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overlay: refactor overlay layering (#739)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Create three distinct layers for the overlay: 1. Bottommost persistent layer - non-interactable layer that is always on. This was only for notifications, but now the FPS widget lives here as well. 2. Overlay windows layer - most interactable windows go here. 3. Topmost main menu - this is reserved for the main menu (escape key) and this is a modal dialog that occludes the layers below. Why? - `toggle overlay` behavior with FPS widget *also* toggling on/off was a bit confusing (now they're two separate keys) - FPS widget is popular, but it caused the entire overlay to be active, which affects how input is handled - the main menu being a standalone window was a little awkward (now it's a modal) ## Testing
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@@ -444,6 +444,8 @@ namespace games {
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// overlay button definitions
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names.emplace_back("Screenshot");
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vkey_defaults.push_back(VK_SNAPSHOT);
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names.emplace_back("Toggle All Windows");
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vkey_defaults.push_back(VK_OEM_3); // backtick `
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names.emplace_back("Toggle Main Menu");
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vkey_defaults.push_back(VK_ESCAPE);
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names.emplace_back("Toggle Sub Screen");
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@@ -468,7 +470,7 @@ namespace games {
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vkey_defaults.push_back(VK_F10);
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names.emplace_back("Toggle Screen Resize");
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vkey_defaults.push_back(VK_F11);
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names.emplace_back("Toggle Overlay");
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names.emplace_back("Toggle FPS");
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vkey_defaults.push_back(VK_F12);
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names.emplace_back("Toggle Camera Control");
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vkey_defaults.push_back(0xFF);
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