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[BUG] Input across muliple DrawableManagers causes layering problems #30

Description

@Beyley

Describe the bug
When input is spread across multiple DrawableManagers (eg. you click on something that is visibly in the foreground but has a lower depth value than things visibly behind it)

Expected behavior
Input elements should be sorted by the order of their depth, then by the order that their parent DrawableManagers are drawn in

Additional context
Perhaps we should add a virtual PreDraw() function to Furball.Vixie.Game which will let us reset a List<DrawableManager> that gets filled during the current draw with the order the DrawableManager are drawn in for the next Update, which will handle the input. While this will solve the problem, it will be always 1 frame behind order wise, but that shouldnt be a problem, as its rare for the draw order of multiple DrawableManagers to change often

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