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Hey there I just found out, that there is an issue if you overlay an Avalonia control with transparency on top of other Godot nodes.
I think it would be useful to override _HasPoint on the AvaloniaControl and execute a hit test against Avalonia. This way you can stack multiple layers of Avalonia/Godot controls on top of each other.
It is actually very simple to do using this method:
publicoverridebool_HasPoint(Vector2point){returnControl?.InputHitTest(point.ToAvaloniaPoint())is not null;}
The text was updated successfully, but these errors were encountered:
Hey there I just found out, that there is an issue if you overlay an Avalonia control with transparency on top of other Godot nodes.
I think it would be useful to override _HasPoint on the AvaloniaControl and execute a hit test against Avalonia. This way you can stack multiple layers of Avalonia/Godot controls on top of each other.
It is actually very simple to do using this method:
The text was updated successfully, but these errors were encountered: