broadcast button presses so that overlays can do something tricky
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@@ -115,6 +115,21 @@ void ScreenTestInput::Update( float fDeltaTime )
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void ScreenTestInput::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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CString sMessage = DeviceI.toString();
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switch( type )
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{
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case IET_FIRST_PRESS:
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case IET_RELEASE:
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{
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switch( type )
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{
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case IET_FIRST_PRESS: sMessage += "Pressed"; break;
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case IET_RELEASE: sMessage += "Released"; break;
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}
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MESSAGEMAN->Broadcast( sMessage );
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}
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}
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if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
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return; // ignore
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