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68 lines
1.3 KiB
68 lines
1.3 KiB
3 years ago
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using UnityEngine.UI;
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using System;
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namespace UIWidgets {
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/// <summary>
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/// IInputFieldProxy.
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/// </summary>
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public interface IInputFieldProxy {
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/// <summary>
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/// The current value of the input field.
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/// </summary>
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/// <value>The text.</value>
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string text {
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get;
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set;
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}
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#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
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#else
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[Obsolete("Use onValueChanged()")]
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#endif
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/// <summary>
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/// Accessor to the OnChangeEvent.
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/// </summary>
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/// <value>The OnValueChange.</value>
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InputField.OnChangeEvent onValueChange {
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get;
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set;
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}
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/// <summary>
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/// Accessor to the OnChangeEvent.
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/// </summary>
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/// <value>The OnValueChange.</value>
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InputField.OnChangeEvent onValueChanged {
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get;
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set;
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}
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/// <summary>
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/// The Unity Event to call when editing has ended.
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/// </summary>
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/// <value>The OnEndEdit.</value>
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InputField.SubmitEvent onEndEdit {
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get;
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set;
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}
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/// <summary>
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/// Current InputField caret position (also selection tail).
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/// </summary>
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/// <value>The caret position.</value>
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int caretPosition {
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get;
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set;
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}
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/// <summary>
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/// Is the InputField eligable for interaction (excludes canvas groups).
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/// </summary>
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/// <value><c>true</c> if interactable; otherwise, <c>false</c>.</value>
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bool interactable {
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get;
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set;
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}
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}
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}
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