#118/#121: the speed fader and the formation editor under a mouse
Both read raw touches, and the project no longer turns clicks into them - the same routing gap #93 fixed in the research tree. The boost was unreachable on a desktop and the formation could not be rearranged at all. Wrappers over the same press/drag logic in each case, never a second implementation, so the touch and mouse paths cannot drift apart. The wheel replaces the pinch in the formation editor: a mouse has no second finger, and zoom is the other half of what that panel does. The fader gets first refusal on a mouse press in GameController, so dragging the boost does not also pan or zoom the world behind it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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39ad050dc6
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4 changed files with 243 additions and 43 deletions
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@ -32,14 +32,14 @@ const VESSEL_DEFINITIONS = preload("res://vessels/VesselDefinitions.gd")
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get_node("../UI/LabMenu/VesselA"), get_node("../UI/LabMenu/VesselB"),
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get_node("../UI/LabMenu/VesselC"), get_node("../UI/LabMenu/VesselD"),
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get_node("../UI/LabMenu/VesselE"), get_node("../UI/LabMenu/VesselF"),
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get_node("../UI/LabMenu/VesselG"),
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get_node("../UI/LabMenu/VesselG"), get_node("../UI/LabMenu/VesselH"),
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]
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@onready var lab_vessel_label: Label = get_node("../UI/LabMenu/VesselLabel")
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@onready var lab_vessel_labels: Array = [
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get_node("../UI/LabMenu/VesselALabel"), get_node("../UI/LabMenu/VesselBLabel"),
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get_node("../UI/LabMenu/VesselCLabel"), get_node("../UI/LabMenu/VesselDLabel"),
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get_node("../UI/LabMenu/VesselELabel"), get_node("../UI/LabMenu/VesselFLabel"),
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get_node("../UI/LabMenu/VesselGLabel"),
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get_node("../UI/LabMenu/VesselGLabel"), get_node("../UI/LabMenu/VesselHLabel"),
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]
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@onready var lab_detail: Label = get_node("../UI/LabMenu/DetailLabel")
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@onready var lab_status: Label = get_node("../UI/LabMenu/StatusLabel")
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@ -267,6 +267,8 @@ func _seat_hud_columns() -> void:
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func _ready() -> void:
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_seat_hud_columns()
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_layout_hangar()
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_build_craft_price_strips()
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_layout_craft_menu()
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build_button.pressed.connect(_on_build_pressed)
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build_close_button.pressed.connect(_close_build_menu)
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garrison_close_button.pressed.connect(_close_garrison_menu)
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@ -385,6 +387,14 @@ func _unhandled_input(event: InputEvent) -> void:
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formation_editor.handle_touch(event)
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elif event is InputEventScreenDrag:
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formation_editor.handle_drag(event)
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elif event is InputEventMouseButton:
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# #121: a click is not a touch. Same routing gap as #93's
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# research tree - the panel is transparent to GUI input so the
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# raw handlers can see the drag, which means nothing turns a
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# click into one on the way.
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formation_editor.handle_mouse_button(event)
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elif event is InputEventMouseMotion:
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formation_editor.handle_mouse_motion(event)
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get_viewport().set_input_as_handled()
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return
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if build_menu.visible or craft_menu.visible or world_map.visible or lab_menu.visible \
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@ -1027,6 +1037,58 @@ func _format_missing_costs(costs: Dictionary) -> String:
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return " · ".join(parts)
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# --- the craft menu's own layout (#111) ------------------------------------
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#
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# Six vessels were authored as one row of 65px buttons with 105px captions
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# overlapping each other, which left "Energy Propulser" clipped and the price
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# crushed onto a second line under it. Laid out here instead, in two rows of
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# three, so a cell is wide enough for the name to breathe - and the price is
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# glyphs rather than words (see VesselPriceStrip).
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const CRAFT_COLUMNS: int = 3
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const CRAFT_ROW_TOPS: Array = [-96.0, 104.0]
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const CRAFT_COL_X: float = 190.0
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const CRAFT_BUTTON_HALF: float = 56.0
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const CRAFT_BUTTON_H: float = 112.0
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const CRAFT_LABEL_HALF: float = 92.0
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const CRAFT_LABEL_H: float = 62.0
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const CRAFT_LABEL_OFFSET: float = 118.0
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const CRAFT_PRICE_HALF: float = 92.0
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const CRAFT_PRICE_H: float = 32.0
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const CRAFT_PRICE_OFFSET: float = 182.0
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var craft_price_strips: Array = []
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func _build_craft_price_strips() -> void:
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var strip_script: Script = load("res://ui/VesselPriceStrip.gd")
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for i in range(craft_vessel_buttons.size()):
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var strip: Control = strip_script.new()
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strip.name = "CraftPrice%d" % i
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# Centre anchors, matching the buttons and captions authored in the
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# scene - _place_entry writes offsets, and an offset means something
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# different against a top-left anchor.
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strip.anchor_left = 0.5
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strip.anchor_right = 0.5
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strip.anchor_top = 0.5
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strip.anchor_bottom = 0.5
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craft_menu.add_child(strip)
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craft_price_strips.append(strip)
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func _layout_craft_menu() -> void:
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for i in range(craft_vessel_buttons.size()):
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var row: int = i / CRAFT_COLUMNS
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var column: int = i % CRAFT_COLUMNS
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var cx: float = (float(column) - 1.0) * CRAFT_COL_X
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var top: float = CRAFT_ROW_TOPS[mini(row, CRAFT_ROW_TOPS.size() - 1)]
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_place_entry(craft_vessel_buttons[i], cx, top, CRAFT_BUTTON_HALF, CRAFT_BUTTON_H)
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_place_entry(craft_vessel_labels[i], cx, top + CRAFT_LABEL_OFFSET,
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CRAFT_LABEL_HALF, CRAFT_LABEL_H)
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if i < craft_price_strips.size():
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_place_entry(craft_price_strips[i], cx, top + CRAFT_PRICE_OFFSET,
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CRAFT_PRICE_HALF, CRAFT_PRICE_H)
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func _refresh_craft_status() -> void:
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# Prices live with the buttons they describe. The top of the screen is
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# intentionally reserved for the shared resource bar and a short action
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@ -1036,8 +1098,11 @@ func _refresh_craft_status() -> void:
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for i in range(mini(definitions.size(), craft_vessel_buttons.size())):
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var definition: Resource = definitions[i]
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var button: IconButton = craft_vessel_buttons[i]
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craft_vessel_labels[i].text = "%s\n%s" % [definition.display_name,
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_format_costs(GameState.product_costs(definition.definition_id))]
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# #111: the name alone. The price is the strip under it, in glyphs.
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craft_vessel_labels[i].text = String(definition.display_name)
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if i < craft_price_strips.size():
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craft_price_strips[i].set_costs(
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GameState.product_costs(definition.definition_id))
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button.icon = definition.icon
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button.glow_color = definition.glow_color
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button.enabled = GameState.vessel_is_unlocked(definition.definition_id)
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@ -1392,6 +1457,15 @@ func _hangar_types() -> Array:
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# each cell room, and the second row costs nothing: the lower half of the
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# menu was empty.
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const HANGAR_COLUMNS: int = 3
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# #120: room for a two-line caption under each icon, and air around the rule
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# that separates the two halves.
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const HANGAR_LABEL_GAP: float = 2.0
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const HANGAR_DIVIDER_GAP: float = 10.0
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# Where the rule between "available" and "in the fleet" is drawn. Computed by
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# the layout and read by the menu's own _draw, so the line cannot drift away
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# from the sections it divides.
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var hangar_divider_y: float = 0.0
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# Arranges both hangar sections as grids sized from the space actually
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@ -1416,10 +1490,12 @@ func _layout_hangar() -> void:
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var cell_width: float = width / float(columns)
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var cell_height: float = section_height / float(rows)
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# Squarer than the authored 75x120: a grid cell is wider than it is tall
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# here, so height is what constrains the icon.
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var slot_size: float = minf(cell_height * 0.58, cell_width * 0.42)
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var label_height: float = maxf(cell_height - slot_size - 6.0, 1.0)
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# #120: the icon gives up height so the caption under it has somewhere to
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# go. Vessel names are two and three words long and were wrapping into a
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# box barely tall enough for one line, so the second line was clipped and
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# a "Gas Bomber" read as "Gas".
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var slot_size: float = minf(cell_height * 0.46, cell_width * 0.40)
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var label_height: float = maxf(cell_height - slot_size - HANGAR_LABEL_GAP, 1.0)
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_layout_hangar_section(hangar_available_slots, hangar_available_labels,
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top, columns, cell_width, cell_height, slot_size, label_height, width)
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@ -1427,10 +1503,15 @@ func _layout_hangar() -> void:
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# by subtracting from the second section's top put it back inside the
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# first one, straight over its bottom row.
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var available_bottom: float = top + section_height
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hangar_fleet_title.position.y = available_bottom + 4.0
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var fleet_top: float = available_bottom + title_height + 8.0
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# #120: a rule between the two halves. They are different questions -
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# what is parked here, and what is flying - and with only a heading
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# between them the grids read as one long list.
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hangar_divider_y = available_bottom + HANGAR_DIVIDER_GAP
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hangar_fleet_title.position.y = hangar_divider_y + HANGAR_DIVIDER_GAP
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var fleet_top: float = hangar_fleet_title.position.y + title_height + 8.0
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_layout_hangar_section(hangar_fleet_slots, hangar_fleet_labels,
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fleet_top, columns, cell_width, cell_height, slot_size, label_height, width)
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hangar_menu.queue_redraw()
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func _layout_hangar_section(slots: Array, labels: Array, top: float, columns: int,
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@ -293,8 +293,16 @@ func _unhandled_input(event: InputEvent) -> void:
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_handle_key(event)
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elif event is InputEventMouseMotion:
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_note_keyboard()
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elif event is InputEventMouseButton and event.pressed:
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if speed_fader != null:
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speed_fader.handle_mouse_motion(event)
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elif event is InputEventMouseButton:
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_note_keyboard()
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# #118: the fader gets first refusal, so dragging the boost does not
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# also pan or zoom the world behind it.
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if speed_fader != null and speed_fader.handle_mouse_button(event):
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return
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if not event.pressed:
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return
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# Wheel zoom, the desktop equivalent of the pinch.
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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_set_zoom(camera.zoom.x * WHEEL_ZOOM_STEP)
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