pass around InputEventPlus in Screen::Input instead of multiple input structures
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@@ -19,6 +19,7 @@
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#include "CodeDetector.h"
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#include "RageInput.h"
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#include "RageDisplay.h"
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#include "InputEventPlus.h"
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static bool g_bIsDisplayed = false;
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static bool g_bIsSlow = false;
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@@ -256,10 +257,10 @@ void ScreenDebugOverlay::UpdateText()
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}
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}
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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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bool ScreenDebugOverlay::OverlayInput( const InputEventPlus &input )
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{
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if( DeviceI == g_Mappings.holdForDebug1 ||
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DeviceI == g_Mappings.holdForDebug2 )
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if( input.DeviceI == g_Mappings.holdForDebug1 ||
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input.DeviceI == g_Mappings.holdForDebug2 )
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{
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bool bHoldingBoth =
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(!g_Mappings.holdForDebug1.IsValid() || INPUTFILTER->IsBeingPressed(g_Mappings.holdForDebug1)) &&
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@@ -275,10 +276,10 @@ bool ScreenDebugOverlay::OverlayInput( const DeviceInput& DeviceI, const InputEv
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{
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int i = p-g_pvpSubscribers->begin();
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if( (g_bIsDisplayed && DeviceI == g_Mappings.debugButton[i]) ||
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(IsGameplay() && DeviceI == g_Mappings.gameplayButton[i]) )
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if( (g_bIsDisplayed && input.DeviceI == g_Mappings.debugButton[i]) ||
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(IsGameplay() && input.DeviceI == g_Mappings.gameplayButton[i]) )
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{
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if( type != IET_FIRST_PRESS )
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if( input.type != IET_FIRST_PRESS )
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return true; /* eat the input but do nothing */
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BitmapText &txt1 = *m_vptextButton[i];
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