I am creating a level editor for a game which works on a grid system. I have two sets of defined buttons.
The first set represent the selection of game assets which can go in a grid square. I’m using these in the same way you might use a colour picker. You select one of these to select that asset type, ready to “paint” on to the grid.
Then I have the grid buttons, which I want to use to receive the “paint” i.e. the selected asset.
All of my buttons are widget.newButtons. The problem I have run into is that once a grid button is pressed (and the mouse held down, in the simulator) no further widget buttons seem to be capable of being pressed. So I can drag my touch across lots of different grid buttons but only the first one registers the touch.
Is there a solution I’m missing? Can I set buttons so that as I drag my touch across multiple buttons, it triggers all of those buttons that the touch passes over? I don’t want to have to paint terrain one square at a time!