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@ -165,11 +165,19 @@ impl MouseManager {
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}
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}
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fn handle_pointer_transition(&mut self, down: bool) {
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fn handle_pointer_transition(&mut self, mouse_button: &MouseButton, down: bool) {
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// For some reason pointer down is handled differently from pointer up and drag.
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// Floating windows: relative coordinates are great.
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// Non floating windows: rather than global coordinates, relative are needed
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if self.enabled {
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let button_text = match mouse_button {
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MouseButton::Left => Some("left"),
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MouseButton::Right => Some("right"),
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MouseButton::Middle => Some("middle"),
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_ => None,
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};
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if let Some(button_text) = button_text {
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if let Some(details) = &self.window_details_under_mouse {
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let action = if down {
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"press".to_owned()
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@ -185,6 +193,7 @@ impl MouseManager {
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self.command_sender
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.send(UiCommand::MouseButton {
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button: button_text.to_string(),
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action,
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grid_id: details.id,
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position: position.into(),
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@ -192,6 +201,7 @@ impl MouseManager {
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.ok();
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}
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}
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}
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self.dragging = down;
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@ -302,12 +312,12 @@ impl MouseManager {
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Event::WindowEvent {
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event:
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WindowEvent::MouseInput {
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button: MouseButton::Left,
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button,
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state,
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..
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},
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..
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} => self.handle_pointer_transition(state == &ElementState::Pressed),
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} => self.handle_pointer_transition(button, state == &ElementState::Pressed),
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_ => {}
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}
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}
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