add hold 2 buttons for debug overlay (for joysticks)
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@@ -39,12 +39,14 @@ ScreenDebugOverlay::~ScreenDebugOverlay()
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struct MapDebugToDI
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{
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DeviceInput holdForDebug;
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DeviceInput holdForDebug1;
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DeviceInput holdForDebug2;
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DeviceInput debugButton[NUM_DEBUG_LINES];
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DeviceInput gameplayButton[NUM_DEBUG_LINES];
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void Clear()
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{
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holdForDebug.MakeInvalid();
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holdForDebug1.MakeInvalid();
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holdForDebug2.MakeInvalid();
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FOREACH_DebugLine(i)
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{
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debugButton[i].MakeInvalid();
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@@ -74,7 +76,8 @@ void ScreenDebugOverlay::Init()
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{
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g_Mappings.Clear();
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g_Mappings.holdForDebug = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
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g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
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g_Mappings.holdForDebug2.MakeInvalid();
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g_Mappings.gameplayButton[0] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
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g_Mappings.gameplayButton[1] = DeviceInput(DEVICE_KEYBOARD, KEY_F7);
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@@ -307,11 +310,16 @@ void ScreenDebugOverlay::UpdateText()
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bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( DeviceI == g_Mappings.holdForDebug )
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if( DeviceI == g_Mappings.holdForDebug1 ||
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DeviceI == g_Mappings.holdForDebug2 )
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{
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if( type == IET_FIRST_PRESS )
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bool bHoldingBoth =
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(!g_Mappings.holdForDebug1.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug1)) &&
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(!g_Mappings.holdForDebug2.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug2));
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if( bHoldingBoth )
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g_bIsDisplayed = true;
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else if( type == IET_RELEASE )
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else
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g_bIsDisplayed = false;
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}
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