Version: 2019.3
LanguageEnglish
  • C#

PointerCaptureEvent

class in UnityEngine.UIElements

/

Inherits from:UIElements.PointerCaptureEventBase_1

/

Implemented in:UnityEngine.UIElementsModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

Event sent when a pointer is captured by a VisualElement.

When a pointer is captured by a VisualElement, all pointer events are sent to that VisualElement until the pointer is released.

Constructors

PointerCaptureEventConstructor. Avoid creating new event instances. Instead, use GetPooled() to get an instance from a pool of reusable event instances.

Inherited Members

Properties

bubblesWhether this event type bubbles up in the event propagation path.
currentTargetThe current target of the event. This is the VisualElement, in the propagation path, for which event handlers are currently being executed.
dispatchWhether the event is being dispatched to a visual element. An event cannot be redispatched while it being dispatched. If you need to recursively dispatch an event, it is recommended that you use a copy of the event.
eventTypeIdRetrieves the type ID for this event instance.
imguiEventThe IMGUIEvent at the source of this event. The source can be null since not all events are generated by IMGUI.
isDefaultPreventedReturn true if the default actions should not be executed for this event.
isImmediatePropagationStoppedWhether StopImmediatePropagation() was called for this event.
isPropagationStoppedWhether StopPropagation() was called for this event.
originalMousePositionThe original mouse position of the IMGUI event, before it is transformed to the current target local coordinates.
pooledWhether the event is allocated from a pool of events.
propagationPhaseThe current propagation phase.
targetThe target visual element that received this event. Unlike currentTarget, this target does not change when the event is sent to other elements along the propagation path.
timestampThe time when the event was created.
tricklesDownWhether this event is sent down the event propagation path during the TrickleDown phase.
eventTypeIdRetrieves the type ID for this event instance.
pointerIdIdentifies the pointer that sends the event.
relatedTargetFor PointerCaptureEvent and MouseCaptureEvent, returns the VisualElement that loses the pointer capture, if any. For PointerCaptureOutEvent and MouseCaptureOutEvent, returns the VisualElement that captures the pointer.

Public Methods

DisposeImplementation of IDisposable.
PreventDefaultWhether the default actions are prevented from being executed for this event.
StopImmediatePropagationImmediately stops the propagation of the event. The event is not sent to other elements along the propagation path. This method prevents other event handlers from executing on the current target.
StopPropagationStops propagating this event. The event is not sent to other elements along the propagation path. This method does not prevent other event handlers from executing on the current target.
DisposeImplementation of IDispose.

Protected Methods

InitResets all event members to their initial values.
InitResets all event members to their initial values.
InitResets the event members to their initial values.

Static Methods

RegisterEventTypeRegisters an event class to the event type system.
GetPooledGets an event from the event pool. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use `Dispose()` to release them.
TypeIdGets the type ID for the event class.
GetPooledGets an event from the event pool and initializes it with the given values. Use this function instead of creating new events. Events obtained using this method need to be released back to the pool. You can use `Dispose()` to release them.