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Question by Frima_PL · Dec 08, 2016 at 06:47 AM · c#editor-scriptingcustom editor

Manually set ControlID to built-in controls ?

Is there a way to manually set a controlID to one of Unity's built-in controls (i.e. Buttons, text fields, etc) ?

I am writing a custom control that behave like a normal label when not focused and switch to a text field when I detect a mouse click. Problem is, if I use GUI/EditorGUI.TextField(...), they internally set GUIUtility.hotControl and I lose my custom control's focus.

My code looks like this for now :

 public static string EditableLabel(Rect position, string label)
 {
     int controlId = GUIUtility.GetControlID(GUIHashes.EditableLabel, FocusType.Keyboard, position);
     EditorGUIUtility.AddCursorRect(position, MouseCursor.Text, controlId);
     GUI.SetNextControlName("EditableLabel");
     switch(Event.current.GetTypeForControl(controlId))
     {
         case EventType.Repaint:
             if(GUIUtility.hotControl == controlId)
                 label = GUI.TextArea(position, label);
             else
                 GUI.Label(position, label, Styles.LabelBoldItalicStyle);
             break;
         case EventType.MouseDown :
             if(Event.current.button == 0 && position.Contains(Event.current.mousePosition))
             {
                 GUIUtility.hotControl = controlId;
                 EditorGUI.FocusTextInControl("EditableLabel");
             }
             break;
         case EventType.MouseUp:
             if(Event.current.button == 0 && GUIUtility.hotControl == controlId)
             {
                 GUIUtility.hotControl = 0;
                 GUIUtility.keyboardControl = 0;
             }
             break;
     }
     return label;
 }

I'm making tools right now and the lack of IMGUI solid documention is seriously hindering...

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avatar image Frima_PL · Dec 07, 2016 at 10:00 PM 0
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I am wondering if I have to manually handle a UnityEngine.TextEditorand just completely bybass built-in controls, but it feels redundant...

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Answer by steinbitglis · Jun 10, 2017 at 09:45 AM

So far, I prefer the technique of accessing GUI.DoTextField(...) through reflection, and mimic GUI.TextField(...) with the appropriate changes.

Just checking: you're using ILSpy to analyze UnityEngine.dll and UnityEditor.dll, right? It's super handy in these situations.

Here's some code I found with ILSpy.

 // UnityEngine.GUI
 public static string TextField(Rect position, string text, int maxLength, GUIStyle style)
 {
     GUIContent gUIContent = GUIContent.Temp(text);
     GUI.DoTextField(position, GUIUtility.GetControlID(FocusType.Keyboard, position), gUIContent, false, maxLength, style);
     return gUIContent.text;
 }


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