diff --git a/OpenRA.Game/Widgets/ButtonWidget.cs b/OpenRA.Game/Widgets/ButtonWidget.cs index 9f72bca85f..ac40e7d138 100644 --- a/OpenRA.Game/Widgets/ButtonWidget.cs +++ b/OpenRA.Game/Widgets/ButtonWidget.cs @@ -89,15 +89,9 @@ namespace OpenRA.Widgets else LoseFocus(mi); } - else if (mi.Event == MouseInputEvent.Move && Focused) - { Depressed = RenderBounds.Contains(mi.Location.X, mi.Location.Y); - - // All widgets should receive MouseMove events - OnMouseMove(mi); - } - + return Depressed; } diff --git a/OpenRA.Game/Widgets/Widget.cs b/OpenRA.Game/Widgets/Widget.cs index 22cde10138..39c8957bcc 100644 --- a/OpenRA.Game/Widgets/Widget.cs +++ b/OpenRA.Game/Widgets/Widget.cs @@ -40,7 +40,6 @@ namespace OpenRA.Widgets // Common Funcs that most widgets will want public Func OnMouseDown = mi => false; public Func OnMouseUp = mi => false; - public Action OnMouseMove = mi => { }; public Func IsVisible; @@ -68,7 +67,6 @@ namespace OpenRA.Widgets OnMouseDown = widget.OnMouseDown; OnMouseUp = widget.OnMouseUp; - OnMouseMove = widget.OnMouseMove; IsVisible = widget.IsVisible; @@ -230,8 +228,6 @@ namespace OpenRA.Widgets // Apply any special logic added by event handlers; they return true if they caught the input if (mi.Event == MouseInputEvent.Down && OnMouseDown(mi)) return true; if (mi.Event == MouseInputEvent.Up && OnMouseUp(mi)) return true; - if (mi.Event == MouseInputEvent.Move) - OnMouseMove(mi); return false; }