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Class: InputFieldSystem ​

Drives InputFieldComponent. Runs in PreRender, after TransformSystem, so the DOM editor sits on this frame's transforms; label writes land before TextRenderSystem draws them.

Labels, every frame including edit mode: the text label shows the value (masked for Password / Pin), the placeholder label the placeholder while the value is empty. This system owns both labels' text and enabled — it hides them while the DOM element is up.

Focus: a tap on the field (pointer down → tap without dragging), or Focus(). One DOM element per kind (input / textarea) is reused and laid over the text label's screen quad each frame, rotation included. Typing writes text through its dirty setter. The edit ends on Enter (single line, submits), Esc (restores), a press anywhere else, the DOM losing focus, or the field going inactive / disabled / non-interactable.

Browser quirks handled here: a press's compatibility mousedown would move focus off the element right after a touch tap focused it, so the one after a press on a field is swallowed; key events stop at the element, so typing doesn't reach game input or host-page shortcuts.

Extends ​

Constructors ​

Constructor ​

ts
new InputFieldSystem(): InputFieldSystem;

Returns ​

InputFieldSystem

Inherited from ​

System.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
enabledpublicbooleantrueSystem.enabled
parallelpublicbooleanfalseSystem.parallel

Methods ​

GetName() ​

ts
GetName(): string;

Returns ​

string

Overrides ​

System.GetName


GetOrder() ​

ts
GetOrder(): SystemOrder;

Returns ​

SystemOrder


GetPhase() ​

ts
GetPhase(): SystemPhase;

Returns ​

SystemPhase

Overrides ​

System.GetPhase


OnClose() ​

ts
OnClose(): void;

Returns ​

void

Inherited from ​

System.OnClose


OnInit() ​

ts
OnInit(engine): void;

Parameters ​

ParameterType
engineIEngine

Returns ​

void

Overrides ​

System.OnInit


OnRender() ​

ts
OnRender(scene, _renderer): void;

Parameters ​

ParameterType
sceneScene
_rendererIRenderer

Returns ​

void

Overrides ​

System.OnRender


OnRendererChanged() ​

ts
OnRendererChanged(_renderer): void;

Parameters ​

ParameterType
_rendererIRenderer

Returns ​

void

Inherited from ​

System.OnRendererChanged


OnStart() ​

ts
OnStart(scene, _renderer): void;

Parameters ​

ParameterType
sceneScene
_rendererIRenderer

Returns ​

void

Overrides ​

System.OnStart


OnStop() ​

ts
OnStop(_scene): void;

Parameters ​

ParameterType
_sceneScene

Returns ​

void

Overrides ​

System.OnStop


OnUpdate() ​

ts
OnUpdate(_scene, _dt): void | Promise<void>;

Parameters ​

ParameterType
_sceneScene
_dtnumber

Returns ​

void | Promise<void>

Inherited from ​

System.OnUpdate

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