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.

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