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fix some touch prio issues in ModsLayer
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5388a1d68a
commit
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2 changed files with 4 additions and 0 deletions
loader/src/ui/mods
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@ -416,6 +416,8 @@ bool ModsLayer::init() {
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mainTabs->setContentWidth(tabsTop->getContentWidth() - 45);
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mainTabs->setAnchorPoint({ .5f, .0f });
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mainTabs->setPosition(m_frame->convertToWorldSpace(tabsTop->getPosition() + ccp(0, 8)));
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// Increment touch priority so the mods in the list don't override
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mainTabs->setTouchPriority(-150);
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for (auto item : std::initializer_list<std::tuple<const char*, const char*, ModListSource*, const char*>> {
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{ "download.png"_spr, "Installed", InstalledModListSource::get(InstalledModListType::All), "installed-button" },
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@ -210,6 +210,8 @@ bool ModList::init(ModListSource* src, CCSize const& size) {
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searchFiltersMenu->setContentWidth(size.width - m_searchInput->getScaledContentWidth() - 5);
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searchFiltersMenu->setAnchorPoint({ 1, .5f });
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searchFiltersMenu->setScale(.75f);
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// Set higher prio to not let list items override touch
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searchFiltersMenu->setTouchPriority(-150);
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auto sortSpr = GeodeSquareSprite::createWithSpriteFrameName("GJ_sortIcon_001.png");
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auto sortBtn = CCMenuItemSpriteExtra::create(
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