Yeah I just expressed myself really poorly.Instead of giving an actual concrete example, I invented a silly one that doesn't leave much room for a satisfactory answer.What I actually wanted to describe is something akin to those gui-heavy games(such as StarCraft), where there's a "zone" where input is handled by the gui(some games lock camera movement when the mouse hovers over the gui, so that's where I got that example), and the other is basically the game "canvas".In that case, your idea of putting widgets in a container and just checking that container for mouse overlap seems to solve the problem.I don't plan on implementing a gui in that fashion on my project, just wanted to know more in case I need that feature in the future.

