hi, how can i format text segments in a textfield or textarea. similar to what can be done with htmlText property in flash apps? thanks, flexrails
This may not exactly be what you're looking for - but it at least it's a way to do some fancy font-formatting; and it may be a good starting point to get towards what you actually want to achieve:
From the original forum posting:
With this control you can draw a multi-line label that:
- Can use multiple colors to highlight words.
- Can use multiple fonts to accent words (ex. normal, bold, italic)
- Can align the resulting multi-line fancy text to left, right or center.
To use the function you simply mark up your text strings with the proper escape sequences, which are:
(hash)aabbccdd - Change current color to the one specified by the hex string red green blue alpha (much like HTML color codes, but also with an alpha channel) (hash)! - Revert back to the original color that was used before this function call (hash)n - normal font (hash)x - bold font (hash)i - italic font
Well, (hash) is # - but using that will make the font really big instead of showing a # here on Unity Answers ;-)
I'm afraid you can't. Of course there are ways around it, for example by combining lots of textfields, a textfield for every font/color variation. Other solution I used is making my own fontmanager/renderer that draws text into a texture using different fonts and displaying this texture. Of course, if the text is quite static in your application, you could prerender all text into a texture and show this.
using UnityEngine;
using System.Collections;
public class MulticolorTextArea : MonoBehaviour
{
public string stringToEdit = "Hello World
I’ve got 2 lines…";
void OnGUI()
{
//backup color
Color backupColor = GUI.color;
Color backupContentColor = GUI.contentColor;
Color backupBackgroundColor = GUI.backgroundColor;
//add textarea with transparent text
GUI.contentColor = new Color(1f, 1f, 1f, 0f);
GUIStyle style = new GUIStyle(GUI.skin.textArea);
Rect bounds = new Rect(10, 20, Screen.width - 10, Screen.height - 20);
stringToEdit = GUI.TextArea(bounds, stringToEdit);
//get the texteditor of the textarea to control selection
int controlID = GUIUtility.GetControlID(bounds.GetHashCode(), FocusType.Keyboard);
TextEditor editor = (TextEditor)GUIUtility.GetStateObject(typeof(TextEditor), controlID -1);
//set background of all textfield transparent
GUI.backgroundColor = new Color(1f, 1f, 1f, 0f);
//backup selection to remake it after process
int backupPos = editor.pos;
int backupSelPos = editor.selectPos;
//get last position in text
editor.MoveTextEnd();
int endpos = editor.pos;
Random.seed = 123;
//draw textfield with color on top of text area
editor.MoveTextStart();
while (editor.pos != endpos)
{
editor.SelectToStartOfNextWord();
string wordtext = editor.SelectedText;
//set word color
GUI.contentColor = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f));
//draw each word with a random color
Vector2 pixelselpos = style.GetCursorPixelPosition(editor.position, editor.content, editor.selectPos);
Vector2 pixelpos = style.GetCursorPixelPosition(editor.position, editor.content, editor.pos);
GUI.TextField(new Rect(pixelselpos.x - style.border.left, pixelselpos.y - style.border.top, pixelpos.x, pixelpos.y), wordtext);
editor.MoveToStartOfNextWord();
}
//Reposition selection
Vector2 bkpixelselpos = style.GetCursorPixelPosition(editor.position, editor.content, backupSelPos);
editor.MoveCursorToPosition(bkpixelselpos);
//Remake selection
Vector2 bkpixelpos = style.GetCursorPixelPosition(editor.position, editor.content, backupPos);
editor.SelectToPosition(bkpixelpos);
//Reset color
GUI.color = backupColor;
GUI.contentColor = backupContentColor;
GUI.backgroundColor = backupBackgroundColor;
}
}
Just in case someone else ends up here:
It works now without problems. You just have to define a GUIStyle
:
GUIStyle textStyle = new GUIStyle();
textStyle.normal.textColor = Color.white;
textStyle.richText = true;
This answers the question: