You handle that by either `break` or `return` or using `if` statement to determine whether to continue or not based on the result of the API/input.zazabar wrote: ↑Sun Jan 12, 2025 7:34 pm Hey, great lib!
I am trying to figure out how to "consume" the input from the slab ui, so that when the user mouse clicks on the ui it will not call game logic related to mouse click.
example:
1. ui button
2. click on the ui button
3. have gameplay logic on love.mousepressed
ps:
I've dontInterceptEventHandlers = true and the whole code is:Code: Select all
function love.mousepressed(x, y, button, istouch, presses) Slab.OnMousePressed(x, y, button, istouch, presses) -- how do I know that this was actually performed over a window? -- if Slab "consumes" the same actions.move_command button then it will early return here if actions.move_command == button then self.input.move_command = true end end
As for the mouse input inside the window, you can check using the coordinates/parameters `x` and `y` in the function. If by "window" you mean Slab widget, you can check the functions here https://github.com/flamendless/Slab/wiki/Interaction accordingly.