On 17 September 2012 16:13, Fernando Olivero <[email protected]> wrote: > Igor, the way i've handled the "mouse hit" issue, is by asking the > parent shape (morph) to take care of a mouse hit, and let him handle > or forward the hit. > > The topmost shape are sent the mouseDown: aLocalPoint, then each shape > can choose to react, if its a composite shape or by a specific > behavior. > > The topmost shape is always "a scene shape", which knows the bounds in > global coordinates, then internally it applies local transforms to > eventually get to the inner shape which was hit. The separation > between scene shapes and shapes, allows this mechanism, similar to the > one you propose, to cache the global state. > > I prefer this approach, instead of the "framework" level as you > propose, because is more of a top-down collaboration, always dealing > with local coordinates. It greatly simplifies the UI framework, > avoiding the messy "god classes" and complex methods you mentioned and > many more in Morphic. > yes, but you see that you must go over all hierarchy and transform coordinates accordingly, as you nesting into sub-shapes. but the point is, that at the moment when you drawing things , you know the coordinates so, if you "remember" them at that point, you can do a direct check without need to do any transformations.
> > Fernando -- Best regards, Igor Stasenko.
