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Class

TextBox

Inherits
GuiObject › GuiBase2d › GuiBase › Instance › Object
Memory category
Gui

A 2D user interface element that displays player-editable text.

A TextBox allows the player to provide text input. It behaves similarly to a TextButton, except that a single TextBox can be put in focus by clicking, tapping, or gamepad selection. While in focus, the player can use a keyboard to change the Text property.

  • If there is no text, the PlaceholderText will be visible. This is useful prompting players of the kind or format of data they should input.
  • By default, the ClearTextOnFocus property is enabled and ensures there is no existing text when a TextBox is focused. This may not be desirable for text that should be editable by the player.
  • The MultiLine property allows players to enter multiple lines of text with newline characters (\n).

Focus State#

It is possible to detect and change the focus state of a TextBox:

  • You can use CaptureFocus when a dialogue appears so that the player doesn't have to click on a TextBox when it becomes available; you can use ContextActionService:BindAction() to bind a certain key to focus a TextBox using this function. When a TextBox comes into focus, the Focused event fires.
  • You can detect if a certain TextBox is in focus by using IsFocused. Alternatively, UserInputService:GetFocusedTextBox() can be used to check if any TextBox is in focus.
  • When the player is done inputting text, the FocusLost event fires, indicating if the player pressed Enter to submit text along with the InputObject that caused the loss of focus. When using on-screen keyboards on mobile and console, ReturnPressedFromOnScreenKeyboard may also fire.
  • If some more important matter comes up during gameplay, you can ReleaseFocus of the TextBox so that a player's keyboard input returns to your game.

Text Editing#

A TextBox supports text selection through its CursorPosition and SelectionStart properties. Using GetPropertyChangedSignal, you can detect when a selection changes. Additionally, it is possible for players to copy and paste text within a TextBox, enabling basic clipboard support. When the cursor moves outside the visible area while typing or navigating, the TextBox automatically scrolls its viewport to keep the cursor in view.

Text Filtering Notice Games that facilitate player-to-player communication using text, such as custom chat or nametags, must properly filter such text using TextService:FilterStringAsync() or Chat:FilterStringAsync(). If this is not properly done, your game may receive moderation action.

Properties 33#

ClearTextOnFocusbooleanDetermines whether clicking on the TextBox will clear its TextBox.Text property.ReadSafe
ContentTextstringA copy of TextBox.Text that contains exactly what is being rendered by the TextBox.ReadSafeReadOnlyNotReplicated
CursorPositionintDetermines the offset of the text cursor in bytes, or -1 if there is no cursor.ReadSafe
FontEnum.FontDetermines the font used to render text.ReadSafeHiddenNotReplicated
FontFaceDatatype.FontDetermines the font face used to render text.ReadSafe
FontSizeFontSizeDetermines the font size of a TextBox object.ReadSafeDeprecatedNotReplicated
LineHeightfloatScales the spacing between lines of text in the TextBox.ReadSafe
MaxVisibleGraphemesintThe maximum number of graphemes the TextBox can show.ReadSafe
MultiLinebooleanWhen set to true, text inside a TextBox is able to move onto multiple lines.ReadSafe
OpenTypeFeaturesstringApplies OpenType typographic features to the text rendered by the TextBox.ReadSafe
OpenTypeFeaturesErrorstringRead-only property that describes why the TextBox.OpenTypeFeatures string could not be applied.ReadSafeReadOnlyNotReplicated
PlaceholderColor3Color3Sets the text color that gets used when no text has been entered into the TextBox.ReadSafe
PlaceholderTextstringSets the text that gets displayed when no text has been entered into the TextBox.ReadSafe
RichTextbooleanDetermines whether the TextBox renders the Text string using rich text formatting.ReadSafe
SelectionStartintDetermines the starting position of a text selection.ReadSafe
ShowNativeInputbooleanIf set to true, input native to the platform is used instead of Roblox's built-in keyboard.ReadSafe
TextstringDetermines the string rendered by the TextBox element.ReadSafe
TextBoundsVector2The size of a TextBox element's text in offsets.ReadSafeReadOnlyNotReplicated
TextColorBrickColorReadSafeDeprecatedHiddenNotReplicated
TextColor3Color3Determines the color of non-placeholder rendered text.ReadSafe
TextDirectionTextDirectionDirection in which the text is rendered.ReadSafe
TextEditablebooleanDetermines whether the player can change the Text.ReadSafe
TextFitsbooleanWhether the text fits within the constraints of the TextBox.ReadSafeReadOnlyNotReplicated
TextScaledbooleanChanges whether text is resized to fit within the TextBox.ReadSafe
TextSizefloatDetermine the line height of text in offsets.ReadSafe
TextStrokeColor3Color3Determines the color of the text stroke (outline).ReadSafe
TextStrokeTransparencyfloatDetermines the transparency of the text stroke (outline).ReadSafe
TextTransparencyfloatDetermines the transparency of the rendered text.ReadSafe
TextTruncateTextTruncateControls the truncation of the text displayed in the TextBox.ReadSafe
TextWrapbooleanReadSafeDeprecatedNotReplicated
TextWrappedbooleanDetermines if text wraps to multiple lines within the TextBox element space, truncating excess text.ReadSafe
TextXAlignmentTextXAlignmentDetermines the horizontal alignment of the rendered text.ReadSafe
TextYAlignmentTextYAlignmentDetermines the vertical alignment of the rendered text.ReadSafe

ClearTextOnFocus: boolean#

ReadSafe

Determines whether clicking on the TextBox will clear its TextBox.Text property

ContentText: string#

ReadOnlyNotReplicatedReadSafe

This property provides a copy of Text that contains exactly what is being rendered by the TextBox. This is useful for eliminating style tags used for rich text markup; for example, when RichText is enabled, the ContentText property shows the text as it appears to the user.

RichText Text ContentText
false <b>Hello,<br/> world!</b> <b>Hello,<br/> world!</b>
true <b>Hello,<br/> world!</b> Hello,
world!

CursorPosition: int#

ReadSafe

This property determines the offset of the text cursor in bytes, or -1 if the TextBox is not currently being edited. A value of 1 represents the position before the first byte in the Text property. When used in conjunction with the SelectionStart property, it is possible to both get and set selected text within a TextBox.

Note that the units of this property are bytes and that many unicode characters such as emoji are longer than 1 byte. For instance, if a player types in "Hello👋" ("Hello" immediately followed by the waving hand sign), the cursor position would be 10, not 7, since the emoji uses 4 bytes.

Font: Enum.Font#

HiddenNotReplicatedReadSafe

This property selects one of several pre-defined Font fonts with which the UI element will render its text. Some fonts have bold, italic, and/or light variants.

This property is kept in sync with the TextBox.FontFace property. When setting Font, the FontFace property will be set to Datatype.Font.fromEnum(value).

FontFace: Datatype.Font#

ReadSafe

This property is similar to the Font property but allows setting fonts that don't exist in Font.

This property is kept in sync with the TextBox.Font property. When setting FontFace, the Font property is set to the corresponding enum value, or to Font.Unknown if there are no matches.

FontSize: FontSize#

NotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This item has been superseded by TextBox.TextSize which should be used in all new work.

This property determines the font size of a TextBox object.

LineHeight: float#

ReadSafe

Controls the height of lines, as a multiple of the font's em square size, by scaling the spacing between lines of text in the TextBox. Valid values range from 1.0 (default) to 3.0.

MaxVisibleGraphemes: int#

ReadSafe

This property controls the maximum number of graphemes (or units of text) that are shown on the TextBox, regardless of whether it's showing the PlaceholderText or Text.

Changing the property does not change the position or size of the visible graphemes; the layout will be calculated as if all graphemes are visible.

Setting the property to -1 disables the limit and shows the entirety of the Text.

MultiLine: boolean#

ReadSafe

When set to true, text inside a TextBox is able to move onto multiple lines. This also enables players to use the Enter key to move onto a new line.

OpenTypeFeatures: string#

ReadSafe

Comma-separated list of OpenType feature tags applied when the TextBox shapes and renders its text, such as zero for slashed zeros or ss03 for a stylistic set. Defaults to an empty string (no additional features).

Each entry uses standard OpenType feature-string syntax (for example, zero or ss03). Only a supported subset is applied; an unsupported feature, malformed string, or bracketed partial-enabling syntax (for example, zero[1:3]) is rejected, with the reason in OpenTypeFeaturesError.

Supports styling.

OpenTypeFeaturesError: string#

ReadOnlyNotReplicatedReadSafe

Read-only error, if any, from parsing and applying OpenTypeFeatures. Defaults to an empty string when the requested features applied successfully.

An error is produced when:

  • The feature string is malformed and cannot be parsed.
  • A requested feature is not in the supported set.
  • A bracketed range syntax is used (partial feature enabling is not supported).

PlaceholderColor3: Color3#

ReadSafe

Sets the text color that gets used when no text has been entered into the TextBox.

PlaceholderText: string#

ReadSafe

Sets the text that gets displayed when no text has been entered into the TextBox.

RichText: boolean#

ReadSafe

This property determines whether the TextBox renders the Text string using rich text formatting. Rich text uses simple markup tags to style sections of the string in bold, italics, specific colors, and more.

Note that when the TextBox has this property enabled and the box gains focus, the player will be able to edit and interact with the complete XML string, including all of the formatting tags. When focus is lost, the text will automatically parse and render the tags as rich text.

SelectionStart: int#

ReadSafe

Determines the starting position of a text selection, or -1 if the TextBox has no range of selected text. This property uses the same positioning logic as CursorPosition. SelectionStart will be greater than CursorPosition if the cursor is at the beginning of a selection, and less than CursorPosition if the cursor is at the end.

ShowNativeInput: boolean#

ReadSafe

If set to true, input native to the platform is used instead of Roblox's built-in keyboard.

Text: string#

ReadSafe

This property determines the text content rendered by the TextBox element. The visual properties of the string rendered to the screen is determined by TextColor3, TextTransparency, TextSize, FontFace, and other properties.

It is possible to render emoji such as 👋 and other symbols. These special symbols aren't affected by the TextColor3 property.

This property may contain newline characters, but it is not possible to type newline characters within the Properties window. Similarly, this property may contain a tab character, but it will render as a space instead.

TextBounds: Vector2#

ReadOnlyNotReplicatedReadSafe

This read-only property reflects the absolute size of rendered text in offsets. In other words, if you were to try to fit text into a rectangle, this property would reflect the minimum dimensions of the rectangle you would need in order to fit the text.

Using TextService:GetTextSize(), you can predict what TextBounds will be on a TextLabel given a string, Font, TextSize and frame size.

TextColor: BrickColor#

HiddenNotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This item has been superseded by TextBox.TextColor3 which should be used in all new work.

TextColor3: Color3#

ReadSafe

This property determines the color of non-placeholder text rendered by the TextBox. Text is rendered after the text stroke.

TextDirection: TextDirection#

ReadSafe

TextDirection in which the TextBox renders its text. Defaults to TextDirection.Auto, which picks direction from the text content so right-to-left scripts render right-to-left. TextDirection.LeftToRight and TextDirection.RightToLeft force left-to-right or right-to-left rendering.

Supports styling.

TextEditable: boolean#

ReadSafe

This property determines whether the player can change the Text through input. It is recommended to disable ClearTextOnFocus when this property is disabled, otherwise the text can be cleared on-focus.

TextFits: boolean#

ReadOnlyNotReplicatedReadSafe

Whether the text fits within the constraints of the TextBox.

TextScaled: boolean#

ReadSafe

This property determines whether text is scaled so that it fills the box's entire space. When enabled, TextSize is ignored and TextWrapped is automatically enabled. When this property is used for on-screen UI, it may be helpful to use a UITextSizeConstraint to restrict the range of possible text sizes.

See TextLabel.TextScaled for additional recommendations when using this property.

TextSize: float#

ReadSafe

This property determines the height in offsets of one line of rendered text. The unit is in offsets, not points as in many document editing programs.

TextStrokeColor3: Color3#

ReadSafe

This property sets the color of the stroke (outline) of the rendered text. This property and TextStrokeTransparency determine the visual appearance of the text stroke.

TextStrokeTransparency: float#

ReadSafe

This property sets the transparency of the stroke (outline) of the rendered text. This property and TextStrokeColor3 determine the visual appearance of the text stroke.

Since text stroke is simply multiple renderings of the same transparency, this property is essentially multiplicative on itself four times over; for example a TextStrokeTransparency of 0.5 appears about the same as TextTransparency of 0.0625, or 0.5^4.

TextTransparency: float#

ReadSafe

This property determines the transparency of all the text rendered by the TextBox.

TextTruncate: TextTruncate#

ReadSafe

Controls the truncation of the text displayed in the TextBox.

TextWrap: boolean#

NotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This item has been superseded by TextBox.TextWrapped which should be used in all new work.

TextWrapped: boolean#

ReadSafe

When enabled, this property will render text on multiple lines within a TextBox element's space so that TextBounds will never exceed the GuiBase2d.AbsoluteSize of the element.

This is achieved by breaking long lines of text into multiple lines. Line breaks will prefer whitespace; should a long unbroken word exceed the width of the element, that word will be broken into multiple lines.

If further line breaks would cause the vertical height of the text (the Y component of TextBox.TextBounds) to exceed the vertical height of the element (the Y component of GuiBase2d.AbsoluteSize), then that line will not be rendered at all.

TextXAlignment: TextXAlignment#

ReadSafe

This property determines the horizontal alignment of text rendered within the TextBox element's space. It can be used in conjunction with TextYAlignment to fully determine text alignment on both axes.

This property does not affect the read-only properties TextBounds and TextFits.

TextYAlignment: TextYAlignment#

ReadSafe

This property determines the vertical alignment of text rendered within the TextBox element's space. It can be used in conjunction with TextXAlignment to fully determine text alignment on both axes.

This property does not affect the read-only properties TextBounds and TextFits.

Methods 3#

CaptureFocusForces the client to focus on the TextBox.
IsFocusedWhether the TextBox currently has focus.
ReleaseFocusForces the client to unfocus the TextBox.

CaptureFocus(): ()#

Forces the client to focus on the TextBox.

Returns
  • ()

IsFocused(): boolean#

Returns true if the TextBox is focused or false if it is not.

Returns
  • boolean — Returns true if the TextBox is focused or false if it is not.

ReleaseFocus(submitted: boolean = false): ()#

Forces the client to unfocus the TextBox. The submitted parameter lets you override the enterPressed parameter in the TextBox.FocusLost event.

NameTypeDefaultDescription
submittedbooleanfalseWhether the TextBox.FocusLost event's enterPressed parameter reports true, as if the player pressed Enter to submit text. Defaults to false.
Returns
  • ()

Events 3#

FocusedFires when the TextBox gains focus.
FocusLostFires when the TextBox loses its focus.
ReturnPressedFromOnScreenKeyboardFires when the TextBox is focused and the player presses the on-screen keyboard's return/enter button.

Focused()#

This event fires when the TextBox gains focus, typically when a player clicks/taps on the TextBox to begin text entry. Also fires if TextBox focus is forced through CaptureFocus().

This event can be used alongside FocusLost to track when a TextBox both gains and loses focus.

FocusLost(enterPressed: boolean, inputThatCausedFocusLoss: InputObject)#

This event fires when the TextBox loses its focus, typically when a player clicks/taps outside of it or presses Enter. Also fires if TextBox focus release is forced through ReleaseFocus().

This event can be used alongside FocusLost to track when a TextBox both gains and loses focus.

NameTypeDefaultDescription
enterPressedbooleanA boolean indicating whether the client pressed Enter to lose focus (true) or not (false).
inputThatCausedFocusLossInputObjectAn InputObject instance indicating the type of input that caused the TextBox to lose focus.

ReturnPressedFromOnScreenKeyboard()#

On mobile and console, this event fires when the TextBox is focused and the player presses the on-screen keyboard's return/enter button.

Inherited members#

Inherited from GuiObject 51
Inherited from GuiBase2d 12
Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed