fix excessive memory usage by m_ButtonState
This commit is contained in:
@@ -8,6 +8,22 @@
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#include "Foreach.h"
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#include <set>
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struct ButtonState
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{
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ButtonState();
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bool m_BeingHeld; // actual current state
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bool m_bLastReportedHeld; // last state reported by Update()
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CString m_sComment;
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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// Timestamp of m_BeingHeld changing.
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RageTimer m_BeingHeldTime;
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// The time that we actually reported the last event (used for debouncing).
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RageTimer m_LastReportTime;
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};
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namespace
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{
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/* Maintain a set of all interesting buttons: buttons which are being held
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@@ -15,11 +31,11 @@ namespace
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* optimize InputFilter::Update, so we don't have to process every button
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* we know about when most of them aren't in use. This set is protected
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* by queuemutex. */
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typedef pair<InputDevice,DeviceButton> Button;
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set<Button> g_ButtonsToProcess;
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void ActivateButton( const DeviceInput &di )
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typedef map<DeviceInput, ButtonState> ButtonStateMap;
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ButtonStateMap g_ButtonStates;
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ButtonState &GetButtonState( InputDevice device, DeviceButton button )
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{
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g_ButtonsToProcess.insert( make_pair(di.device, di.button) );
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return g_ButtonStates[ DeviceInput(device, button) ];
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}
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}
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@@ -62,6 +78,7 @@ InputFilter::InputFilter()
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InputFilter::~InputFilter()
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{
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delete queuemutex;
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g_ButtonStates.clear();
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}
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void InputFilter::Reset()
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@@ -82,7 +99,7 @@ void InputFilter::ResetRepeatRate()
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SetRepeatRate( TIME_BEFORE_SLOW_REPEATS, TIME_BEFORE_FAST_REPEATS, REPEATS_PER_SEC );
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}
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InputFilter::ButtonState::ButtonState():
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ButtonState::ButtonState():
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m_BeingHeldTime(RageZeroTimer),
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m_LastReportTime(RageZeroTimer)
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{
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@@ -101,7 +118,7 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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ASSERT_M( di.device < NUM_INPUT_DEVICES, ssprintf("%i", di.device) );
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ASSERT_M( di.button < NUM_DeviceButton, ssprintf("%i", di.button) );
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ButtonState &bs = m_ButtonState[di.device][di.button];
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ButtonState &bs = GetButtonState( di.device, di.button );
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bs.m_Level = di.level;
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@@ -117,14 +134,12 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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/* Try to report presses immediately. */
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CheckButtonChange( bs, di, now );
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}
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ActivateButton( di );
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}
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void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComment )
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{
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LockMut(*queuemutex);
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ButtonState &bs = m_ButtonState[di.device][di.button];
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ButtonState &bs = GetButtonState( di.device, di.button );
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bs.m_sComment = sComment;
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}
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@@ -133,11 +148,14 @@ void InputFilter::ResetDevice( InputDevice device )
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{
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LockMut(*queuemutex);
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RageTimer now;
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set<Button> Buttons( g_ButtonsToProcess );
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FOREACHS( Button, Buttons, b )
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vector<DeviceInput> DeviceInputs;
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GetPressedButtons( DeviceInputs );
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FOREACH( DeviceInput, DeviceInputs, di )
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{
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if( b->first == device )
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ButtonPressed( DeviceInput(device, b->second, -1, now), false );
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if( di->device == device )
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ButtonPressed( DeviceInput(device, di->button, -1, now), false );
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}
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}
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@@ -172,12 +190,13 @@ void InputFilter::Update( float fDeltaTime )
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DeviceInput di( (InputDevice)0,DeviceButton_Invalid,1.0f,now);
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set<Button> Buttons( g_ButtonsToProcess );
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FOREACHS( Button, Buttons, b )
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vector<ButtonStateMap::iterator> ButtonsToErase;
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FOREACHM( DeviceInput, ButtonState, g_ButtonStates, b )
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{
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di.device = b->first;
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di.button = b->second;
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ButtonState &bs = m_ButtonState[di.device][di.button];
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di.device = b->first.device;
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di.button = b->first.button;
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ButtonState &bs = b->second;
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di.level = bs.m_Level;
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/* Generate IET_FIRST_PRESS and IET_RELEASE events that were delayed. */
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@@ -193,7 +212,10 @@ void InputFilter::Update( float fDeltaTime )
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/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
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if( !bs.m_bLastReportedHeld )
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{
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g_ButtonsToProcess.erase( make_pair(di.device, di.button) );
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// If the key isn't pressed, and hasn't been pressed for a while (so debouncing
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// isn't interested in it), purge the entry.
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if( now - bs.m_LastReportTime > g_fInputDebounceTime )
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ButtonsToErase.push_back( b );
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continue;
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}
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@@ -238,27 +260,33 @@ void InputFilter::Update( float fDeltaTime )
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queue.push_back( InputEvent(di,iet) );
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}
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}
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FOREACH( ButtonStateMap::iterator, ButtonsToErase, it )
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g_ButtonStates.erase( *it );
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}
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bool InputFilter::IsBeingPressed( const DeviceInput &di )
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{
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return m_ButtonState[di.device][di.button].m_bLastReportedHeld;
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LockMut(*queuemutex);
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return GetButtonState(di.device, di.button).m_bLastReportedHeld;
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}
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float InputFilter::GetSecsHeld( const DeviceInput &di )
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{
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return m_ButtonState[di.device][di.button].m_fSecsHeld;
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LockMut(*queuemutex);
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return GetButtonState(di.device, di.button).m_fSecsHeld;
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}
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CString InputFilter::GetButtonComment( const DeviceInput &di ) const
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{
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LockMut(*queuemutex);
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return m_ButtonState[di.device][di.button].m_sComment;
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return GetButtonState(di.device, di.button).m_sComment;
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}
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void InputFilter::ResetKeyRepeat( const DeviceInput &di )
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{
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m_ButtonState[di.device][di.button].m_fSecsHeld = 0;
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LockMut(*queuemutex);
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GetButtonState(di.device, di.button).m_fSecsHeld = 0;
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}
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void InputFilter::GetInputEvents( InputEventArray &array )
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@@ -268,6 +296,20 @@ void InputFilter::GetInputEvents( InputEventArray &array )
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queue.clear();
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}
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void InputFilter::GetPressedButtons( vector<DeviceInput> &array )
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{
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LockMut(*queuemutex);
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FOREACHM( DeviceInput, ButtonState, g_ButtonStates, b )
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{
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if( b->second.m_BeingHeld )
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{
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DeviceInput di = b->first;
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di.level = b->second.m_Level;
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array.push_back( di );
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}
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}
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -38,6 +38,7 @@ struct InputEvent : public DeviceInput
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typedef vector<InputEvent> InputEventArray;
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class RageMutex;
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struct ButtonState;
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class InputFilter
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{
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public:
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@@ -59,24 +60,9 @@ public:
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CString GetButtonComment( const DeviceInput &di ) const;
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void GetInputEvents( InputEventArray &array );
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void GetPressedButtons( vector<DeviceInput> &array );
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private:
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struct ButtonState
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{
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ButtonState();
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bool m_BeingHeld; // actual current state
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bool m_bLastReportedHeld; // last state reported by Update()
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CString m_sComment;
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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// Timestamp of m_BeingHeld changing.
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RageTimer m_BeingHeldTime;
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// The time that we actually reported the last event (used for debouncing).
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RageTimer m_LastReportTime;
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};
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ButtonState m_ButtonState[NUM_INPUT_DEVICES][NUM_DeviceButton];
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void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now );
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InputEventArray queue;
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