do `, tab support in ScreenDebugOverlay
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@@ -39,6 +39,12 @@ static bool UserQuit()
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void HandleInputEvents( float fDeltaTime );
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static float g_fUpdateRate = 1;
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void GameLoop::SetUpdateRate( float fUpdateRate )
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{
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g_fUpdateRate = fUpdateRate;
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}
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static void CheckGameLoopTimerSkips( float fDeltaTime )
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{
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if( !PREFSMAN->m_bLogSkips )
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@@ -137,17 +143,7 @@ void GameLoop::GameLoop()
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CheckGameLoopTimerSkips( fDeltaTime );
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) )
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{
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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fDeltaTime = 0; /* both; stop time */
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else
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fDeltaTime *= 4;
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}
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else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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{
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fDeltaTime /= 4;
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}
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fDeltaTime *= g_fUpdateRate;
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CheckFocus();
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@@ -6,6 +6,7 @@
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namespace GameLoop
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{
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void GameLoop();
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void SetUpdateRate( float fUpdateRate );
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void StartConcurrentRendering();
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void FinishConcurrentRendering();
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};
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@@ -24,6 +24,7 @@
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#include "Profile.h"
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#include "SongManager.h"
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#include "SubscriptionManager.h"
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#include "GameLoop.h"
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static bool g_bIsDisplayed = false;
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static bool g_bIsSlow = false;
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@@ -194,6 +195,23 @@ void ScreenDebugOverlay::Init()
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void ScreenDebugOverlay::Update( float fDeltaTime )
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{
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{
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float fRate = 1;
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) )
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{
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if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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fRate = 0; /* both; stop time */
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else
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fRate *= 4;
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}
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else if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT) ) )
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{
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fRate /= 4;
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}
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GameLoop::SetUpdateRate( fRate );
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}
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bool bCenteringNeedsUpdate = g_fImageScaleCurrent != g_fImageScaleDestination;
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fapproach( g_fImageScaleCurrent, g_fImageScaleDestination, fDeltaTime );
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if( bCenteringNeedsUpdate )
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