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type Layer = struct {
	blocks_input: *fn() bool,
	input: *fn(InputEvent) bool,
	is_opaque: *fn() bool,
	render: *fn() void,
};

type InputEvent = (CancelEvent | KeyEvent |
	MouseButtonEvent | MouseOverEvent);

type CancelEvent = void;

type KeyEvent = struct {
	status: ButtonStatus,
	key: Key,
};

type Key = uint;

type MouseButtonEvent = struct {
	status: ButtonStatus,
	button: MouseButton,
};

type MouseButton = enum u8 {
	LEFT,
	MIDDLE,
	RIGHT,
	X1,
	X2,
};

type ButtonStatus = enum u8 {
	UP,
	HELD,
	DOWN,
};

type MouseOverEvent = struct {
	covered: bool,
};

const LAYERS = [
	&LAYER_GAME,
	&LAYER_HUD,
	&LAYER_DEATH,
	&LAYER_GAME_WAITING,
	&LAYER_CLIENT_WAITING,
];

fn layers_input(event: InputEvent, top: size, all: bool) size = {
	for (top > 0) {
		top -= 1;
		if (LAYERS[top].input(event) && !all) {
			break;
		};
	};
	return top;
};

fn layers_render() void = {
	let bottom = len(LAYERS);
	for (bottom != 0) {
		bottom -= 1;
		if (LAYERS[bottom].is_opaque()) {
			break;
		};
	};

	for (let i = bottom; i < len(LAYERS); i += 1) {
		LAYERS[i].render();
	};
};