debouncing code broke handling of threaded inputs; fix
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@@ -114,8 +114,15 @@ void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
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if( bs.m_BeingHeld != Down )
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{
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/* Flush any delayed input, like Update() (in case Update() isn't being called). */
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RageTimer now;
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CheckButtonChange( bs, di, now );
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bs.m_BeingHeld = Down;
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bs.m_BeingHeldTime = di.ts;
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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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@@ -136,6 +143,25 @@ void InputFilter::ResetDevice( InputDevice device )
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ButtonPressed( DeviceInput(device, button, -1, now), false );
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}
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/* Check for reportable presses. */
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void InputFilter::CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now )
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{
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if( bs.m_BeingHeld == bs.m_bLastReportedHeld )
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return;
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/* If the last IET_FIRST_PRESS or IET_RELEASE event was sent too recently,
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* wait a while before sending it. */
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if( now - bs.m_LastReportTime < g_fInputDebounceTime )
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return;
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bs.m_LastReportTime = now;
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bs.m_bLastReportedHeld = bs.m_BeingHeld;
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bs.m_fSecsHeld = 0;
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di.ts = bs.m_BeingHeldTime;
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queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
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}
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void InputFilter::Update(float fDeltaTime)
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{
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RageTimer now;
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@@ -156,16 +182,8 @@ void InputFilter::Update(float fDeltaTime)
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ButtonState &bs = m_ButtonState[di.device][di.button];
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di.level = bs.m_Level;
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/* Generate IET_FIRST_PRESS and IET_RELEASE events. */
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if( now - bs.m_LastReportTime >= g_fInputDebounceTime && bs.m_BeingHeld != bs.m_bLastReportedHeld )
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{
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bs.m_LastReportTime = now;
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bs.m_bLastReportedHeld = bs.m_BeingHeld;
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bs.m_fSecsHeld = 0;
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di.ts = bs.m_BeingHeldTime;
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queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
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}
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/* Generate IET_FIRST_PRESS and IET_RELEASE events that were delayed. */
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CheckButtonChange( bs, di, now );
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/* Generate IET_LEVEL_CHANGED events. */
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if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
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@@ -70,13 +70,14 @@ private:
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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// Timestamp of the last real event that came in: the time m_BeingHeld changed.
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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][MAX_DEVICE_BUTTONS];
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void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now );
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InputEventArray queue;
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RageMutex *queuemutex;
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