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    Class BlurEvent

    Event sent immediately after an element has lost focus. This event trickles down, it does not bubble up, and it cannot be cancelled.

    Inheritance
    Object
    EventBase
    EventBase<BlurEvent>
    FocusEventBase<BlurEvent>
    BlurEvent
    Inherited Members
    FocusEventBase<BlurEvent>.relatedTarget
    FocusEventBase<BlurEvent>.direction
    FocusEventBase<BlurEvent>.focusController
    FocusEventBase<BlurEvent>.Init()
    FocusEventBase<BlurEvent>.GetPooled(IEventHandler, Focusable, FocusChangeDirection, FocusController, Boolean)
    EventBase<BlurEvent>.TypeId()
    EventBase<BlurEvent>.GetPooled()
    EventBase<BlurEvent>.Dispose()
    EventBase<BlurEvent>.eventTypeId
    EventBase.RegisterEventType()
    EventBase.timestamp
    EventBase.PreDispatch()
    EventBase.PostDispatch()
    EventBase.PostDispatch(IPanel)
    EventBase.bubbles
    EventBase.tricklesDown
    EventBase.target
    EventBase.isPropagationStopped
    EventBase.StopPropagation()
    EventBase.isImmediatePropagationStopped
    EventBase.StopImmediatePropagation()
    EventBase.isDefaultPrevented
    EventBase.PreventDefault()
    EventBase.propagationPhase
    EventBase.currentTarget
    EventBase.dispatch
    EventBase.imguiEvent
    EventBase.originalMousePosition
    EventBase.pooled
    Namespace: UnityEngine.UIElements
    Syntax
    public class BlurEvent : FocusEventBase<BlurEvent>, IFocusEvent

    Methods

    PreDispatch(IPanel)

    Declaration
    protected override void PreDispatch(IPanel panel)
    Parameters
    Type Name Description
    IPanel panel
    Overrides
    EventBase.PreDispatch(IPanel)
    In This Article
    • Methods
      • PreDispatch(IPanel)
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