Lose focus on a server after a button is released
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@@ -109,15 +109,18 @@ void Lobby::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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void Lobby::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (refreshButton.MouseButtonUp(button) == Button::State::HOVER) {
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if (refreshButton.MouseButtonUp(button) == Button::State::HOVER) {
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BroadcastNetwork();
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BroadcastNetwork();
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selectedServer = nullptr;
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}
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}
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else if (joinButton.MouseButtonUp(button) == Button::State::HOVER) {
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else if (joinButton.MouseButtonUp(button) == Button::State::HOVER) {
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if (selectedServer) {
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if (selectedServer) {
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ConnectToServer(selectedServer);
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ConnectToServer(selectedServer);
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selectedServer = nullptr;
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}
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}
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}
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}
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else if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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else if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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SetNextScene(SceneList::MAINMENU);
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endQueueThread();
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endQueueThread();
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selectedServer = nullptr;
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}
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}
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else if (
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else if (
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//clicked within bounds TODO: make the damn collision system
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//clicked within bounds TODO: make the damn collision system
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