+ // Do we decouple the state of the generic container from the objects inside??? Mebbe.
+ state = OSInactive;
+// return false;
+ return collision;
+}
+
+
+// The TLC is passing all mouse movement here, so we're doing the same here.
+// Need to adjust all other objects to handle things correctly.
+
+// One optimization that will need to be done eventually is to subdivide the screen
+// into parts and keep subdividing until an acceptable number of objects lie within
+// the slice. This way, the GUI will still be responsive and *not* have to test
+// every object for collision.
+/*virtual*/ void Container::PointerMoved(Vector point)
+{
+// objectWasDragged = true;
+//printf("CONTAINER: PointerMoved()\n");