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Add comments about why both positional input checks are required in OsuClickableContainer
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@ -17,7 +17,11 @@ namespace osu.Game.Graphics.Containers
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private readonly Container content = new Container { RelativeSizeAxes = Axes.Both };
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) && Content.ReceivePositionalInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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// base call is checked for cases when `OsuClickableContainer` has masking applied to it directly (ie. externally in object initialisation).
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base.ReceivePositionalInputAt(screenSpacePos)
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// Implementations often apply masking / edge rounding at a content level, so it's imperative to check that as well.
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&& Content.ReceivePositionalInputAt(screenSpacePos);
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protected override Container<Drawable> Content => content;
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@ -61,7 +61,11 @@ namespace osu.Game.Graphics.UserInterface
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protected override Container<Drawable> Content { get; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => base.ReceivePositionalInputAt(screenSpacePos) && Content.ReceivePositionalInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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// base call is checked for cases when `OsuClickableContainer` has masking applied to it directly (ie. externally in object initialisation).
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base.ReceivePositionalInputAt(screenSpacePos)
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// Implementations often apply masking / edge rounding at a content level, so it's imperative to check that as well.
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&& Content.ReceivePositionalInputAt(screenSpacePos);
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protected Box Hover;
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protected Box Background;
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