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Fixed a bug were incorrect UI controls were taking focus.
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@@ -201,6 +201,9 @@ int GadgetClass::Clicked_On(KeyNumType & key, unsigned flags, int mousex, int mo
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*/
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flags &= Flags;
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if (mousex - X < 0 || mousey - Y < 0)
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return false;
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/*
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** If keyboard input should be processed by this "gadget" and keyboard input is
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** detected, then always call the action function. It is up to the action function
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