Comments (4)
Ah yes, that's the way I usually do it. There's a member that keeps the entity you currently point on / interact with, iirc its ActiveEntity or something like that (not on a PC right now)
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Not sure I understand what you mean, do you have UI behind your game rendering?
from geonbit.ui.
Not sure I understand what you mean, do you have UI behind your game rendering?
No I mean preventing "falling through " into game rendering. I imagine it might work by checking if a click is inside an entity and if it is, then don't propagate it into the game rendering.
from geonbit.ui.
Ah yes, that's the way I usually do it. There's a member that keeps the entity you currently point on / interact with, iirc its ActiveEntity or something like that (not on a PC right now)
Thank you very much for your input. Also I have to say this library is wonderful. The best Monogame UI framework all around. Your rock!
By the way, would you mind checking this issue? Essentially it's about detecting entities based on their position on the screen (for the purposes of handling drag-and-dropping).
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Related Issues (20)
- MonoGame 3.8 HOT 1
- Support for non-monospace fonts HOT 3
- Change docs in relation to moving Content HOT 1
- Extra steps for Linux necessary for Windows too HOT 3
- State dependent UI-rendering HOT 1
- Analog of divs in HTML HOT 1
- Removing non-root entities (inside parent) HOT 5
- Implementing inventory HOT 14
- monogame 3.8? HOT 1
- Question about install HOT 1
- Problem with custom font and rich texts. HOT 11
- Could not resolve data type. HOT 3
- Exception during Initialize HOT 1
- NuGet Installation Documenation Is Misleading HOT 1
- Font-less version of GeonBit? HOT 5
- Absolute -> relative positioning HOT 8
- Could not find ContentTypeReader Type HOT 1
- GeonBit.UI mouse pointer is beneath my original mouse pointer HOT 2
- Paragraph not treating auto-escaped lines as individual text blocks leads to alignment issues
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