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why do i need window title for these panels
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@@ -226,9 +226,10 @@ class UIKeyboardControlPanel(remoCon: UIRemoCon?) : UICanvas() {
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}
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// title
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val title = Lang["MENU_OPTIONS_CONTROLS"]
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batch.color = Color.WHITE
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App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
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// TODO display window "title" using text spinner ONLY WHEN gamepad config is also supported
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// val title = Lang["MENU_OPTIONS_CONTROLS"]
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// batch.color = Color.WHITE
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// App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
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}
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@@ -181,10 +181,11 @@ class UIKeyboardInputConfig(remoCon: UIRemoCon?) : UICanvas() {
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App.fontGame.draw(batch, txt2, selDrawX + halfselw + (halfselw - tw2) / 2, y1)
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// title
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val title = Lang["MENU_CONTROLS_KEYBOARD"]
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batch.color = Color.WHITE
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App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
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// TODO only when text input using gamepad is supported, and even then, use text spinner
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// val title = Lang["MENU_CONTROLS_KEYBOARD"]
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// App.fontGame.draw(batch, title, drawX.toFloat() + (width - App.fontGame.getWidth(title)) / 2, drawY.toFloat())
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batch.color = Color.WHITE
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uiItems.forEach { it.render(batch, camera) }
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shiftin = Gdx.input.isKeyPressed(Input.Keys.SHIFT_LEFT) || Gdx.input.isKeyPressed(Input.Keys.SHIFT_RIGHT)
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