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trying to write a new ingamecontroller so that its update can be manually controlled
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@@ -14,10 +14,10 @@ import kotlin.math.roundToInt
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* ## UI Items
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*
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* UI can contain one or more UI elements (called UIItem). Each UIItem can have one or more events programmed to it.
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* Events have their own listener are governed by their GDX event handlers (e.g. mouseMoved).
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* Events have their own listener are governed by their GDX event handlers (e.g. touchDragged).
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* These GDX handlers are what makes the our own handler to work.
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*
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* UIItems have following event handlers: updateLister, keyDownListener, mouseMovedListener, touchDraggedListener, touchDownListener, touchUpListener, scrolledListener, and clickOnceListener.
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* UIItems have following event handlers: updateLister, keyDownListener, touchDraggedListener, touchDownListener, touchUpListener, scrolledListener, and clickOnceListener.
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* (perhaps clickOnceListener is the one most useful)
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*
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* To make them work without any hassle on your part,
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@@ -150,15 +150,6 @@ abstract class UICanvas(
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fun mouseInScreen(x: Int, y: Int) = x in 0 until AppLoader.screenSize.screenW && y in 0 until AppLoader.screenSize.screenH
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open fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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if (this.isVisible) {
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uiItems.forEach { it.mouseMoved(screenX, screenY) }
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handler.subUIs.forEach { it.mouseMoved(screenX, screenY) }
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return true
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}
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else return false
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}
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/**
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* Called by the screen's InputProcessor
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*
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