Expand Unity Text Window Size In Inspector - unity3d

I have a custom string field in the inspector and I want to give it a large box.
Currently its this:
and I want it to be this:
I looked through https://docs.unity3d.com/ScriptReference/EditorGUILayout.html but didn't seem to find anything that increases inspector window size.

Since you didn't mention what type of Input field you are using for the custom Editor and no code at-all, I will provide the possible solution. You sort it out yourself.
Simply enable wordWrap.
Depending on what you are using:
GUI.skin.textArea.wordWrap = true;
or
EditorStyles.textField.wordWrap = true;
You can even do this with the TextArea attribute.
[TextArea(3,10)]
public string text = "blah blah blah";

Related

Change font face/size of the top GTKWindow?

I'm trying to use .NET Core GTK. For WinForms, we can select the form, and then click the Font property to change the font face or size within the Form designer. If we change the top form's font, it is applied to all the child controls on the form.
I wanted to do similar thing in Glade, but I cannot find a "Font" GUI in any of the attribute tabs.
Is this possible with GTK#?
If so, can it be done within Glade?
If the answer to 2 is no, can it be done in the code?
Yes this is possible in both GTK and Glade, although some code will be required to change all the forms font.
In GTK you will be using the GtkFontChooserWidget. This should let you choose between fonts.
In Glade, when you are using the attributes tab you are able to change font size with the Scale attribute. I haven't yet figured out how to change the actual font through those attributes yet. Thankfully there is a workaround. Instead of using Attributes, use Markup. Markup works just fine for both font size and font style.
Markup Example
<span font='36' face='Georgia'>Markup</span>
Assuming you are using a GtkComboBoxText to list possible fonts and button for selecting, you would just need a handler that would go through each of the labels and change the font to the designated one.
def when_visible(window):
"""
This is where per-window initialization takes place.
Values to be displayed are populated into their widgets.
"""
global FONT_FACE
name = Gtk.Buildable.get_name(window) # Window currently on
if 'font_select_screen' = name:
font = BUILDER.get_object('fontEntryCombo')
FONT_FACE = font.get_active_text()
elif 'random_screen' = name:
label1_text = "<span font='36' face='{}'>Label</span>".format(FONT_FACE)
label1 = BUILDER.get_object('label1')
label1.set_markup(label1_text)

Unity editor - How to stop field from turning blue when its edited

I am making a tool in Unity to build your project for muliple platforms when you press a button.
I started with the preferences window for the tool, and came up with an anoying thing. Whenever I change the enum value of the EnumPopup field, the field turns blue in the editor window. Is there a way to disable this?
See how in the 2nd picture the field is not blue, and in the 3rd picture the field has changed to blue? How do I prevent this from happening?
Thanks in advance!
Difficult to help without having the rest of your code.
This is Unity built-in behaviour. I tried a lot of stuff see here to disable / overwrite the built-in coloring of prefix labels but had no luck so far.
A workarround however might be to instead use an independent EditorGUI.LabelField which will not be affected by the EnumPopup together with the EditorGUIUtility.labelWidth:
var LabelRect = new Rect(
FILEMANAGEMENT_ENUMFIELD_RECT.x,
FILEMANAGEMENT_ENUMFIELD_RECT.y,
// use the current label width
EditorGUIUtility.labelWidth,
FILEMANAGEMENT_ENUMFIELD_RECT.height
);
var EnumRect = new Rect(
FILEMANAGEMENT_ENUMFIELD_RECT.x + EditorGUIUtility.labelWidth,
FILEMANAGEMENT_ENUMFIELD_RECT.y,
FILEMANAGEMENT_ENUMFIELD_RECT.width - EditorGUIUtility.labelWidth,
FILEMANAGEMENT_ENUMFIELD_RECT.height
);
EditorGUI.LabelField(LabelRect, "File relative to");
QuickBuilder.Settings.Relation = (QuickBuilder.Settings.PathRelation)EditorGUI.EnumPopup(EnumRect, QuickBuilder.Settings.Relation);
As you can see the label is not turned blue while the width keeps being flexible
Sidenotes
Instead of setting values via edito scripts directly like
QuickBuilder.Settings.Relation = you should always try and use the proper SerializedProperty. It handles things like Undo/Redo and also marks the according objects and scenes as dirty.
Is there also a special reason why you use EditorGUI instead of EditorGUILayout? In the latter you don't need to setup Rects.
EditorGUILayout.BeginHorizontal();
{
EditorGUILayout.LabelField("File relative to", GUILayout.Width(EditorGUIUtility.labelWidth));
QuickBuilder.Settings.Relation = (QuickBuilder.Settings.PathRelation)EditorGUILayout.EnumPopup(QuickBuilder.Settings.Relation);
}
EditorGUILayout.EndHorizontal();

Do I have to create a reference for each text I have in a panel, if I want to access them to modify?

I have a panel with 8 text field, 4 are used as descriptive field (what a label would do, basically), while the other 4 are modified with values.
I am creating a GameObject variable for every element that I have in the panel, using find to find the specific text element. I can leverage on the fact that each text object has only one text object attached to it, so I can address to it directly with GetComponent
panel_info = GameObject.Find("infopanel");
textfield1 = GameObject.Find("text_name");
textfield2 = GameObject.Find("text_age");
textfield3 = GameObject.Find("text_role");
textfield4 = GameObject.Find("text_field");
textfield1.GetComponent<Text>().text = "joe";
textfield2.GetComponent<Text>().text = "22";
textfield3.GetComponent<Text>().text = "striker";
textfield4.GetComponent<Text>().text = "attack";
While this works, I can't foresee myself creating 20-30 objects if a panel has more info to display.
Since I have the reference to the object Panel, is there a way to address directly the text field which is a child of the panel, using the text field name for example?
So if a panel has 4 text field, I can modify each of it addressing directly by name, and then using GetComponent<Text>().textto change the value.
You MUST NOT call GetComponent<Text>() each time you want to access/modify text.
This is an extremely basic fact about Unity.
It is immediately mentioned in the relevant manual entries.
Since you have 8 textbox and I don't know how long you update each one. It would be good if you cache all of them in the beginning of the game then use them later on without GetComponent<Text>(). This will improve performance a lot and make your frame-rate happy.
Array looks good for something like this. And you need to comment each one too.
public Text[] textBoxArray;
On the editor, Expand the "Text Box Array" and change the array Size to 8.
Now drag each GameObject with the text to the arrays in order. If you do it in order, you can easily remember their names and be able to access them in order.
For example, if the first text gameobecjt you dragged to the array is called text_name, the access it, you use textBoxArray[0]. The second text which is text_age can be accessed with textBoxArray[1]. .....
To make it easier for you later on, you should have multiple line comment that describes which array points to what.You do this so that when you return to modify your code months after, you won't have to look around in the Editor to find what points to what. For example:
/*
textBoxArray[0] = text_name
textBoxArray[1] = text_age
textBoxArray[2] = text_role
textBoxArray[3] = text_field
*/
No performance lost and that decreases the amount of code in your game.
Initializing the arrays by code instead of the Editor
Assuming you want to initialize the arrays by code instead of the Editor. You can do it in the start function like below.
public Text[] textBoxArray;
void Start()
{
//Create arrays of 8
textBoxArray = new Text[8]; //8 texts
//Cache all the Text GameObjects
textBoxArray[0] = GameObject.Find("/infopanel/text_name").GetComponent<Text>();
textBoxArray[1] = GameObject.Find("/infopanel/text_age").GetComponent<Text>();
textBoxArray[2] = GameObject.Find("/infopanel/text_role").GetComponent<Text>();
textBoxArray[3] = GameObject.Find("/infopanel/text_field").GetComponent<Text>();
}
You should notice that GameObject.Find() starts with "/" and that increases performance too as it will only search for Texts under "infopanel" instead of searching in the whole scene.
Assuming that your hierarchy is setup that all your TextMeshes are children of the panel, you could use the Transform.Find method to get each child, then it's TextMesh, and assign a value.
So, for example, if you wanted to assign the value "Joe" to the TextMesh attached to "text_name", which in turn is a child of "infopanel", you could do the following
panel_info = GameObject.Find("infopanel");
panel_info.transform.Find("text_name").GetComponent<TextMesh>().text = "Joe";

GWT Read-only TextArea will not resize

GWT newbie here. I have found that when I make a TextArea read-only useful features such as dynamic expansion and even word-wrapping stops working. My intention was to move a string from one text area, append it some way to some more strings, and then add this string into my read-only TextArea. I have doing something like this:
// Temporarily enable the field to set the value of the TextArea
logTextArea.setEnabled(true);
String remarks = // my string to add into the box
if (remarks.length() > 0) {
logTextArea.setEnabled.setValue(remarks);
}
// set read-only again
logTextArea.setEnabled.setEnabled(false);
I also have to work out how many lines I now span and explicitly set the height of the box (via setVisibleLines()). I have now found that it does not word-wrap, so I've had to add some more horrible bodge-code to further split up this string.
So I'm writing code to emulate functionality that comes for free on a normal writable TextArea. Has anyone else found this issue after setting a text-field read-only? Is there another widget I could possibly use to display a list of read-only strings that will auto resize and auto wrap for me?
Many thanks for your time,
tom
Text Area is fine for re-sizing and auto word wrap, even you have your text
area as read only.
Tested now by creating a test project for gwt and it is working fine.
Also Word Wrap is the default behavior of Text area if you want to turn it off then you need to explicitly do this "getElement().setAttribute("wrap","off");

How to remove/disable On-Keyboard Textbox when Using UIInput NGUI?

I am using NGUI's UIInput class to accept text input from user. when i start typing in text box in mobile devices. a key board appears and it has an another textbox within it self, with "OK"/"Done" button (Like a keyboard accessory view, if we're talking about iPhone).
Can i disable that text box appearing within keyboard ? Or its not even possible and i am shooting just blanks ?
From what i could gather by search for a while is, the appearance of keyboard is handled buy Unity's "TouchScreenKeyboard" class. but according to Unity Scripting reference there is nothing which could hide the textfield inside the keyboard.
Unity Scripting reference: TouchInputKeyboard
PS:- I should still be able to put input in textbox by directly typing into them, i just want an extra textbox within the key board to be removed.
TO be more clear i have attached images explaining this
This is the screen.
When i start typing in one of the textbox. a keyboard appears like the following.
as you can see the text box just above the keyboard is not the original one.
Did you try checking "Hide Input Check box" in Inspector view of that UIInput Textbox ?
private void OnGUI()
{
TouchScreenKeyboard.hideInput=true;
}
I don't know why it is, but I have had this problem as well and the "hide input" checkbox for some reason doesn't seem to do really anything other then change the keyboard text box from one line to multi line.
I did a little bit of digging and came across a quick lead that will enable that hide input check box.
This fix is Update() in UIInput.cs around 650
else if (inputType == InputType.Password)
{
TouchScreenKeyboard.hideInput = true;
kt = TouchScreenKeyboardType.Default;
val = mValue;
mSelectionStart = mSelectionEnd;
}
else
{
if(hideInput)
{
TouchScreenKeyboard.hideInput = true;
}
else
{
TouchScreenKeyboard.hideInput = false;
}
kt = (TouchScreenKeyboardType)((int)keyboardType);
val = mValue;
mSelectionStart = mSelectionEnd;
}
I added a check in the else statement