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Touchscreen: Avoid constructing an SDL_Rect for is-inside tests.
Made the SDL_Rect versions of the methods call the plain-int versions instead of vice versa.
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@ -104,23 +104,21 @@ bool Touchscreen::released() {
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return !pressed() && wasPressed;
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}
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bool Touchscreen::inRect(SDL_Rect r) {
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bool Touchscreen::inRect(int ix, int iy, int iw, int ih) {
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return !_handled &&
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(y >= r.y) && (y <= r.y + r.h) && (x >= r.x) && (x <= r.x + r.w);
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(y >= iy) && (y <= iy + ih) && (x >= ix) && (x <= ix + iw);
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}
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bool Touchscreen::inRect(int x, int y, int w, int h) {
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SDL_Rect rect = { x, y, w, h };
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return inRect(rect);
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bool Touchscreen::inRect(SDL_Rect r) {
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return inRect(r.x, r.y, r.w, r.h);
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}
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bool Touchscreen::startedInRect(int ix, int iy, int iw, int ih) {
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return !_handled &&
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(startY >= iy) && (startY <= iy + ih) &&
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(startX >= ix) && (startX <= ix + iw);
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}
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bool Touchscreen::startedInRect(SDL_Rect r) {
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return !_handled &&
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(startY >= r.y) && (startY <= r.y + r.h) &&
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(startX >= r.x) && (startX <= r.x + r.w);
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}
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bool Touchscreen::startedInRect(int x, int y, int w, int h) {
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SDL_Rect rect = { x, y, w, h };
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return startedInRect(rect);
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return startedInRect(r.x, r.y, r.w, r.h);
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}
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@ -52,10 +52,10 @@ public:
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bool handled();
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void setHandled();
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bool inRect(SDL_Rect r);
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bool inRect(int x, int y, int w, int h);
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bool startedInRect(SDL_Rect r);
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bool inRect(SDL_Rect r);
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bool startedInRect(int x, int y, int w, int h);
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bool startedInRect(SDL_Rect r);
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int getX() { return x; }
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int getY() { return y; }
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