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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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@@ -496,12 +496,28 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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},
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{
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// spice2x_FpsOpposite
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.title = "Show FPS/Clock top-left",
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.title = "Show FPS/Clock top-left (DEPRECATED - use -fpslocation instead)",
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.name = "fpsflip",
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.desc = "Show FPS / clock / timer overlay on the top left of the screen instead of the top right.",
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.desc = "Show FPS / clock / timer overlay on the top left of the screen instead of the top right. "
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"Deprecated - use -fpslocation instead.",
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.type = OptionType::Bool,
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.hidden = true,
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.category = "Overlay",
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},
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{
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// FpsLocation
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.title = "FPS/Clock Location",
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.name = "fpslocation",
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.desc = "Select which corner of the screen the FPS / clock / timer overlay appears in.",
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.type = OptionType::Enum,
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.category = "Overlay",
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.elements = {
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{"topright", ""},
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{"topleft", ""},
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{"bottomleft", ""},
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{"bottomright", ""},
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},
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},
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{
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// spice2x_SubScreenAutoShow
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.title = "Auto Show Subscreen",
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