Text area input
Introduction¶
A container with a canvasInput, and slider.
- Author: Rex
- Game object
Live demos¶
Usage¶
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-input object
var textAreaInput = scene.rexUI.add.textAreaInput(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-input object
var textAreaInput = scene.rexUI.add.textAreaInput(config);
Import class¶
- Install rex plugins from npm
npm i phaser3-rex-plugins
- Import class
import { TextAreaInput } from 'phaser3-rex-plugins/templates/ui/ui-components.js';
- Add text-area-input object
var textAreaInput = new TextAreaInput(scene, config); scene.add.existing(textAreaInput);
Add text-area-input object¶
var textAreaInput = scene.rexUI.add.textAreaInput({
// x: 0,
// y: 0,
// anchor: undefined,
// width: undefined,
// height: undefined,
// origin: 0.5
// originX:
// originY:
// Elements
background: backgroundGameObject,
text: {
background: {
color: null,
color2: null,
horizontalGradient: true,
stroke: null,
strokeThickness: 2,
cornerRadius: 0,
cornerIteration: null,
// Style when focus
// 'focus.color': ...
// 'focus.color2': ...
// 'focus.stroke': ...
},
focusStyle: undefined,
innerBounds: {
color: null,
color2: null,
horizontalGradient: true,
stroke: null,
strokeThickness: 2
},
style: {
bold: false,
italic: false,
fontSize: '16px',
fontFamily: 'Courier',
color: '#fff',
stroke: '#fff',
strokeThickness: 0,
shadowColor: null,
shadowOffsetX: 0,
shadowOffsetY: 0,
shadowBlur: 0,
backgroundColor: null,
backgroundHeight: undefined,
backgroundBY: undefined,
offsetX: 0,
offsetY: 0,
// Style when cursor move on
// 'cursor.color': ...
// 'cursor.backgroundColor': ...
// 'cursor.xxx': ...
},
cursorStyle: undefined,
childrenInteractive: false,
text: '',
wrap: {
lineHeight: undefined,
useDefaultLineHeight: true,
maxLines: 1,
wrapWidth: undefined,
letterSpacing: 0,
hAlign: 0,
vAlign: 'center', // For single line text input
wrapMode: 'char', // For single line text input
},
textArea: true,
// Parameters of hidden-text-editor
// inputType: 'text', // 'text'|'password'|'textarea'|...
// readOnly: false,
// maxLength: undefined,
// minLength: undefined,
// selectAll: false,
// enterClose: true,
// Callbacks
// onOpen: function (textObject, hiddenInputText) {
// },
// onClose: function (textObject, hiddenInputText) {
// },
// onUpdate: function (text, textObject, hiddenInputText) {
// return text;
// },
// onAddChar: function(child, index, canvasInput) {
// child.modifyStyle({...})
// },
// onCursorOut: function(child, cursorIndex, canvasInput) {
// child.modifyStyle({
//
// });
// },
// onCursorIn: function(child, cursorIndex, canvasInput) {
// child.modifyStyle({
//
// });
// },
// parseTextCallback: function(text) {
// return text;
// }.
},
// 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',
// hideUnscrollableSlider: false,
// disableUnscrollableDrag: false,
// adaptThumbSize: false,
// minThumbSize: undefined,
// buttons: {
// top: topButtonGameObject, bottom: bottomButtonGameObject,
// left: leftButtonGameObject, right: rightButtonGameObject,
// step: 0.01,
// }
},
// scroller: false, // No scrollor support
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'
.
- Percentage of visible width/height :
width
,height
: Set size (invokeonResizeCallback
) based on visible window, which composed of- Percentage of visible width/height :
'p%'
, p:0
~100
. - Padding :
'+n'
, or'-n'
.
- Percentage of visible width/height :
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
: Configuration of CanvasInput, or a CanvasInput 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'
, or0
: Control slider by panning/dragging thumb game object. Default setting.'click'
, or1
: 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.
- Minimum height/width of thumb =
slider.minThumbSize
: Minimum height/width of thumb used inslider.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 buttonsslider.buttons.step
: Scrolling step in each tick. Default value is0.01
.
- Set to
false
to skip creating slider.
scroller
: No scroller supported (false
).mouseWheelScroller
: Configuration of mouse-wheel-scroller behavior.mouseWheelScroller.focus
:true
: Only scrolling when cursor is over textAreaInput. Default behavior.false
: Scrolling without checking cursor.
mouseWheelScroller.speed
: Scrolling speed, default value is0.1
.- Set to
false
to skip creating mouse-wheel-scroller. Default behavior.
clampChildOY
: Settrue
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 spacesspace.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 elementexpand.header
: Settrue
to expand width or height of header game object.expand.footer
: Settrue
to expand width or height of footer game object.
align
: Align elementalign.header
'center'
, orPhaser.Display.Align.CENTER
: Align game object at center. Default value.'left'
, orPhaser.Display.Align.LEFT_CENTER
: Align game object at left-center.'right'
, orPhaser.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
: Settrue
to drag top-most object.sizerEvents
: Settrue
to fire sizer events. Default value isfalse
.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 MyTextAreaInput extends RexPlugins.UI.TextAreaInput { constructor(scene, config) { super(scene, config); // ... scene.add.existing(this); } // ... }
- Create instance
var textAreaInput = new MyTextAreaInput(scene, config);
Layout children¶
Arrange position of all elements.
textAreaInput.layout();
See also - dirty
Content¶
- Set
textAreaInput.setText(text);
- Append
textAreaInput.appendText(text);
- Get
var text = textAreaInput.text;
Scroll content¶
- Scroll down lines
textAreaInput.scrollLine(lineCount);
- Set
textAreaInput.childOY = oy; // textAreaInput.setChildOY(oy);
- Set and clamp
textAreaInput.setChildOY(oy, true);
- Add
textAreaInput.addChildOY(oy);
- Add and clamp
textAreaInput.addChildOY(oy, true);
- Get
var childOY = textAreaInput.childOY;
- Top OY
var topOY = textAreaInput.topChildOY;
- Bottom OY
var bottomOY = textAreaInput.bottomChildOY;
- Is overflow (height of content is larger than display height)
var isOverflow = textAreaInput.isOverflow;
Scroll by percentage¶
- Set
textAreaInput.t = t; // t: 0~1 // textAreaInput.setT(t);
- Set and clamp
textAreaInput.setT(t, true);
- Get
var t = textAreaInput.t;
Scroll to top/bottom¶
- Scroll to top
textAreaInput.scrollToTop();
- Equal to
textAreaInput.t = 0;
- Equal to
- Scroll to bottom
textAreaInput.scrollToBottom();
- Equal to
textAreaInput.t = 1;
- Equal to
Scroll to line¶
- Scroll to next line
textAreaInput.scrollToNextLine();
- Scroll to next n line
textAreaInput.scrollToNextLine(n);
- Scroll to line
textAreaInput.scrollToLine(lineIndex);
- Get current line index
var lineIndex = textAreaInput.lineIndex;
Enable/disable scrolling¶
- Slider
- Set enable state
or
textAreaInput.setSliderEnable(enabled);
textAreaInput.sliderEnable = enabled;
- Get enable state
var enable = textAreaInput.sliderEnable;
- Set enable state
- Scroller
- Set enable state
or
textAreaInput.setScrollerEnable(enabled);
textAreaInput.scrollerEnable = enabled;
- Get enable state
var enable = textAreaInput.scrollerEnable;
- Set enable state
Read only¶
- Enable read only
or
textAreaInput.setReadOnly(); // textAreaInput.setReadOnly(true);
textAreaInput.readOnly = true;
- Disable read only
or
textAreaInput.setReadOnly(false);
textAreaInput.readOnly = false;
- Get read only
var readOnlyEanble = txt.readOnly;
Event¶
- On close text-editor
textAreaInput.on('close', function(text, textAreaInput) { })
- Text changed
textAreaInput.on('textchange', function(text, textAreaInput){ // ... })
- Scroll
textAreaInput.on('scroll', function(textAreaInput) { // ... })
- Slider
- Slider drag start
textAreaInput.getElement('slider').on('inputstart', function(panel) { // ... })
- Slider drag end
textAreaInput.getElement('slider').on('inputend', function(panel) { // ... })
- Slider drag start
- Scroller
- Scroller drag start
textAreaInput.getElement('scroller').on('dragstart', function(panel) { // ... })
- Scroller drag end
textAreaInput.getElement('scroller').on('dragend', function(panel) { // ... })
- Scroller drag start
Lines count¶
var linesCount = textAreaInput.linesCount;
Other properties¶
See sizer object, base sizer object, container-lite.
Get element¶
- Get element
- Background game object
var background = textAreaInput.getElement('background');
- Text game object
var text = textAreaInput.getElement('text');
- Slider
- Track
var track = textAreaInput.getElement('slider.track');
- Thumb
var thumb = textAreaInput.getElement('slider.thumb');
- Track
- Background game object
- Get by name
or
var gameObject = textAreaInput.getElement('#' + name); // var gameObject = textAreaInput.getElement('#' + name, recursive);
var gameObject = textAreaInput.getByName(name); // var gameObject = textAreaInput.getByName(name, recursive);
recursive
: Settrue
to search all children recursively.