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February 8, 2016 16:11
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More advanced example of adding Tab key support to a Unity3D TextArea
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using System; | |
using System.Collections.Generic; | |
using UnityEditor; | |
using UnityEngine; | |
public class TextAreaTabSupport : EditorWindow | |
{ | |
private Vector2 scroll; | |
private int lastKBFocus = -1; | |
private string textA = string.Empty; | |
private string textB = string.Empty; | |
private string textC = string.Empty; | |
[MenuItem("Test/Text Area Tab Support")] | |
public static void ShowWindow() | |
{ | |
GetWindow<TextAreaTabSupport>().Show(); | |
} | |
public void OnGUI() | |
{ | |
var current = Event.current; | |
GUI.SetNextControlName("scroller"); | |
using (var scroll = new GUI.ScrollViewScope(new Rect(Vector2.zero, new Vector2(330, 150)), this.scroll, new Rect(Vector2.zero, new Vector2(330, 150)))) | |
{ | |
this.scroll = scroll.scrollPosition; | |
if (GUI.GetNameOfFocusedControl() == "testa" && this.lastKBFocus == GUIUtility.keyboardControl) | |
{ | |
if (current.type == EventType.KeyDown || current.type == EventType.KeyUp) | |
{ | |
if (current.isKey && (current.keyCode == KeyCode.Tab || current.character == '\t')) | |
{ | |
if (current.type == EventType.KeyUp) | |
{ | |
var te = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), GUIUtility.keyboardControl); | |
if (!current.shift) | |
{ | |
for (var i = 0; i < 4; i++) | |
{ | |
te.Insert(' '); | |
} | |
} | |
else | |
{ | |
var min = Math.Min(te.cursorIndex, te.selectIndex); | |
var index = min; | |
var temp = te.text; | |
for (var i = 1; i < 5; i++) | |
{ | |
if ((min - i) < 0 || temp[min - i] != ' ') | |
{ | |
break; | |
} | |
index = min - i; | |
} | |
if (index < min) | |
{ | |
te.selectIndex = index; | |
te.cursorIndex = min; | |
te.ReplaceSelection(string.Empty); | |
} | |
} | |
this.textA = te.text; | |
} | |
current.Use(); | |
} | |
} | |
} | |
using (new GUI.GroupScope(new Rect(0, 0, 110, 110))) | |
{ | |
GUI.SetNextControlName("testa"); | |
this.textA = GUI.TextArea(new Rect(0, 4, 100, 100), this.textA); | |
} | |
if (this.lastKBFocus != GUIUtility.keyboardControl && (current.type == EventType.KeyDown || current.type == EventType.KeyUp)) | |
{ | |
this.lastKBFocus = GUIUtility.keyboardControl; | |
} | |
GUI.SetNextControlName("testb"); | |
this.textB = GUI.TextArea(new Rect(110, 40, 100, 100), this.textB); | |
GUI.SetNextControlName("testc"); | |
this.textC = GUI.TextField(new Rect(220, 40, 100, 30), this.textC); | |
if (GUI.Button(new Rect(10, 110, 50, 25), "Click")) | |
{ | |
} | |
} | |
} | |
} |
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