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rendering: fix mouse key input handling
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@ -24,6 +24,8 @@ import de.bixilon.minosoft.gui.rendering.RenderWindow
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import de.bixilon.minosoft.gui.rendering.hud.elements.input.KeyConsumer
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import de.bixilon.minosoft.protocol.network.connection.PlayConnection
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import de.bixilon.minosoft.util.logging.Log
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import de.bixilon.minosoft.util.logging.LogLevels
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import de.bixilon.minosoft.util.logging.LogMessageType
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import org.lwjgl.glfw.GLFW.*
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class RenderWindowInputHandler(
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@ -55,6 +57,10 @@ class RenderWindowInputHandler(
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var currentKeyConsumer: KeyConsumer? = null
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fun mouseKeyInput(windowId: Long, button: Int, action: Int, modifierKey: Int) {
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keyInput(windowId, button, 0, action, modifierKey)
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}
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fun keyInput(windowId: Long, key: Int, char: Int, action: Int, modifierKey: Int) {
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if (windowId != renderWindow.windowId) {
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return
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@ -72,7 +78,7 @@ class RenderWindowInputHandler(
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return
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}
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else -> {
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Log.warn("Unknown glfw action $action")
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Log.log(LogMessageType.RENDERING_GENERAL, LogLevels.WARN) { "Unknown glfw action $action" }
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return
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}
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}
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@ -254,6 +254,7 @@ class RenderWindow(
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}
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})
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glfwSetKeyCallback(this.windowId, inputHandler::keyInput)
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glfwSetMouseButtonCallback(this.windowId, inputHandler::mouseKeyInput)
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glfwSetCharCallback(windowId, inputHandler::charInput)
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glfwSetCursorPosCallback(windowId, inputHandler::mouseMove)
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