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Make it so you can always click on hotbar (not just in inventory) when on mobile
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@ -288,6 +288,18 @@ static int HUDScreen_KeyUp(void* screen, int key) {
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return Elem_HandlesKeyUp(&s->hotbar, key);
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}
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static int HUDscreen_PointerDown(void* screen, int id, int x, int y) {
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struct HUDScreen* s = (struct HUDScreen*)screen;
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#ifdef CC_BUILD_TOUCH
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if (Input_TouchMode || Gui_GetInputGrab()) {
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return Elem_HandlesPointerDown(&s->hotbar, id, x, y);
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}
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#else
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if (Gui_GetInputGrab()) return Elem_HandlesPointerDown(&s->hotbar, id, x, y);
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#endif
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return false;
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}
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static void HUDScreen_Init(void* screen) {
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struct HUDScreen* s = (struct HUDScreen*)screen;
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HotbarWidget_Create(&s->hotbar);
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@ -315,10 +327,10 @@ static void HUDScreen_Render(void* screen, double delta) {
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}
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static const struct ScreenVTABLE HUDScreen_VTABLE = {
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HUDScreen_Init, Screen_NullUpdate, Screen_NullFunc,
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HUDScreen_Render, HUDScreen_BuildMesh,
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HUDScreen_KeyDown, HUDScreen_KeyUp, Screen_FKeyPress, Screen_FText,
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Screen_FPointer, Screen_FPointer, Screen_FPointer, Screen_FMouseScroll,
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HUDScreen_Init, Screen_NullUpdate, Screen_NullFunc,
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HUDScreen_Render, HUDScreen_BuildMesh,
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HUDScreen_KeyDown, HUDScreen_KeyUp, Screen_FKeyPress, Screen_FText,
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HUDscreen_PointerDown, Screen_FPointer, Screen_FPointer, Screen_FMouseScroll,
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Screen_NullFunc, HUDScreen_ContextLost, HUDScreen_ContextRecreated
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};
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void HUDScreen_Show(void) {
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@ -1102,7 +1114,7 @@ static int InventoryScreen_PointerDown(void* screen, int id, int x, int y) {
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cc_bool handled, hotbar;
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if (table->scroll.draggingId == id) return true;
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if (Elem_HandlesPointerDown(&Gui_HUD->hotbar, id, x, y)) return true;
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if (HUDscreen_PointerDown(Gui_HUD, id, x, y)) return true;
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handled = Elem_HandlesPointerDown(table, id, x, y);
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if (!handled || table->pendingClose) {
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