class in UnityEngine.Experimental.UIElements
/
继承自:Experimental.UIElements.MouseCaptureEventBase_1
切换到手册在处理程序开始捕获鼠标后发送的事件。
MouseCaptureEvent | 构造函数。 |
bubbles | 此事件类型是否在事件传播路径中冒泡。 |
currentTarget | 事件的当前目标。当前路径是传播路径中目前正在为其执行事件处理程序的元素。 |
dispatch | 是否正在将事件分发给视觉元素。正在分发的事件不能重新分发。如果需要以递归方式分发事件,建议应使用事件的副本。 |
flags | 事件的标志。 |
imguiEvent | 此事件源代码中的 IMGUIEvent。源代码可为 null,因为不是所有事件都是由 IMGUI 生成的。 |
isDefaultPrevented | 如果不应为此事件执行默认操作,则返回 true。 |
isImmediatePropagationStopped | 是否为此事件调用了 StopImmediatePropagation()。 |
isPropagationStopped | 是否为此事件调用了 StopPropagation()。 |
originalMousePosition | IMGUI 事件在转换为当前目标本地坐标之前的原始鼠标位置。 |
pooled | 是否从事件池中分配了此事件。 |
propagationPhase | 当前传播阶段。 |
target | 收到此事件的目标视觉元素。与 currentTarget 不同,当事件沿传播路径发送给其他元素时,此目标不会更改。 |
timestamp | 事件的创建时间。 |
tricklesDown | 此事件在 TrickleDown 阶段是否在事件传播路径中下降。 |
relatedTarget | 对于 MouseCaptureEvent,此属性是丢失捕获的 IEventHandler。对于 MouseCaptureOutEvent,此属性是获得捕获的 IEventHandler。 |
Dispose | IDisposable 实现。 |
GetEventTypeId | 检索此事件实例的类型 ID。 |
PreventDefault | 是否阻止对此事件执行默认操作。 |
StopImmediatePropagation | 立即停止事件的传播。事件将不会沿着传播路径发送给其他元素。此方法会阻止其他事件处理程序在当前目标上执行。 |
StopPropagation | 停止传播此事件。事件将不会沿着传播路径发送给其他元素。此方法不会阻止其他事件处理程序在当前目标上执行。 |
Dispose | IDispose 实现。 |
GetEventTypeId | 检索此事件实例的类型 ID。 |
RegisterEventType | 将事件类注册到事件类型系统。 |
GetPooled | 从事件池中获取一个事件。请使用此函数而不是创建新事件。应使用 Dispose() 将从此方法获取的事件释放回池中。 |
TypeId | 获取事件类的类型 ID。 |
GetPooled | 从事件池中检索一个事件。使用此方法检索鼠标事件并初始化该事件,而不是创建新的鼠标事件。应使用 Dispose() 将从此方法获取的事件释放回池中。 |
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