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globalThis.mum = {};
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var panel;
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var selected = undefined;
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mum.inputs = {};
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mum.inputs.lm = function()
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{
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if (!selected) return;
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if (!selected.action) return;
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selected.action();
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}
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mum.base = {
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pos: null, // If set, puts the cursor to this position before drawing the element
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offset:[0,0], // Move x,y to the right and down before drawing
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padding:[0,0], // Pad inwards after drawing, to prepare for the next element
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font: "fonts/c64.ttf",
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selectable: false,
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selected: false,
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font_size: 16,
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scale: 1,
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angle: 0,
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inset: null,
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anchor: [0,1], // where to draw the item from, relative to the cursor. [0,1] is from the top left corner. [1,0] is from the bottom right
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background_image: null,
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slice: null,
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hover: {
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color: Color.red,
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},
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text_shadow: {
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pos: [0,0],
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color: Color.white,
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},
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border: 0, // Draw a border around the element. For text, an outline.
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overflow: "wrap", // how to deal with overflow from parent element
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wrap: -1,
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text_align: "left", /* left, center, right */
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shader: null, // Use this shader, instead of the engine provided one
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color: Color.white,
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opacity:1,
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width:0,
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height:0,
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max_width: Infinity,
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max_height: Infinity,
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image_repeat: false,
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image_repeat_offset: [0,0],
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debug: false, /* set to true to draw debug boxes */
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hide: false,
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tooltip: null,
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}
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// data is passed into each function, and various stats are generated
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// drawpos: the point to start the drawing from
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// wh: an array of [width,height]
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// bound: a boundingbox around the drawn UI element
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// extent: a boundingbox around the total extents of the element (ie before padding)
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function show_debug() { return prosperon.debug && mum.debug; }
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mum.debug = false;
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var post = function() {};
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var posts = [];
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mum.style = mum.base;
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var cursor = [0,0];
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var pre = function(data)
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{
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if (data.hide) return true;
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data.__proto__ = mum.style;
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if (data.pos) cursor = data.pos.slice();
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data.drawpos = cursor.slice().add(data.offset);
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if (data.opacity !== 1) {
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data.color = data.color.slice();
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data.color[3] = data.opacity;
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}
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data.wh = [data.width,data.height];
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}
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var anchor_calc = function(data)
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{
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var aa = [0,1].sub(data.anchor);
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data.drawpos = data.drawpos.add([data.width,data.height]).scale(aa);
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}
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var end = function(data)
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{
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cursor = cursor.add(data.padding);
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post(data);
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}
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mum.list = function(fn, data = {})
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{
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if (pre(data)) return;
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var aa = [0,1].sub(data.anchor);
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cursor = cursor.add([data.width,data.height].scale(aa)).add(data.offset).add(data.padding);
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posts.push(post);
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post = mum.list.post.bind(data);
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if (show_debug())
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render.boundingbox({
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t:cursor.y,
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b:cursor.y-data.height,
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l:cursor.x,
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r:cursor.x+data.width
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});
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//if (data.background_image) mum.image(null, Object.create(data))
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if (data.background_image) {
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var imgpos = data.pos.slice();
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imgpos.y -= data.height/2;
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imgpos.x -= data.width/2;
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var imgscale = [data.width,data.height];
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if (data.slice)
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render.slice9(game.texture(data.background_image), imgpos, data.slice, imgscale);
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else
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render.image(game.texture(data.background_image), imgpos, [data.width,data.height]);
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}
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fn();
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data.bb.l -= data.padding.x;
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data.bb.r += data.padding.x;
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data.bb.t += data.padding.y;
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data.bb.b -= data.padding.y;
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if (show_debug())
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render.boundingbox(data.bb);
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post = posts.pop();
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end(data);
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}
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mum.list.post = function(e)
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{
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cursor.y -= (e.bb.t - e.bb.b);
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cursor.y -= e.padding.y;
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if (this.bb)
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this.bb = bbox.expand(this.bb,e.bb)
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else
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this.bb = e.bb;
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}
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mum.label = function(str, data = {})
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{
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if (pre(data)) return;
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render.set_font(data.font, data.font_size);
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data.bb = render.text_bb(str, data.scale, -1, cursor);
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data.wh = bbox.towh(data.bb);
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var aa = [0,1].sub(data.anchor);
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data.drawpos.y -= (data.bb.t-cursor.y);
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data.drawpos = data.drawpos.add(data.wh.scale(aa)).add(data.offset);
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data.bb = render.text_bb(str, data.scale, data.wrap, data.drawpos);
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if (data.action && bbox.pointin(data.bb, input.mouse.screenpos())) {
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if (data.hover) {
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data.hover.__proto__ = data;
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data = data.hover;
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selected = data;
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}
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}
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data.bb = render.text(str, data.drawpos, data.scale, data.color, data.wrap);
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if (show_debug())
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render.boundingbox(data.bb);
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end(data);
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}
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mum.image = function(path, data = {})
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{
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if (pre(data)) return;
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path ??= data.background_image;
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var tex = path;
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if (typeof path === 'string')
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tex = game.texture(path);
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if (!data.height)
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if (data.width)
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data.height = tex.height * (data.width/tex.width);
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else
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data.height = tex.height;
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if (!data.width)
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if (data.height)
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data.width = tex.width * (data.height/tex.height);
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else
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data.height = tex.height;
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if (!data.width) data.width = tex.width;
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if (!data.height) data.height = tex.height;
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var aa = [0,1].sub(data.anchor);
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data.drawpos = data.drawpos.add(aa.scale([data.width,data.height]));
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if (data.slice)
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render.slice9(tex, data.drawpos, data.slice, [data.width,data.height]);
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else
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data.bb = render.image(tex, data.drawpos, [data.width, data.height]);
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end(data);
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}
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mum.rectangle = function(data = {})
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{
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if (pre(data)) return;
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var aa = [0,0].sub(data.anchor);
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data.drawpos = data.drawpos.add(aa.scale([data.width,data.height]));
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render.rectangle(data.drawpos, data.drawpos.add([data.width,data.height]), data.color);
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end(data);
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}
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var btnbb;
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var btnpost = function()
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{
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btnbb = data.bb;
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}
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mum.button = function(str, data = {padding:[4,4], color:Color.black})
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{
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if (pre(data)) return;
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posts.push(post);
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post = btnpost;
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if (typeof str === 'string')
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render.text(str, cursor.add(data.padding), data.scale, data.color);
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else
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str();
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if (data.action && data.hover && bbox.pointin(btnbb, input.mouse.screenpos())) {
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data.hover.__proto__ = data;
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data = data.hover;
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}
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render.rectangle([btnbb.l-data.padding.x, btnbb.b-data.padding.y], [btnbb.r+data.padding.y, btnbb.t+data.padding.y], data.color);
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data.bb = btnbb;
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post = posts.pop();
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end(data);
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}
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mum.window = function(fn, data = {})
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{
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if (pre(data)) return;
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render.rectangle(cursor, cursor.add(data.size), data.color);
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cursor.y += data.height;
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cursor = cursor.add(data.padding);
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fn();
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end(data);
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}
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mum.ex_hud = function()
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{
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mum.label("TOP LEFT", {pos:[0,game.size.y], anchor:[0,1]});
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mum.label("BOTTOM LEFT", {pos:[0,0], anchor:[0,0]});
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mum.label("TOP RIGHT", {pos:game.size, anchor:[1,1]});
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mum.label("BOTTOM RIGHT", {pos:[game.size.x, 0], anchor:[1,0]});
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}
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