Capture events inform you of the changes in the mouse capture state. UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Toolkit has two types of capture events:
When an element captures the mouse or pointer, it’s the only element that receives events from the pointing device until the device releases or loses the capture.
For example, if you click in a text box, the text box captures the mouse. The mouse can still move around the screen, but it won’t trigger events outside of the text box. As long as the text box has your mouse captured, it won’t trigger other events. When the user presses a button on the mouse outside of the text box, the box releases its mouse capture.
Event | Description | Trickles down | Bubbles up | Cancellable |
---|---|---|---|---|
MouseCaptureEvent | Sent when an element takes the mouse capture. | ✔ | ✔ | |
MouseCaptureOutEvent | Sent when an element releases or otherwise loses the mouse capture. | ✔ | ✔ | |
PointerCaptureEvent | Sent when an element captures a pointer. | ✔ | ✔ | |
PointerCaptureOutEvent | Sent when an element releases a pointer. | ✔ | ✔ |
Mouse capture events refer to events on a physical mouse, or a virtual mouse emulating a physical mouse. Capturing a mouse will also result in a PointerCaptureEvent
for the mouse pointer.
When an element releases a mouse capture, the corresponding MouseCaptureOutEvent
triggers, with the target being the element that requested the release of the capture.
There can never be two elements that capture the mouse at the same time. If another visual elementA node of a visual tree that instantiates or derives from the C# VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary triggers a MouseCaptureEvent
, the element that sent the original MouseCaptureEvent
loses the capture. This also triggers a MouseCaptureOutEvent
on the original element.
Pointer events precede mouse events in UI Toolkit. If the pointer type is a mouse, capturing it will also trigger the corresponding mouse capture events. Capturing the pointer will also capture the mouse.
A MouseCaptureEvent
event is sent when an element takes the mouse capture.
target
: The element that takes the capture.
A MouseCaptureOutEvent
event is sent when an element releases, or loses the mouse capture.
target
: The element that loses the capture.
A PointerCaptureEvent
event is sent when an element takes the pointer capture.
target
: The element that takes the capture.
A PointerCaptureOutEvent
event is sent when an element releases, or loses the pointer capture.
target
: The element that loses the capture.
The following example demonstrates the behavior of the capture events, and capturing and releasing pointers.
To see the example in action, do the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class CaptureEventsTestWindow : EditorWindow
{
[MenuItem("Window/UI Toolkit/Capture Events Test Window")]
public static void ShowExample()
{
var wnd = GetWindow<CaptureEventsTestWindow>();
wnd.titleContent = new GUIContent("Capture Events Test Window");
}
private bool m_IsCapturing = false;
public void CreateGUI()
{
// Add a few clickable labels that print a message to the console when clicked
for (int i = 0; i < 4; i++)
{
Label clickableLabel = new Label($"Label {i} - Click Me!");
clickableLabel.RegisterCallback<MouseDownEvent>((evt) => { Debug.Log($"Clicked on label '{(evt.target as Label).text}'"); });
rootVisualElement.Add(clickableLabel);
}
// Now add a label that captures the pointer
Label capturingLabel = new Label("Click here to capture mouse");
capturingLabel.RegisterCallback<MouseDownEvent>((evt) =>
{
if (!m_IsCapturing)
{
capturingLabel.text = "Click here to release mouse";
MouseCaptureController.CaptureMouse(capturingLabel);
m_IsCapturing = true;
}
else
{
capturingLabel.text = "Click here to capture mouse";
MouseCaptureController.ReleaseMouse(capturingLabel);
m_IsCapturing = false;
}
});
rootVisualElement.Add(capturingLabel);
// Register callbacks to print a message when the mouse is captured or released
rootVisualElement.RegisterCallback<MouseCaptureEvent>((evt) =>
{
Debug.Log("Mouse captured");
});
rootVisualElement.RegisterCallback<MouseCaptureOutEvent>((evt) =>
{
Debug.Log("Mouse captured released");
});
}
}
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.