Refactor events.
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@@ -167,17 +167,17 @@ void Controller::run()
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// --- Check events, handle input ---
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gameEventHandler->handleEvents();
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camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
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camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionMap(), deltaTime);
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if (gameWindow->getMouseIsCatched()) {
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camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDelta());
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camera->updateDirectionFromMouseInput(gameEventHandler->getCameraMouseActionMap());
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}
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menu->writeWindowActions(gameEventHandler->getWindowActionRegister());
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gameWindow->handleWindowActionRegister(gameEventHandler->getWindowActionRegister());
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menu->writeWindowActions(gameEventHandler->getWindowActionMap());
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gameWindow->handleWindowActionMap(gameEventHandler->getWindowActionMap());
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// Handle widget pressed event only when a screen is currently active
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if (menu->getActiveScreen())
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menu->handleMouseButtonActionRegister(gameEventHandler->getMouseButtonActionRegister(), gameWindow);
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menu->handleMouseButtonActionMap(gameEventHandler->getMouseButtonActionMap(), gameWindow);
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}
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}
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