func (a *Interact) HandleInput(group gui.EventGroup, g *game.Game) (bool, game.ActionExec) { if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { bx, by := g.GetViewer().WindowToBoard(gin.In().GetCursor("Mouse").Point()) room_num := a.ent.CurrentRoom() room := g.House.Floors[0].Rooms[room_num] for door_num, door := range room.Doors { rect := makeRectForDoor(room, door) if rect.Contains(float64(bx), float64(by)) { var exec interactExec exec.Toggle_door = true exec.SetBasicData(a.ent, a) exec.Room = room_num exec.Door = door_num return true, &exec } } } target := g.HoveredEnt() if target == nil { return false, nil } if found, event := group.FindEvent(gin.MouseLButton); found && event.Type == gin.Press { for i := range a.targets { if a.targets[i] == target && distBetweenEnts(a.ent, target) <= a.Range { var exec interactExec exec.SetBasicData(a.ent, a) exec.Target = target.Id return true, &exec } } return true, nil } return false, nil }