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Use ReceiveMouseInputAt whenever possible
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@ -74,7 +74,7 @@ namespace osu.Game.Graphics.Cursor
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}
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}
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public override bool Contains(Vector2 screenSpacePos) => true;
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => true;
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaders, TextureStore textures)
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@ -38,7 +38,7 @@ namespace osu.Game.Graphics.UserInterface
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public readonly TextAwesome 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 Contains(Vector2 screenSpacePos) => Alpha == 1f && Text.Contains(screenSpacePos);
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Alpha == 1f && Text.ReceiveMouseInputAt(screenSpacePos);
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public override bool HandleInput => State == Visibility.Visible;
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private Visibility state;
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@ -93,7 +93,7 @@ namespace osu.Game.Graphics.UserInterface
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private bool didClick; // Used for making sure that the OnMouseDown animation can call instead of OnHoverLost's when clicking
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public override bool Contains(Vector2 screenSpacePos) => backgroundContainer.Contains(screenSpacePos);
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => backgroundContainer.ReceiveMouseInputAt(screenSpacePos);
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protected override bool OnClick(Framework.Input.InputState state)
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{
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@ -171,7 +171,7 @@ namespace osu.Game.Graphics.UserInterface
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}
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}
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public override bool Contains(Vector2 screenSpacePos) => IconLayer.Contains(screenSpacePos) || TextLayer.Contains(screenSpacePos);
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => IconLayer.ReceiveMouseInputAt(screenSpacePos) || TextLayer.ReceiveMouseInputAt(screenSpacePos);
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protected override bool OnHover(InputState state)
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{
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