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Update framework with positional/non-positional changes
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@ -47,10 +47,10 @@ namespace osu.Game.Graphics.UserInterface
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public readonly SpriteIcon Chevron;
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//don't allow clicking between transitions and don't make the chevron clickable
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Alpha == 1f && Text.ReceiveMouseInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Alpha == 1f && Text.ReceivePositionalInputAt(screenSpacePos);
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public override bool HandleKeyboardInput => State == Visibility.Visible;
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public override bool HandleMouseInput => State == Visibility.Visible;
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public override bool HandleNonPositionalInput => State == Visibility.Visible;
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public override bool HandlePositionalInput => State == Visibility.Visible;
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public override bool IsRemovable => true;
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private Visibility state;
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@ -211,7 +211,7 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => backgroundContainer.ReceiveMouseInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => backgroundContainer.ReceivePositionalInputAt(screenSpacePos);
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protected override bool OnClick(InputState state)
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{
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@ -34,7 +34,7 @@ namespace osu.Game.Graphics.UserInterface
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}
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// We may not be focused yet, but we need to handle keyboard input to be able to request focus
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public override bool HandleKeyboardInput => HoldFocus || base.HandleKeyboardInput;
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public override bool HandleNonPositionalInput => HoldFocus || base.HandleNonPositionalInput;
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protected override void OnFocus(InputState state)
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{
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@ -170,7 +170,7 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => IconLayer.ReceiveMouseInputAt(screenSpacePos) || TextLayer.ReceiveMouseInputAt(screenSpacePos);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => IconLayer.ReceivePositionalInputAt(screenSpacePos) || TextLayer.ReceivePositionalInputAt(screenSpacePos);
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protected override bool OnHover(InputState state)
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{
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