Here are the object's settings as they appear on the "double-click" Properties dialog.
There are three tabs on the Properties dialog:
The text that you want to display in the input object.
The font that you want to use for the text. Click the Select Font button to open the Font dialog where you can edit all of the font settings.
Tip: You can set the default font for this object type by configuring its settings on the Objects tab in Edit > Preferences.
Check the spelling of the input text.
Enable multiple lines of input text in the object. If this option is disabled, the input box will be limited to one line of text.
Include a vertical scroll bar for the object.
Include a horizontal scroll bar for the object.
Display the input text normally.
Hide any text that the user types by displaying asterisks (****).
Note: The password feature is not available for multi-line input objects (if multiline is enabled).
Use an input mask to control input into the object. Click the Options... button to open the Input Mask Settings dialog where you can configure it's settings.
The type of border to display around the input object. Choose from:
Don't display any border around the object.
Display a thin black border around the object.
The object will have a "sunken" appearance on the page or dialog.
The order the text will display when typed into the object. Choose from:
Display the text normally, from left to right.
If the shell language is Hebrew, Arabic, or another language that supports reading-order alignment, the text is displayed using right-to-left reading-order properties. For other languages, this style is ignored.
Make the text in the object read-only so the user cannot type into it. This means the user can copy the text, but cannot modify it.
The background color to use for the object. You can click the select button to bring up a color chooser.
Tip: Clicking the "More Colors..." button on the color menu allows you to choose either a standard color/custom color, or use the eyedropper to pick a color from somewhere within the AutoPlay application window.
The color to display user input text. You can click the select button to bring up a color chooser.
The alignment to use. Choose from:
Left-align the text within the input object, like so:
This text is left-aligned |
Center the text within the input object, like so:
This text is centered |
Right-align the text within the input object, like so:
This text is right-aligned |
The name that is used to identify this object.
Enable the object so it responds to user interaction. When an object is disabled, it will not respond to any mouse overs or clicks and will not perform any actions until it is enabled.
Note: You can use the Input.SetEnabled action to enable this object.
Set the object's initial visibility (whether it's visible when the page or dialog is displayed).
Note: You can use the Input.SetVisible action to make the object visible or invisible at run time.
If checked, the left side of the object will move when the application is resized. If unchecked, the left side of the object will not move.
If checked, the right side of the object will move when the application is resized. If unchecked, the right side of the object will not move.
If checked, the top of the object will move when the application is resized. If unchecked, the top of the object will not move.
If checked, the bottom of the object will move when the application is resized. If unchecked, the bottom of the object will not move.
The distance in pixels from the left edge of the object to the left edge of the page or dialog.
Tip: You can also change the position of an object by dragging it.
The distance in pixels from the top edge of the object to the top edge of the page or dialog.
The width of the object in pixels.
Tip: You can also resize an object by dragging one of the resize handles on its bounding box.
The height of the object in pixels.
Set's the object's size back to the original values.
A short string of text that will appear after the mouse hovers over this object for a moment.
Tip: You can choose from several tooltip styles for all tooltips in your project, Standard, Balloon and Extended. This setting can be found on the Appearance tab of the Project > Settings.
Tip: If you want a newline in your tooltip text, use "\r\n". For example, for an Extended tooltip, "My First Line\r\nMy Second Line|My Title". Newlines are not supported in the Title text for Balloon or Extended styles.
Tip: If you want a "&" character in the text, you must enter "&&&".
Check the spelling of the tooltip text.
Note: This option is not available for input objects.
You can use the script editor on this tab to edit the script of actions that will be performed on each of this object's events.
This object supports the following events:
The actions that will be performed whenever the cursor is inside the input object and the user presses a key.
The following event variables are automatically set whenever this event is triggered:
(number) The virtual key code of the key that was pressed.
(table) A table containing three boolean values that describe which modifier keys were held down while the key was pressed. A modifier key is a key that can be held down while another key is pressed, to "modify" it.
There are three true/false values in the table, one for each type of modifier key on the keyboard: shift, ctrl, and alt. You can access these values as e_Modifiers.shift, e_Modifiers.ctrl, and e_Modifiers.alt.
The actions that will be performed whenever the input object is given focus. For example, it will be given focus if the user clicks inside the object.
The actions that will be performed whenever the cursor is inside the input object and receives the WM_CHAR windows message. This event will occur after the On Key event is fired, but will not necessarily be fired after each key stroke. This event is similar to the On Key event, except instead of being fired each time a key is pressed, On Char is fired when a keystroke (or a combination of keystrokes) translates to a character.
The following event variables are automatically set whenever this event is triggered:
(number) The character code of the key that was pressed.
(table) A table containing three boolean values that describe which modifier keys were held down while the key was pressed. A modifier key is a key that can be held down while another key is pressed, to "modify" it.
There are three true/false values in the table, one for each type of modifier key on the keyboard: shift, ctrl, and alt. You can access these values as e_Modifiers.shift, e_Modifiers.ctrl, and e_Modifiers.alt.