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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
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@@ -113,7 +113,7 @@ namespace games::ccj {
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static std::chrono::time_point<std::chrono::steady_clock> lastModified = std::chrono::steady_clock::now();
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static std::chrono::milliseconds debounceDuration(100);
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auto currentTime = std::chrono::steady_clock::now();
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bool pressed = get_async_secondary_mouse() & 0x8000;
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bool pressed = get_async_secondary_mouse();
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bool focused = GetForegroundWindow() == hWnd;
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if (focused && MOUSE_TRACKBALL_USE_TOGGLE && pressed && (currentTime - lastModified > debounceDuration)) {
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