public override bool ProcessMouse(MouseConsoleState state) { // Process mouse for each console var childState = new MouseConsoleState(controlsConsole, state.Mouse); if (childState.IsOnConsole) { return(controlsConsole.ProcessMouse(childState)); } return(false); }
public override bool ProcessMouse(MouseConsoleState state) { // Check the scroll bar for mouse info first. If mouse not handled by scroll bar, then.. // Create a mouse state based on the controlsHost if (!_controlsHost.ProcessMouse(new MouseConsoleState(_controlsHost, state.Mouse))) { // Process this console normally. return(_mainConsole.ProcessMouse(state)); } return(false); }
public override bool ProcessMouse(MouseConsoleState state) { // Create a new temp state based on the our "behind the scenes" console that holds the scroll bar var stateForScroll = new MouseConsoleState(controlsContainer, state.Mouse); // Check if this state, based on the console holding the scroll bar if (stateForScroll.IsOnConsole) { controlsContainer.ProcessMouse(stateForScroll); return(true); } // if we're here, process the mouse like normal. return(base.ProcessMouse(state)); }