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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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@@ -8,6 +8,7 @@ namespace games {
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namespace OverlayButtons {
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enum {
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Screenshot,
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ToggleAllWindows,
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ToggleMainMenu,
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ToggleSubScreen,
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InsertCoin,
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@@ -20,7 +21,7 @@ namespace games {
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ToggleControl,
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TogglePatchManager,
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ToggleScreenResize,
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ToggleOverlay,
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ToggleFps,
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ToggleCameraControl,
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TriggerPinMacroP1,
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TriggerPinMacroP2,
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