Focus events occur when an element gains or loses focus.
Focus events are useful when you need to change focus to and away from visual elements. Controls often use focus events to change their contents, depending on the focus state. For example, a text field can display placeholder text while it isn’t in focus, or it can react to the FocusInEvent
to clear the placeholder text.
Focus can change on a visual element from user interactions, such as tabbing or clicking, or using C# scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary with element.Focus()
.
Focus events separate into two distinct types:
FocusOutEvent
and FocusInEvent
are sent along the propagation path just before a focus change occurs.FocusEvent
and BlurEvent
are sent to the event target, immediately after the change in focus.The base class for all focus events is FocusEventBase.
Event | Description | Trickles down | Bubbles up | Cancellable |
---|---|---|---|---|
FocusOutEvent | Sent before an element loses focus. | ✔ | ✔ | |
FocusInEvent | Sent before an element gains focus. | ✔ | ✔ | |
BlurEvent | Sent after an element has lost focus. | ✔ | ||
FocusEvent | Sent after an element has gained focus. | ✔ |
The following section explains relevant properties unique to focus events. This isn’t a complete list of all properties within the focus event family. For a full list, see the FocusEventBase in the API documentation.
relatedTarget
: Contains the visual element that’s the secondary target of an event. For FocusOut
and Blur
events, it contains the element that gains focus. For FocusIn
and Focus
events, it contains the element that loses focus.
Event | target | relatedTarget |
---|---|---|
Blur | The element that loses focus. | The element that gains focus. |
Focus | The element that gains focus. | The element that loses focus. |
focusIn | The element that gains focus. | The element that loses focus. |
focusOut | The element that loses focus. | The element that gains focus. |
The FocusOutEvent
is sent when an element is about to lose focus.
target
: The element that will lose focus.
relatedTarget
: The element that will gain focus.
The FocusInEvent
is sent when an element is about to gain focus.
target
: The element that will gain focus.
relatedTarget
: The element that will lose focus.
The BlurEvent
is sent after an element lost focus.
target
: The element that lost focus.
relatedTarget
: The element that gained focus.
The FocusEvent
is sent after an element gained focus.
target
: The element that gained focus.
relatedTarget
: The element that lost focus.
The following example shows how to use placeholder text in a TextField.
After you create the elements through UXML, the script assigns a placeholder text to the TextField. When the TextField is in focus, FocusInEvent
fires and clears the placeholder text. FocusOutEvent
toggles the placeholder mode based on the TextField contents.
To see the example in action, do the following:
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class PlaceHolderExample : EditorWindow
{
[MenuItem("Window/UI Toolkit/PlaceHolderExample")]
public static void ShowExample()
{
PlaceHolderExample wnd = GetWindow<PlaceHolderExample>();
wnd.titleContent = new GUIContent("PlaceHolderExample");
}
private bool placeHolderMode = true;
private const string placeHolderText = "Write here";
public void CreateGUI()
{
TextField textField = new TextField();
textField.value = placeHolderText;
rootVisualElement.Add(textField);
textField.RegisterCallback<FocusInEvent>(OnFocusInTextField);
textField.RegisterCallback<FocusOutEvent>(OnFocusOutTextField);
}
private void OnFocusInTextField(FocusInEvent evt)
{
// If the text field just received focus and the user might want to write
// or edit the text inside, the placeholder text should be cleared (if active)
if (placeHolderMode)
{
var textField = evt.target as TextField;
textField.value = "";
}
}
private void OnFocusOutTextField(FocusOutEvent evt)
{
// If the text field is empty after the user is done editing and the
// element lost focus, write placeholder text into the text field
var textField = evt.target as TextField;
placeHolderMode = string.IsNullOrEmpty(textField.value);
if (placeHolderMode)
textField.value = placeHolderText;
}
}