overlay: fix mouse events queued up while overlay is hidden (#683)

## Link to GitHub Issue or related Pull Request, if one exists
continuation of #677

## Description of change
When overlay was hidden, when mouse buttons were clicked, they were
queued up and replayed when overlay became visible again.

This is due to improper usage of `GetAsyncKeyState`, per documentation.

## Testing
This commit is contained in:
bicarus
2026-05-08 03:37:46 -07:00
committed by GitHub
parent 71ba9b6b47
commit 33b4718744
5 changed files with 18 additions and 15 deletions
+1 -1
View File
@@ -113,7 +113,7 @@ namespace games::ccj {
static std::chrono::time_point<std::chrono::steady_clock> lastModified = std::chrono::steady_clock::now();
static std::chrono::milliseconds debounceDuration(100);
auto currentTime = std::chrono::steady_clock::now();
bool pressed = get_async_secondary_mouse() & 0x8000;
bool pressed = get_async_secondary_mouse();
bool focused = GetForegroundWindow() == hWnd;
if (focused && MOUSE_TRACKBALL_USE_TOGGLE && pressed && (currentTime - lastModified > debounceDuration)) {