Legacy Documentation: Version 4.6.2
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EditorGUILayout.TextArea

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public static function TextArea(text: string, params options: GUILayoutOption[]): string;
public static string TextArea(string text, params GUILayoutOption[] options);
public static def TextArea(text as string, *options as GUILayoutOption[]) as string
public static function TextArea(text: string, style: GUIStyle, params options: GUILayoutOption[]): string;
public static string TextArea(string text, GUIStyle style, params GUILayoutOption[] options);
public static def TextArea(text as string, style as GUIStyle, *options as GUILayoutOption[]) as string

Parameters

text The text to edit.
style Optional GUIStyle.
options An optional list of layout options that specify extra layouting properties. Any values passed in here will override settings defined by the style.
See Also: GUILayout.Width, GUILayout.Height, GUILayout.MinWidth, GUILayout.MaxWidth, GUILayout.MinHeight, GUILayout.MaxHeight, GUILayout.ExpandWidth, GUILayout.ExpandHeight.

Returns

string The text entered by the user.

Description

Make a text area.

This works just like GUILayout.TextArea, but correctly responds to select all, copy, paste etc. in the editor.


Quick script editor.

	// Simple script that lets you visualize your scripts in an editor window
	// This can be expanded to save your scripts also in the editor window.
	
	class EditorGUILayoutTextArea extends EditorWindow {	
		var text : String = "Nothing Opened...";
		var txtAsset : TextAsset;
		var scroll : Vector2;
	
		@MenuItem("Examples/Script Visualizer")
		static function Init() {
			var window = GetWindow(EditorGUILayoutTextArea);
			window.Show();
		}
		function OnGUI() {
			var newTxtAsset : TextAsset = EditorGUILayout.ObjectField(txtAsset, TextAsset);		
	
			if (newTxtAsset != txtAsset) 
				ReadTextAsset(newTxtAsset);
				
			scroll = EditorGUILayout.BeginScrollView(scroll);		
			text = EditorGUILayout.TextArea(text, GUILayout.Height(position.height - 30));		
			EditorGUILayout.EndScrollView();
		}
		
		function ReadTextAsset(txt : TextAsset) {
			text = txt.text;
			txtAsset = txt;
		}
	}