mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
291 lines
7.6 KiB
Kotlin
291 lines
7.6 KiB
Kotlin
package net.torvald.terrarum.ui
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gamecontroller.KeyToggler
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/**
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* UIHandler is a handler for UICanvas. It opens/closes the attached UI, moves the "window" (or "canvas")
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* to the coordinate of displayed cartesian coords, and update and render the UI.
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* It also process game inputs and send control events to the UI so that the UI can handle them.
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*
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* Newly created UI is invisible by default.
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*
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* Created by minjaesong on 15-12-31.
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*/
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class UIHandler(val UI: UICanvas,
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val toggleKey: Int? = null, val toggleButton: Int? = null,
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// UI positions itself? (you must g.flush() yourself after the g.translate(Int, Int))
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var customPositioning: Boolean = false, // mainly used by vital meter
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val doNotWarnConstant: Boolean = false
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) {
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// X/Y Position relative to the game window.
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var posX: Int = 0
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var posY: Int = 0
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private var alwaysVisible = false
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var isOpening = false
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var isClosing = false
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var isOpened = false // fully opened
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var isVisible: Boolean = false
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get() = if (alwaysVisible) true
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else field
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set(value) {
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if (alwaysVisible)
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throw RuntimeException("[UIHandler] Tried to 'set visibility of' constant UI")
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if (value == true) {
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isOpened = true
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field = value
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}
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else {
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isOpened = false
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field = value
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}
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}
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/**
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* being TRUE for only one frame when the UI is told to open
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*/
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var openFired = false
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var closeFired = false
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var opacity = 1f
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var scale = 1f
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var openCloseCounter = 0f
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init {
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UI.handler = this
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}
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fun update(delta: Float) {
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// open/close UI by key pressed
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if (toggleKey != null) {
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if (KeyToggler.isOn(toggleKey)) {
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setAsOpen()
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}
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else {
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setAsClose()
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}
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}
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if (toggleButton != null) {
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/* */
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}
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if (openFired && openCloseCounter > 9) openFired = false
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if (closeFired && openCloseCounter > 9) closeFired = false
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if (isVisible || alwaysVisible) {
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UI.update(delta)
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}
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if (isOpening) {
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isVisible = true
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openCloseCounter += delta
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// println("UI ${UI.javaClass.simpleName} (open)")
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// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
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if (openCloseCounter < UI.openCloseTime) {
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UI.doOpening(delta)
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// println("UIHandler.opening ${UI.javaClass.simpleName}")
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}
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else {
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UI.endOpening(delta)
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isOpening = false
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isClosing = false
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isOpened = true
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openCloseCounter = 0f
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}
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}
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else if (isClosing) {
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openCloseCounter += delta
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// println("UI ${UI.javaClass.simpleName} (close)")
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// println("-> timecounter $openCloseCounter / ${UI.openCloseTime} timetakes")
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if (openCloseCounter < UI.openCloseTime) {
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UI.doClosing(delta)
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// println("UIHandler.closing ${UI.javaClass.simpleName}")
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}
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else {
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UI.endClosing(delta)
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isClosing = false
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isOpening = false
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isOpened = false
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isVisible = false
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openCloseCounter = 0f
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}
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}
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}
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fun render(batch: SpriteBatch) {
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if (isVisible || alwaysVisible) {
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// camera SHOULD BE CENTERED to HALFX and HALFY (see StateInGame) //
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//batch.projectionMatrix = Matrix4()
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//
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//if (!customPositioning)
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// Terrarum.ingame?.camera?.position?.set(posX.toFloat(), posY.toFloat(), 0f) // does it work?
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if (!customPositioning)
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Terrarum.ingame?.setCameraPosition(posX.toFloat(), posY.toFloat())
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batch.color = Color.WHITE
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UI.render(batch)
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//ingameGraphics.flush()
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}
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}
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fun setPosition(x: Int, y: Int) {
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posX = x
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posY = y
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}
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fun setAsAlwaysVisible() {
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isVisible = true
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alwaysVisible = true
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isOpened = true
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isOpening = false
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isClosing = false
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}
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/**
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* Send OPEN signal to the attached UI.
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*/
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fun setAsOpen() {
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if (alwaysVisible && !doNotWarnConstant) {
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throw RuntimeException("[UIHandler] Tried to 'open' constant UI")
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}
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if (!isOpened && !isOpening) {
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isOpened = false
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isOpening = true
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isClosing = false
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isVisible = true
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openFired = true
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}
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}
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/**
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* Send CLOSE signal to the attached UI.
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*/
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fun setAsClose() {
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if (alwaysVisible && !doNotWarnConstant) {
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throw RuntimeException("[UIHandler] Tried to 'close' constant UI")
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}
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if ((isOpening || isOpened) && !isClosing && isVisible) {
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isOpened = false
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isClosing = true
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isOpening = false
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closeFired = true
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}
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}
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val isClosed: Boolean
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get() = !isOpened && !isClosing && !isOpening
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fun toggleOpening() {
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if (alwaysVisible && !doNotWarnConstant) {
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throw RuntimeException("[UIHandler] Tried to 'toggle opening of' constant UI")
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}
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if (isVisible) {
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if (!isClosing) {
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setAsClose()
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}
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}
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else {
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if (!isOpening) {
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setAsOpen()
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}
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}
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}
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fun processInput(delta: Float) {
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if (isVisible) {
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UI.processInput(delta)
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}
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}
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fun keyDown(keycode: Int): Boolean {
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if (isVisible && UI is KeyControlled) {
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return UI.keyDown(keycode)
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}
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return false
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}
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fun keyUp(keycode: Int): Boolean {
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if (isVisible && UI is KeyControlled) {
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return UI.keyUp(keycode)
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}
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return false
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}
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fun keyTyped(char: Char): Boolean {
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if (isVisible && UI is KeyControlled) {
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return UI.keyTyped(char)
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}
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return false
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}
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fun mouseMoved(screenX: Int, screenY: Int) {
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if (isVisible && UI is MouseControlled) {
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UI.mouseMoved(screenX, screenY)
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}
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}
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fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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if (isVisible && UI is MouseControlled) {
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UI.touchDragged(screenX, screenY, pointer)
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}
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return false
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}
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fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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if (isVisible && UI is MouseControlled) {
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UI.touchDown(screenX, screenY, pointer, button)
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}
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return false
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}
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fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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if (isVisible && UI is MouseControlled) {
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UI.touchUp(screenX, screenY, pointer, button)
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}
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return false
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}
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fun scrolled(amount: Int): Boolean {
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if (isVisible && UI is MouseControlled) {
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UI.scrolled(amount)
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}
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return false
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}
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// constant UI can't take control
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val isTakingControl: Boolean
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get() {
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if (alwaysVisible) {
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return false
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}
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return isVisible && !isOpening
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}
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}
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