Synthesizing Events
Before you synthesize and send custom events, you should understand how UIElement allocates and sends operating system events.
UIElements uses a pool of events to avoid allocating event objects repeatedly. To synthesize and send your own events, you should allocate and send events by following the same steps:
- Get an event object from the pool of events.
- Fill in the event properties.
- Enclose the event in a
using
block to ensure it is returned to the event pool.
- Pass the event to
element.SendEvent()
.
If you want to send events that usually come from the operating system, such as keyboard events and some mouse events, use a UnityEngine.Event
to initialize the UIElements event.
The following example demonstrates how to synthesize and send events:
void SynthesizeAndSendKeyDownEvent(IPanel panel, KeyCode code,
char character = '\0', EventModifiers modifiers = EventModifiers.None)
{
// Create a UnityEngine.Event to hold initialization data.
// Also, this event will be forwarded to IMGUIContainer.m_OnGUIHandler
var evt = new Event() {
type = EventType.KeyDownEvent,
keyCode = code,
character = character,
modifiers = modifiers
};
using (KeyDownEvent keyDownEvent = KeyDownEvent.GetPooled(evt))
{
UIElementsUtility.eventDispatcher.DispatchEvent(keyDownEvent, panel);
}
}
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