Displays a block of text.

The Text UI-control renders read-only text.

You can import a Font from ttf files containing TrueType fonts. Because a font is typically referred to throughout an application, it is best to simply create a global resource for it using ux:Global. This way of importing the font ensures that the font is available throughout the whole project, and is only loaded once.

Note

When running desktop preview, neither fallback fonts, colored glyphs, nor Unicode characters outside the basic multilingual plane are supported.

Because of this, certain text features (e.g. emoji) are not supported when running local preview. Do not be surprised if desktop rendering doesn't match device rendering 100%. This is an issue that is being worked on.

Examples

Text properties

<Text Color="#999">Left</Text>
<Text TextAlignment="Center">Center</Text>
<Text FontSize="24" TextAlignment="Right">Right</Text>
<Text LineSpacing="10">
Multiple
Lines
</Text>

In this example, the first text element will be left aligned as this is the default, and have its color set to a medium light grey. The second text will be center aligned. The third will be right aligned and have a larger font. The fourth will span two lines with 10 points of space inbetween.

Custom text-components

<App>
	<Font File="Roboto-Medium.ttf" ux:Global="Medium" />
	<Font File="Roboto-Light.ttf" ux:Global="Light" />

	<Text ux:Class="Light" Font="Light" />
	<Text ux:Class="Medium" Font="Medium" TextWrapping="Wrap" />
	<Text ux:Class="Warning" 
		Font="Medium" 
		FontSize="42"
		TextAlignment="Center"
		Color="#f00" />
		
	<StackPanel>
		<Light>Just some text</Light>
		<Warning>The robots are coming!</Warning>
		<Medium>This is just some medium text, but it will happily wrap when the edges of the screen is reached.</Medium>
	</StackPanel>
</App>

In this example we load two fonts and create three different semantic classes, Light, Medium and Warning, combining some of the available Text properties. In this example, the fonts are located in the same directory as the relevant UX file.

Remarks

Text is the primary control for displaying read-only text in apps.

Location

Namespace
Fuse.Controls
Package
Fuse.Controls.Primitives 1.8.0-rc2

Interface of Text

LoadAsync : bool ux

This can be useful if your app has a lot of text since the initial loading time for such an app's text elements can be too high to do without a noticable delay.

Inherited from TextControl

MaxLength : int ux

Specifies the max number of characters that the Value can have

SetValueInternal(string) uno

Sets the value without notifying the native view. Used by ITextEditHost implementation in TextEdit.

Inherited from LayoutControl

Inherited from Control

Inherited from Element

ActualPosition : float2 uno

The position of the element, the position of its top-left corner to the top-left corner in the parent.

Anchor : Size2 ux

A point within the element to treat as its "epicenter".

Aspect : float ux

The aspect ratio that an element must fulfill in layout.

Offset : Size2 ux

Offets the position of the element after all other layout has been applied.

Inherited from Visual

bringIntoView() js

Requests that this visual be brought into the visible are of the screen. Typically a containing ScrollView will scroll to ensure it is visible.

Children : IList of Node ux

The children of the visual. All nodes placed inside the visual in UX markup are assigned to this list. The order of Visuals this list determines the order of layout. The Z-order of the children is by default equal to this order, but can be manipulated separately using methods like BringToFront and SendToBack.

InvalidateVisual uno

Indicates the visual for this node has changed. This allows the root-level node to know that it must draw, and any caching that it must invalidate the cache for this node.

InvalidateVisualComposition uno

Indicates the composition of the visual has changed, but that the visual drawing itself is still valid (for example a position change).

IsEnabled : bool ux

Whether this node is currently interactable. Disabled visuals do not receive input focus. However, they can still be visible and block hit test for underlaying objects.

IsLocalVisible : bool uno

Returns whether this visual is visible without concern for whether an ancestor visual is hidden or collapsed.

IsVisible : bool uno

Returns whether this visual is currently visible. Will return false if any of the ancestor visuals are hidden or collapsed. This property can not be used to check whether a visual is hidden because it is occluded by another visual, or is outside the view but otherwise visible.

Parameter : string ux

The parameter data for this visual, encoded as JSON, provided by a router if this visual represents a navigation page.

SnapToPixels : bool ux

Whether to snap the result of layout of this visual to physical device pixels.

ZOffset : float ux

Specifies a Z-Offset, visuals with higher values are in front of other visuals.

Inherited from Node

ContextParent : Node uno

The context parent is the semantic parent of this node. It is where non-UI structure should be resolved, like looking for the DataContext, a Navigation, or other semantic item.

FindNodeByName(Selector, Predicate<Node> (Node)) : Node uno

Finds the first node with a given name that satisfies the given acceptor. The serach algorithm works as follows: Nodes in the subtree are matched first, then it matches the nodes in the subtrees ofthe ancestor nodes by turn all the way to the root. If no matching node is found, the function returns null.

IsRootingStarted : bool uno

Whether rooting of this node has started. Note that even if this property returns true, rooting may not yet be completed for the node. See also IsRootingCompleted.

Name : Selector ux

Run-time name of the node. This property is automatically set using the ux:Name attribute.

OnRooted uno

If you override OnRooted you must call base.OnRooted() first in your derived class. No other processing should happen first, otherwise you might end up in an undefined state.

Inherited from PropertyObject

Inherited from object

Attached UX Attributes

Items (attached by Each) : object ux

The item collection that will be used to populate this visual.

MatchKey (attached by Each) : string ux

Shorthand for setting the MatchKey property on the implicit Each created when using the Items attached property.

Column (attached by Grid) : int ux

The index of the column the element occupies while in a Grid. If not set, the grid will place the element in a cell according to its position in the child list.

Row (attached by Grid) : int ux

The index of the row the element occupies while in a Grid. If not set, the grid will place the element in a cell according to its position in the child list.

GlobalKey (attached by Resource) : string ux

The ux:Global attribute creates a global resource that is accessible everywhere in UX markup.

Implemented Interfaces

IScriptObject uno

Interface for objects that can have a script engine representation