天津23维预案
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3 years ago
using UnityEngine.UI;
using System;
namespace UIWidgets {
/// <summary>
/// IInputFieldProxy.
/// </summary>
public interface IInputFieldProxy {
/// <summary>
/// The current value of the input field.
/// </summary>
/// <value>The text.</value>
string text {
get;
set;
}
#if UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2
#else
[Obsolete("Use onValueChanged()")]
#endif
/// <summary>
/// Accessor to the OnChangeEvent.
/// </summary>
/// <value>The OnValueChange.</value>
InputField.OnChangeEvent onValueChange {
get;
set;
}
/// <summary>
/// Accessor to the OnChangeEvent.
/// </summary>
/// <value>The OnValueChange.</value>
InputField.OnChangeEvent onValueChanged {
get;
set;
}
/// <summary>
/// The Unity Event to call when editing has ended.
/// </summary>
/// <value>The OnEndEdit.</value>
InputField.SubmitEvent onEndEdit {
get;
set;
}
/// <summary>
/// Current InputField caret position (also selection tail).
/// </summary>
/// <value>The caret position.</value>
int caretPosition {
get;
set;
}
/// <summary>
/// Is the InputField eligable for interaction (excludes canvas groups).
/// </summary>
/// <value><c>true</c> if interactable; otherwise, <c>false</c>.</value>
bool interactable {
get;
set;
}
}
}