//--------------------------------------------------------------- #endregion //--------------------------------------------------------------- //--------------------------------------------------------------- #region Methods //--------------------------------------------------------------- /// <summary> /// Method that handles mouse events. /// </summary> /// <param name="position">The current position of the mouse.</param> /// <param name="button">The button that is pressed or released.</param> /// <param name="pressed">Flag that indicates if button is pressed or released.</param> public override bool OnMouse(Vector3 position, MouseButton button, bool pressed) { ButtonState newState = logic.Update(this, position, button, pressed); UpdateState(newState); return(false); }
//--------------------------------------------------------------- #endregion //--------------------------------------------------------------- //--------------------------------------------------------------- #region Methods //--------------------------------------------------------------- /// <summary> /// Method that handles mouse events. /// </summary> /// <param name="position">The current position of the mouse.</param> /// <param name="button">The button that is pressed or released.</param> /// <param name="pressed">Flag that indicates if button is pressed or released.</param> /// <returns>True if the key was handled and shouldn't be passed on to the underlaying elements.</returns> public override bool OnMouse(Vector3 position, MouseButton button, bool pressed) { ButtonState newState = buttonLogic.Update(this, position, button, pressed); UpdateState(newState); if (newState == ButtonState.Pressed || newState == ButtonState.PressedHover) { Vector2 p = this.InverseTransform(position.Vector2); float newVal = this.Total * p.X; if (Current != newVal) { Current = newVal; if (this.Changed != null) { Changed(this); } } } return(false); }