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@@ -51,7 +51,7 @@ Controls receive input events by means of the
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callback. Only one control, the one in focus, will receive
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keyboard/joypad events (see
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:ref:`Control.set_focus_mode() <class_Control_set_focus_mode>`
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-and :ref:`Control.grab_focus() <class_Control_grab_focus>`.
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+and :ref:`Control.grab_focus() <class_Control_grab_focus>`.)
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Mouse Motion events are received by the control directly below the mouse
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pointer. When a control receives a mouse button pressed event, all
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@@ -115,7 +115,7 @@ Add a script to that node, with the following code:
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update()
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Then run the scene. When the rectangle is clicked/taped, it will go from
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-blue to red. That synnergy between the events and drawing is pretty much
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+blue to red. That synergy between the events and drawing is pretty much
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how most controls work internally.
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.. image:: /img/ctrl_normal.png
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@@ -129,7 +129,7 @@ As mentioned before, Godot includes dozens of controls ready for using
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in a user interface. Such controls are divided in two categories. The
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first is a small set of controls that work well for creating most game
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user interfaces. The second (and most controls are of this type) are
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-meant for complex user interfaces and uniform skinning trough styles. A
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+meant for complex user interfaces and uniform skinning through styles. A
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description is presented as follows to help understand which one should
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be used in which case.
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@@ -137,7 +137,7 @@ Simplified UI controls
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~~~~~~~~~~~~~~~~~~~~~~
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This set of controls is enough for most games, where complex
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-interactions or ways to present information are not necessary. The can
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+interactions or ways to present information are not necessary. They can
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be skinned easily with regular textures.
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- :ref:`Label <class_Label>`: Node used for showing text.
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