Version: 2022.3
LanguageEnglish
  • C#

KeyboardEventBase<T0>

class in UnityEngine.UIElements

/

Inherits from:UIElements.EventBase_1

/

Implemented in:UnityEngine.UIElementsModule


Implements interfaces:IKeyboardEvent

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Description

This is the base class for keyboard events.

The typical keyboard event loop is as follows: - When a key is pressed, a KeyDownEvent is sent. - If the key is held down for a duration determined by the OS, another KeyDownEvent with the same data is sent. While the key is held down, the event is sent repeatedly at a frequency determined by the OS. - When the key is released, a KeyUpEvent is sent.

By default, keyboard events trickle down and bubble up. They are cancellable, and disabled elements won't receive these events.

Properties

actionKey Gets a boolean value that indicates whether the platform-specific action key is pressed. True means the action key is pressed. False means it isn't.
altKey Gets a boolean value that indicates whether the Alt key is pressed. True means the Alt key is pressed. False means it isn't.
character Gets the character entered.
commandKey Gets a boolean value that indicates whether the Windows/Cmd key is pressed. True means the Windows/Cmd key is pressed. False means it isn't.
ctrlKey Gets a boolean value that indicates whether the Ctrl key is pressed. True means the Ctrl key is pressed. False means it isn't.
keyCode The key code.
modifiers Gets flags that indicate whether modifier keys (Alt, Ctrl, Shift, Windows/Cmd) are pressed.
shiftKey Gets a boolean value that indicates whether the Shift key is pressed. True means the Shift key is pressed. False means it isn't.

Protected Methods

Init Resets the event members to their initial values.

Static Methods

GetPooled Gets a keyboard 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.

Inherited Members

Properties

bubbles Returns whether this event type bubbles up in the event propagation path.
currentTarget The current target of the event. This is the VisualElement, in the propagation path, for which event handlers are currently being executed.
dispatch Indicates whether 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.
eventTypeId Retrieves the type ID for this event instance.
imguiEvent The IMGUIEvent at the source of this event. The source can be null since not all events are generated by IMGUI.
isDefaultPrevented Returns true if the default actions should not be executed for this event.
isImmediatePropagationStopped Indicates whether StopImmediatePropagation() was called for this event.
isPropagationStopped Whether StopPropagation() was called for this event.
originalMousePosition The original mouse position of the IMGUI event, before it is transformed to the current target local coordinates.
pooled Whether the event is allocated from a pool of events.
propagationPhase The current propagation phase for this event.
target The 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.
timestamp The time when the event was created, in milliseconds.
tricklesDown Returns whether this event is sent down the event propagation path during the TrickleDown phase.
eventTypeId Retrieves the type ID for this event instance.

Public Methods

Dispose Implementation of IDisposable.
PreventDefault Indicates whether the default actions are prevented from being executed for this event.
StopImmediatePropagation Immediately stops the propagation of the event. The event isn't sent to other elements along the propagation path. This method prevents other event handlers from executing on the current target.
StopPropagation Stops 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.
Dispose Implementation of IDispose.

Protected Methods

PostDispatch Allows subclasses to perform custom logic after the event has been dispatched.
PreDispatch Allows subclasses to perform custom logic before the event is dispatched.

Static Methods

RegisterEventType Registers an event class to the event type system.
GetPooled Gets 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.
TypeId Retrieves the type ID for this event instance.