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EditorGUI.TextField

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public static function TextField(position: Rect, text: string, style: GUIStyle = EditorStyles.textField): string;
public static string TextField(Rect position, string text, GUIStyle style = EditorStyles.textField);
public static function TextField(position: Rect, label: string, text: string, style: GUIStyle = EditorStyles.textField): string;
public static string TextField(Rect position, string label, string text, GUIStyle style = EditorStyles.textField);
public static function TextField(position: Rect, label: GUIContent, text: string, style: GUIStyle = EditorStyles.textField): string;
public static string TextField(Rect position, GUIContent label, string text, GUIStyle style = EditorStyles.textField);

Parameters

position Rectangle on the screen to use for the text field.
label Optional label to display in front of the text field.
text The text to edit.
style Optional GUIStyle.

Returns

string The text entered by the user.

Description

Make a text field.

This works just like GUI.TextField, but correctly responds to select all, copy, paste etc. in the editor, and it can have an optional label in front.


Text field in an Editor Window.

	// Changes the name of the selected Objects to the one typed in the text field
	
	class EditorGUITextField extends EditorWindow {
	
		var objNames : String = "";
	
		@MenuItem("Examples/Bulk Name change")
		static function Init() {
			var window = GetWindow(EditorGUITextField);
			window.Show();
		}
		
		function OnGUI() {
			EditorGUI.DropShadowLabel(Rect(0, 0, position.width, 20), 
			"Select the objects to rename.");
			objNames = EditorGUI.TextField(Rect(10,25,position.width - 20, 20),
						"New Names:", 
						objNames);
			if(Selection.activeTransform)
				if(GUI.Button(Rect(0, 50, position.width, 30), "Bulk rename!"))
					for(var t : Transform in Selection.transforms)
						t.name = objNames;
		}
		function OnInspectorUpdate() {
			Repaint();
		}
	}