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Add comments about why both positional input checks are required in OsuClickableContainer

This commit is contained in:
Dean Herbert 2022-12-13 22:06:03 +09:00
parent 15bd82add8
commit edc78205d5
2 changed files with 10 additions and 2 deletions

View File

@ -17,7 +17,11 @@ namespace osu.Game.Graphics.Containers
private readonly Container content = new Container { RelativeSizeAxes = Axes.Both };
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) && Content.ReceivePositionalInputAt(screenSpacePos);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
// base call is checked for cases when `OsuClickableContainer` has masking applied to it directly (ie. externally in object initialisation).
base.ReceivePositionalInputAt(screenSpacePos)
// Implementations often apply masking / edge rounding at a content level, so it's imperative to check that as well.
&& Content.ReceivePositionalInputAt(screenSpacePos);
protected override Container<Drawable> Content => content;

View File

@ -61,7 +61,11 @@ namespace osu.Game.Graphics.UserInterface
protected override Container<Drawable> Content { get; }
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) && Content.ReceivePositionalInputAt(screenSpacePos);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
// base call is checked for cases when `OsuClickableContainer` has masking applied to it directly (ie. externally in object initialisation).
base.ReceivePositionalInputAt(screenSpacePos)
// Implementations often apply masking / edge rounding at a content level, so it's imperative to check that as well.
&& Content.ReceivePositionalInputAt(screenSpacePos);
protected Box Hover;
protected Box Background;