232 lines
6.8 KiB
C++
232 lines
6.8 KiB
C++
#include "Client/Mouse.h"
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#include "UI/InputFocus.h"
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#include "UI/UIDropDownBox.h"
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#include "UI/UIWindow.h"
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#include "UI/WindowCoordinates.h"
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#include "UI/WindowManagerWindows.h"
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#include "UI/WindowMouseHit.h"
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#include "UI/WindowOrdering.h"
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#include <bit>
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// OFFSET: 0x00A91B30
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// FUNCTION: fn_17168
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UIWindow* WindowMouseHit::FindUid(std::uint32_t uid) {
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for (UIWindow* window : this->rendered) {
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if (UIWindow* found = window->FindUid(uid)) {
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return found;
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}
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}
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return nullptr;
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}
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// OFFSET: 0x00A91C70
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// FUNCTION: fn_17171
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UIWindow* WindowMouseHit::HitTest(int x, int y) {
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// The reference keeps a pointer to the list sentinel's previous link; it
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// never advances that link on rejection. EDI also becomes the hit result,
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// so a miss retries the same top window with y=0. Do not replace this with
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// conventional reverse traversal: a top window that keeps missing can loop.
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while (!this->rendered.empty()) {
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UIWindow* hit = this->rendered.back()->HitTest(x, y);
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y = static_cast<int>(static_cast<std::uint32_t>(reinterpret_cast<std::uintptr_t>(hit)));
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if (hit && hit->geometry.visible != 0) {
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this->previous = this->current;
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this->current = hit->Uid();
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if (this->previous != this->current) {
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hit->Slot47();
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// Enter callbacks may mutate the previous UID or rendered tree.
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if (UIWindow* old = this->FindUid(this->previous)) {
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old->Slot48();
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}
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}
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return hit;
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}
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}
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for (auto entry = this->overlays.rbegin(); entry != this->overlays.rend(); ++entry) {
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UIWindow* hit = entry->second->HitTest(x, y);
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if (hit && hit->geometry.visible != 0) {
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return hit;
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}
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}
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this->previous = this->current;
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this->current = 0;
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if (this->previous != 0) {
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if (UIWindow* old = this->FindUid(this->previous)) {
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old->Slot48();
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}
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}
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return nullptr;
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}
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// OFFSET: 0x00AA4730
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// FUNCTION: fn_17222
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bool WindowMouseCapture::Dispatch() {
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if (!this->capture) {
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return false;
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}
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const int x = this->mouse.x;
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const int y = this->mouse.y;
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int left;
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int top;
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UIWindow* window = static_cast<UIWindow*>(this->capture);
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WindowScreenPosition(window, left, top);
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const int localX = std::bit_cast<int>(static_cast<unsigned>(x) - static_cast<unsigned>(left));
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const int localY = std::bit_cast<int>(static_cast<unsigned>(y) - static_cast<unsigned>(top));
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if (this->mouse.buttons[0] == 1) {
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UIWindow* root = window->Root();
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if (root && root->Slot02()) {
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this->ordering.Promote(root);
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}
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static_cast<UIWindow*>(this->capture)->Slot25(localX, localY);
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}
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if (this->mouse.buttons[0] == 4 && (this->doubleClickGate == 0 || this->alternateDoubleClickGate == 0)) {
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static_cast<UIWindow*>(this->capture)->Slot25(localX, localY);
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static_cast<UIWindow*>(this->capture)->Slot26(localX, localY);
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}
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static_cast<UIWindow*>(this->capture)->ResetCursor(localX, localY);
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if (this->previousX == x && this->previousY == y) {
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static_cast<UIWindow*>(this->capture)->Slot28(localX, localY);
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} else {
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static_cast<UIWindow*>(this->capture)->Slot27(localX, localY);
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}
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if (this->mouse.wheel != 0) {
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static_cast<UIWindow*>(this->capture)->Slot35(this->mouse.wheel);
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}
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if (this->mouse.buttons[0] == 3) {
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static_cast<UIWindow*>(this->capture)->Slot31(localX, localY);
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}
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return true;
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}
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// OFFSET: 0x00AA4730
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// FUNCTION: fn_17222
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// Modal filtering follows hit enter/leave callbacks. A miss retains hover;
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// right release precedes left release. Close requests require the real manager.
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int WindowMouseUncaptured::Dispatch() {
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const int x = this->mouse.x;
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const int y = this->mouse.y;
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UIWindow* window = this->hit.HitTest(x, y);
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if (
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!this->modal.empty() && this->modal.back() && window && window != this->modal.back() &&
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!window->IsDescendantOf(this->modal.back())
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) {
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window = nullptr;
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}
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if (this->mouse.buttons[0] == 1) {
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SetPressedWindowRoot(this->pressedRoot, window);
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}
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int handled = 0;
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if (window) {
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handled = window->Slot08() ? 2 : 1;
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int left;
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int top;
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WindowScreenPosition(window, left, top);
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const int localX = std::bit_cast<int>(static_cast<unsigned>(x) - static_cast<unsigned>(left));
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const int localY = std::bit_cast<int>(static_cast<unsigned>(y) - static_cast<unsigned>(top));
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if (this->mouse.buttons[0] == 4 && (this->doubleClickGate == 0 || this->alternateDoubleClickGate == 0)) {
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window->Slot26(localX, localY);
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}
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if (this->mouse.buttons[1] == 4) {
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window->Slot34(localX, localY);
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}
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if (this->mouse.buttons[0] == 1) {
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UIWindow* root = window->Root();
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if (root && root->Slot02()) {
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this->ordering.Promote(root);
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}
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CUIDropDownBox* popup = this->dropdown.popup;
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if (popup && window != popup && root != popup && !popup->HasOwnerChild(window)) {
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this->dropdown.Close();
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}
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window->Slot25(localX, localY);
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}
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if (this->mouse.buttons[1] == 1) {
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UIWindow* root = window->Root();
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if (root && root->Slot02()) {
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this->ordering.Promote(root);
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}
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window->Slot32(localX, localY);
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}
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window->ResetCursor(localX, localY);
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if (this->previousX == x && this->previousY == y) {
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window->Slot28(localX, localY);
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} else {
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window->Slot27(localX, localY);
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}
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if (this->mouse.wheel != 0) {
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window->Slot35(this->mouse.wheel);
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}
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if (this->mouse.buttons[1] == 3) {
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window->Slot33(localX, localY);
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}
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if (this->mouse.buttons[0] == 3) {
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window->Slot31(localX, localY);
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}
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}
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if (this->mouse.buttons[0] == 1) {
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if (this->dismiss26 && (!window || (window != this->dismiss26 && !window->IsDescendantOf(this->dismiss26)))) {
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this->windows.CloseWindow(26);
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}
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if (this->dismiss260) {
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if (!window || (window != this->dismiss260 && !window->IsDescendantOf(this->dismiss260))) {
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this->windows.CloseWindow(260);
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if (!window) {
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this->dropdown.Close();
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}
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}
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} else if (!window) {
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this->dropdown.Close();
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}
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}
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for (unsigned index = 0; index < this->refresh.size(); ++index) {
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UIWindow* refreshed = *this->refresh[index];
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if (refreshed && (index != 5 || this->refreshGate == 0)) {
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refreshed->Invalidate();
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}
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}
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if (window) {
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if (this->hover && this->hover != window) {
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int left;
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int top;
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WindowScreenPosition(static_cast<UIWindow*>(this->hover), left, top);
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const int localX = std::bit_cast<int>(static_cast<unsigned>(x) - static_cast<unsigned>(left));
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const int localY = std::bit_cast<int>(static_cast<unsigned>(y) - static_cast<unsigned>(top));
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static_cast<UIWindow*>(this->hover)->Slot27(localX, localY);
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static_cast<UIWindow*>(this->hover)->ResetCursor(localX, localY);
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}
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this->hover = window;
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}
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return handled;
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}
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