned interanlly.
  • width, height : Minimum width, minimum height.
  • origin, originX, originY : Set origin of this sizer. Default value is (0.5, 0.5).
  • background : Game object of background, optional. This background game object will be resized to fit the size of text area.
  • text : Text object, bbcode text object, tag text object, or bitmap text object
  • textWidth : Fixed width of text game object. Set undefined to ignore this feature.
  • textHeight : Fixed height of text game object. Set undefined to ignore this feature.
  • textMask :
    • false : Crop text game object. Default behavior if text game object has setCrop method.
    • true : Apply mask on text to crop text game object. Default behavior if text game object does not have setCrop method (ex. bitmaptext game object).
  • slider : Componments of slider, optional.
    • slider.background : Game object of slider background, optional.
    • slider.track : Game object of track.
    • slider.thumb : Game object of thumb.
    • slider.input :
      • 'pan', 'drag', or 0 : Control slider by panning/dragging thumb game object. Default setting.
      • 'click', or 1 : Control slider by touching track game object.
      • 'none', or -1 : Disable sider controlling.
    • slider.position : Position of this slider.
      • 0, 'right', 'bottom' : Slider at right/bottom side. Default value.
      • 1, 'left', 'top' : Slider at left/top side.
    • slider.hideUnscrollableSlider :
      • false : Slider is always visible no matter it is scrollable or not. Default behavior.
      • true : Set slider to invisible if it is unscrollable.
    • slider.disableUnscrollableDrag :
      • false : Scroller is always enale no matter it is scrollable or not. Default behavior.
      • true : Set scroller to disable if it is unscrollable.
    • slider.adaptThumbSize :
      • false : Don't adjust height/width of thumb. Default behavior.
      • true : Adjust height/width of thumb according to ratio of visible child.
        • Minimum height/width of thumb = slider.minThumbSize. If content is larger then a page.
        • Maximum height/width of thumb = height/width of slider.track. If content is less then a page.
    • slider.minThumbSize : Minimum height/width of thumb used in slider.adaptThumbSize mode.
    • slider.buttons : Press button to scroll content in each tick.
      • slider.buttons.top, slider.buttons.bottom : Top and bottom buttons.
      • slider.buttons.left, slider.buttons.right : Left and right buttons
      • slider.buttons.step : Scrolling step in each tick. Default value is 0.01.
    • Set to false to skip creating slider.
  • scroller : Configuration of scroller behavior.
    • scroller.threshold : Minimal movement to scroll. Set 0 to scroll immediately.
    • scroller.slidingDeceleration : Deceleration of slow down when dragging released.
      • Set false to disable it.
    • scroller.backDeceleration : Deceleration of pull back when out of bounds.
      • Set false to disable it.
    • scroller.pointerOutRelease : Set to true to release input control when pointer out of gameObject.
    • scroller.rectBoundsInteractive :
      • false : Detect scrolling by game object's touch input.
      • true : Detect scrolling by rectangle bounds of game object. Default behavior.
    • scroller.dragRate : Rate of dragging distance/dragging speed. Default value is 1.
    • Set to false to skip creating scroller.
  • mouseWheelScroller : Configuration of mouse-wheel-scroller behavior.
    • mouseWheelScroller.focus :
      • false, or 0 : Without checking if cursor is over game object or not.
      • true, or 1 : Cursor is inside the rectangle bounds of game object. Default behavior.
      • 2 : Cursor is over game object.
    • mouseWheelScroller.speed : Scrolling speed, default value is 0.1.
    • Set to false to skip creating mouse-wheel-scroller. Default behavior.
  • clampChildOY : Set true to clamp scrolling.
  • alwaysScrollable :
    • false : Can't scroll if content is less then 1 page. Default behavior.
    • true : Can scroll in all cases
  • header : Game object of header, optional.
  • footer : Game object of footer, optional.
  • space : Pads spaces
    • space.left, space.right, space.top, space.bottom : Space of bounds.
    • space.text :
      • A number: Space between text object and slider object.
      • An object: Padding of text object.
        • space.text.top, space.text.bottom : Top, bottom padding space of text object.
        • space.text.right : Space between text object and slider object.
    • space.slider :
      • 0 : No space around slider.
      • space.slider.left, space.slider.right, space.slider.top, space.slider.bottom : Space around slider.
    • space.header : Space between header and text object.
    • space.footer : Space between footer and text object.
  • expand : Expand width or height of element
    • expand.header : Set true to expand width or height of header game object.
    • expand.footer : Set true to expand width or height of footer game object.
  • align : Align element
    • align.header
      • 'center', or Phaser.Display.Align.CENTER : Align game object at center. Default value.
      • 'left', or Phaser.Display.Align.LEFT_CENTER : Align game object at left-center.
      • 'right', or Phaser.Display.Align.RIGHT_CENTER : Align game object at right-center.
    • align.footer
  • content : Content of this text area.
  • name : Set name of this game object.
  • draggable : Set true to drag top-most object.
  • sizerEvents : Set true to fire sizer events. Default value is false.
  • enableLayer :
    • false : Add child game objects into scene's display list. Default behavior.
    • true : Add child game objects into an internal layer game object. See also.

Custom class

  • Define class
    class MyTextArea extends RexPlugins.UI.TextArea {
        constructor(scene, config) {
            super(scene, config);
            // ...
            scene.add.existing(this);
        }
        // ...
    }
    
  • Create instance
    var textArea = new MyTextArea(scene, config);
    

Layout children

Arrange position of all elements.

textArea.layout();

See also - dirty

Content

  • Set
    textArea.setText(text);
    
  • Append
    textArea.appendText(text);
    
  • Get
    var text = textArea.text;
    

Scroll content

  • Scroll down lines
    textArea.scrollLine(lineCount);
    
  • Set
    textArea.childOY = oy;
    // textArea.setChildOY(oy);
    
  • Set and clamp
    textArea.setChildOY(oy, true);
    
  • Add
    textArea.addChildOY(oy);
    
  • Add and clamp
    textArea.addChildOY(oy, true);
    
  • Get
    var childOY = textArea.childOY;
    
  • Top OY
    var topOY = textArea.topChildOY;
    
  • Bottom OY
    var bottomOY = textArea.bottomChildOY;
    
  • Is overflow (height of content is larger than display height)
    var isOverflow = textArea.isOverflow;
    

Scroll by percentage

  • Set
    textArea.t = t;  // t: 0~1
    // textArea.setT(t);  
    
  • Set and clamp
    textArea.setT(t, true);
    
  • Get
    var t = textArea.t;
    

Scroll to top/bottom

  • Scroll to top
    textArea.scrollToTop();
    
    • Equal to textArea.t = 0;
  • Scroll to bottom
    textArea.scrollToBottom();
    
    • Equal to textArea.t = 1;

Scroll to line

  • Scroll to next line
    textArea.scrollToNextLine();
    
  • Scroll to next n line
    textArea.scrollToNextLine(n);
    
  • Scroll to line
    textArea.scrollToLine(lineIndex);
    
  • Get current line index
    var lineIndex = textArea.lineIndex;
    

Enable/disable scrolling

  • Slider
    • Set enable state
      textArea.setSliderEnable(enabled);
      
      or
      textArea.sliderEnable = enabled;
      
    • Get enable state
      var enable = textArea.sliderEnable;
      
  • Scroller
    • Set enable state
      textArea.setScrollerEnable(enabled);
      
      or
      textArea.scrollerEnable = enabled;
      
    • Get enable state
      var enable = textArea.scrollerEnable;
      
  • Mouse-Wheel-Scroller
    • Set enable state
      textArea.setMouseWheelScrollerEnable(enabled);
      
      or
      textArea.mouseWheelScrollerEnable = enabled;
      
    • Get enable state
      var enable = textArea.mouseWheelScrollerEnable;
      

Event

  • Scroll
    textArea.on('scroll', function(textArea) {
        // ...
    })
    
  • Slider
    • Slider drag start
      textArea.getElement('slider').on('inputstart', function(panel) {
          // ...
      })
      
    • Slider drag end
      textArea.getElement('slider').on('inputend', function(panel) {
          // ...
      })
      
  • Scroller
    • Scroller drag start
      textArea.getElement('scroller').on('dragstart', function(panel) {
          // ...
      })
      
    • Scroller drag end
      textArea.getElement('scroller').on('dragend', function(panel) {
          // ...
      })
      

Lines count

var linesCount = textArea.linesCount;

Other properties

See sizer object, base sizer object, container-lite.

Get element

  • Get element
    • Background game object
      var background = textArea.getElement('background');
      
    • Text game object
      var text = textArea.getElement('text');
      
    • Slider
      • Track
        var track = textArea.getElement('slider.track');
        
      • Thumb
        var thumb = textArea.getElement('slider.thumb');
        
    • Scroller
      var scroller = textArea.getElement('scroller');
      
  • Get by name
    var gameObject = textArea.getElement('#' + name);
    // var gameObject = textArea.getElement('#' + name, recursive);
    
    or
    var gameObject = textArea.getByName(name);
    // var gameObject = textArea.getByName(name, recursive);
    
    • recursive : Set true to search all children recursively.