UxrKeyboardUI Class
Component that handles a keyboard in VR for user input
Inheritance Hierarchy
System.Object
Object
Component
Behaviour
MonoBehaviour
UltimateXR.Core.Components.UxrComponent
UltimateXR.UI.Helpers.Keyboard.UxrKeyboardUI
Namespace: UltimateXR.UI.Helpers.Keyboard
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public class UxrKeyboardUI : UxrComponent
The UxrKeyboardUI type exposes the following members.
Constructors
Name | Description | |
---|---|---|
UxrKeyboardUI |
Properties
Name | Description | |
---|---|---|
AllowInput | Gets or sets whether keyboard input is allowed. | |
AltEnabled | Gets whether the Alt key is pressed. | |
AltGrEnabled | Gets whether the Alt GR key is pressed. | |
CapsLockEnabled | Gets whether caps lock is enabled. | |
ConsoleContent | Gets the current console text content. | |
ConsoleContentWithCursor | Gets the current console text content including the cursor. | |
ControlEnabled | Gets whether a Control key is pressed. | |
CurrentCursor | Gets the current console cursor (can be empty or the cursor character as a string). | |
CurrentLine | Gets the current console line without the cursor. | |
CurrentLineWithCursor | Gets the current console line including the cursor. | |
HidePassword | Gets or sets whether to hide password characters when IsPassword is used. | |
IsPassword | Gets or sets whether the keyboard is being used to type in a password. This can be used to hide the content behind asterisk characters. | |
PreviewCaps | Gets or sets whether the key labels casing changes when the shift of caps lock key is pressed. | |
ShiftEnabled | Gets whether a shift key is being pressed. |
Methods
Name | Description | |
---|---|---|
AddConsoleContent | Adds content to the console. This method should be used instead of the ConsoleContent property since ConsoleContent will not process lines. | |
Awake | Initializes the keyboard and clears the content. (Overrides UxrComponent.Awake().) | |
Clear | Clears the console content. | |
EnableDefaultSymbols | If different symbols are present (through a ToggleSymbols keyboard key), sets the default symbols as the currently enabled. Usually the default symbols are the regular alphabet letters. | |
OnCurrentLineChanged | Event trigger for the CurrentLineChanged event. | |
RegisterKey | Called to register a new key in the keyboard. | |
UnregisterKey | Called to unregister a key from the keyboard. |
Events
Name | Description | |
---|---|---|
CurrentLineChanged | Event we can subscribe to if we want notifications whenever the current line being typed in using the keyboard changed. | |
DisallowedKeyPressed | Event called on key presses/releases when the input is disabled using AllowInput. | |
KeyPressed | Event called on key presses/releases. |
Extension Methods
Name | Description | |
---|---|---|
CheckSetEnabled | Enables/disabled the component if it isn’t enabled already. (Defined by MonoBehaviourExt.) | |
GetOrAddComponent<T> | Gets the Component of a given type. If it doesn’t exist, it is added to the GameObject. (Defined by ComponentExt.) | |
GetPathUnderScene | Gets the full path under current scene, including all parents, but scene name, for the given component. (Defined by ComponentExt.) | |
GetSceneUid | Gets an unique identifier string for the given component. (Defined by ComponentExt.) | |
GetUniqueScenePath | Gets an unique path in the scene for the given component. It will include scene name, sibling and component indices to make it unique. (Defined by ComponentExt.) | |
LoopCoroutine | Creates a coroutine that simplifies executing a loop during a certain amount of time. (Defined by MonoBehaviourExt.) | |
SafeGetComponentInParent<T> | Gets the Component of a given type in the GameObject or any of its parents. It also works on prefabs, where regular GetComponentInParent(Type, Boolean) will not work: https://issuetracker.unity3d.com/issues/getcomponentinparent-is-returning-null-when-the-gameobject-is-a-prefab (Defined by ComponentExt.) | |
ShowInInspector(Boolean) | Overloaded. Controls whether to show the current object in the inspector. (Defined by ObjectExt.) | |
ShowInInspector(Boolean, Boolean) | Overloaded. Controls whether to show the current object in the inspector and whether it is editable. (Defined by ObjectExt.) | |
ThrowIfNull | Throws an exception if the object is null. (Defined by ObjectExt.) |