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Question by Skrimel · Jul 29, 2019 at 06:51 PM · buttonbugevent-handling

UIElements button MouseDownEvent doesn't appear

I am a newbie to the new UIElements system. Recently I loaded and modified base templates and code examples from docs. Most part works fine, but I have a problem with a handler of a mouse down event. Here code examples:

 using System.Collections;
 using System.Collections.Generic;
 
 using UnityEngine;
 using UnityEngine.UIElements;
 using UnityEngine.Events;
 
 using UnityEditor;
 
 public class MyWindow : EditorWindow  {
     static EditorWindow window;
 
     [MenuItem ("Window/My Window")]
     public static void  ShowWindow () {
         window = EditorWindow.GetWindow(typeof(MyWindow));
 
         VisualTreeAsset uiAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/StorylineEditor/Editors/Experimental/test.uxml");
         StyleSheet styles = AssetDatabase.LoadAssetAtPath<StyleSheet>("Assets/StorylineEditor/Editors/Experimental/styles.uss");
         VisualElement ui = uiAsset.CloneTree("");
 
         window.rootVisualElement.Add((VisualElement)ui);
         window.rootVisualElement.styleSheets.Add(styles);
 
         VisualElement test = UQueryExtensions.Query(window.rootVisualElement, "id").First();
 
         Debug.Log(test);
 
         test.RegisterCallback<MouseUpEvent>(MouseUpHandler);
         test.RegisterCallback<MouseDownEvent>(MouseDownHandler);
 
         test.GetFirstAncestorOfType<Box>().RegisterCallback<MouseDownEvent>(MouseDownHandler);
 
         test.HandleEvent(MouseDownEvent.GetPooled());
         test.SendEvent(MouseDownEvent.GetPooled());
     }
 
     static void MouseUpHandler(MouseUpEvent e)
     {
         VisualTreeAsset partAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>("Assets/StorylineEditor/Editors/Experimental/testTemplate.uxml");
         VisualElement part = partAsset.CloneTree("");
 
         Debug.Log("MouseUp");
 
         ((VisualElement)(e.target)).GetFirstAncestorOfType<Box>().Add(part);
     }
 
     static public void MouseDownHandler(MouseDownEvent e)
     {
         Debug.Log("MouseDown");
     }
 
     void OnDisable()
     {
     }
 
     void OnGUI () {
         // Nothing to do here, unless you need to also handle IMGUI stuff.
     }
 }

Here is my UXML file:

 <?xml version="1.0" encoding="utf-8"?>
 <UXML
     xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
     xmlns="UnityEngine.UIElements"
     xsi:noNamespaceSchemaLocation="../UIElementsSchema/UIElements.xsd"
     xsi:schemaLocation="UnityEngine.UIElements ../UIElementsSchema/UnityEngine.UIElements.xsd">
 
     <Label text="Select something to remove from your suitcase:"/>
     <Box>
         <Button name="id" class="" text="Procedural test"/>
     </Box>
     <Box>
         <Button name="cancel" text="Cancel" />
         <Button name="ok" text="OK" />
     </Box>
 </UXML> 

Speaking about additional template and MouseUpEvent, everything works great.

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avatar image Skrimel · Jul 26, 2019 at 03:19 PM 0
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The main problem is that event handler for $$anonymous$$ouseDownEvent on Button element does not work

avatar image Skrimel · Oct 18, 2019 at 05:39 PM 0
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Unity version is 2019.2.0f1

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Answer by lclemens · Aug 13, 2020 at 04:13 AM

I think the issue is that MouseDownEvent doesn't work for buttons because the button "soaks up" the event and doesn't pass it on like it does for MouseUpEvent.


One option is to make your own custom button type that inherits Button.


Another option is to use a Label instead of a Button, but you would need to re-implement the logic if you still want the "clicked" event functionality.

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