Getting input value from LineEdit

Hello,

I’m trying to get a value of a LineEdit but not sure how. The structure I have is UIElement -> LineEdit. The samples do not have a HelloGUi showing the input from the LineEdit.

So, far I have

[code] /// Get Needed SubSystems
UI* ui_= GetSubsystem();

UIElement * RootUIElement = ui_->GetRoot();

UIElement * usernameInputUIElement = RootUIElement -> GetChild("usernameInput",true);  // The LineEdit is in this hierarchy

[/code]

I’ll be testing and trying to figure out method to do it but I am not sure.

Vivienne

Hello,
I think LineEdit::GetText() may be what you want?
urho3d.github.io/documentation/a00202.html

1 Like

[quote=“carnalis”]Hello,
I think LineEdit::GetText() may be what you want?
urho3d.github.io/documentation/a00202.html[/quote]

I tried that and its the function I need to call. The trick is locating the UIElement with the LineEdit node. Then calling the GetText for that LineEdit node.

Tha’ts where I am stuck on.

I may be misunderstanding…

[code]LineEdit* usernameInput = RootUIElement->CreateChild(“usernameInput”);

LineEdit* lineEdit = (LineEdit*)ui->GetRoot()->GetChild(“usernameInput”, true);
String username = lineEdit->GetText();

//or if you keep the pointer
String username = userNameInput->GetText();
[/code]

edit: Sorry, I was distracted and forgot the (LineEdit) cast!

I’m going put in the code so you or anyone else can see the picture. So in the latter function I’m trying to get the text of the UI usernameinput.

[code]void ExistenceClient::LoginUI(bool exist)
{
/// Get Needed SubSystems
ResourceCache* cache = GetSubsystem();
Renderer* renderer = GetSubsystem();
Graphics* graphics = GetSubsystem();
UI* ui = GetSubsystem();

/// Get rendering window size as floats
float width = (float)graphics->GetWidth();
float height = (float)graphics->GetHeight();


// Login screen
// Create the Window and add it to the UI's root node
window_= new Window(context_);

uiRoot_->AddChild(window_);
UIElement* usernameTextUIElement = new UIElement(context_);
Text* usernameText = new Text(context_);
LineEdit* usernameInput=new LineEdit(context_);
UIElement* passwordTextUIElement = new UIElement(context_);
Text* passwordText = new Text(context_);
LineEdit* passwordInput=new LineEdit(context_);

// Set Window size and layout settings
window_->SetMinSize(384, 192);
window_->SetLayout(LM_VERTICAL, 6, IntRect(6, 6, 6, 6));
window_->SetAlignment(HA_CENTER, VA_CENTER);
window_->SetName("LoginWindow");
window_->SetMovable(false);
window_->SetOpacity(.6);

// Create Window 'titlebar' container
usernameTextUIElement ->SetMinSize(0,32);
usernameTextUIElement ->SetVerticalAlignment(VA_TOP);
usernameTextUIElement ->SetLayoutMode(LM_HORIZONTAL);

usernameText->SetName("Login");
usernameText->SetText("Username");

// Create Window 'titlebar' container
passwordTextUIElement ->SetMinSize(0,32);
passwordTextUIElement ->SetVerticalAlignment(VA_TOP);
passwordTextUIElement ->SetLayoutMode(LM_HORIZONTAL);

passwordText->SetName("Password");
passwordText->SetText("Password");

usernameInput->SetName("usernameInput");
usernameInput->SetText("<Enter Email>");
usernameInput->SetMaxLength(24);
usernameInput->SetMinHeight(24);
usernameInput->SetStyleAuto();

passwordInput->SetName("passwordInput");
passwordInput->SetText("<Enter Password>");
passwordInput->SetMaxLength(24);
passwordInput->SetMinHeight(24);
passwordInput->SetStyleAuto();

// Add the controls to the title bar
usernameTextUIElement->AddChild(usernameText);
passwordTextUIElement->AddChild(passwordText);
window_->AddChild(usernameTextUIElement);
window_->AddChild(usernameInput);
window_->AddChild(passwordTextUIElement);
window_->AddChild(passwordInput);

// declare buttons
Button* loginButton = new Button(context_);
Button* newaccountButton = new Button(context_);

// check if account exist
if(accountexist)
{
    loginButton->SetName("Login");
    loginButton->SetStyle("loginButton");
    window_->AddChild(loginButton);
}
else
{
    newaccountButton->SetName("NewAccountLogin");
    newaccountButton->SetStyle("newaccountButton");
    window_->AddChild(newaccountButton);
}

// Apply styles
window_->SetStyleAuto();
usernameText->SetStyleAuto();
passwordText->SetStyleAuto();

if(accountexist)
{
    SubscribeToEvent(loginButton, E_RELEASED, HANDLER(ExistenceClient, LoginScreenUILoginHandleClosePressed));
}
else
{

    SubscribeToEvent(newaccountButton, E_RELEASED, HANDLER(ExistenceClient, LoginScreenUINewAccountHandleClosePressed));
}

return;

}

// Handlers for login screen
void ExistenceClient::LoginScreenUILoginHandleClosePressed(StringHash eventType, VariantMap& eventData)
{
/// Get Needed SubSystems
UI* ui_= GetSubsystem();

UIElement * RootUIElement = ui_->GetRoot();

String username = RootUIElement->GetChild("usernameInput", true)->GetText();


// remove Existence Logo Node
scene_->GetChild("ExistenceLogo",true)->RemoveAllComponents();
scene_->GetChild("ExistenceLogo",true)->Remove();

// Call progress screen function
ProgressScreenUI();

return;

}
[/code]

[quote=“carnalis”]I may be misunderstanding…

[code]LineEdit* usernameInput = RootUIElement->CreateChild(“usernameInput”);

LineEdit* lineEdit = (LineEdit*)ui->GetRoot()->GetChild(“usernameInput”, true);
String username = lineEdit->GetText();

//or if you keep the pointer
String username = userNameInput->GetText();
[/code]

edit: Sorry, I was distracted and forgot the (LineEdit) cast![/quote]

That did the trick. I did not know you could do the casting which makes sense.