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overlay: mouse-as-touch needs to check if subscreen window is active (#842)
## Link to GitHub Issue or related Pull Request, if one exists Fixes #840 ## Description of change Currently, for subscreen games, mouse events are still delivered even when the subscreen overlay window is not visible. Change this so that the subscreen overlay must be active and under the mouse cursor for the mouse-to-touch transformation to occur. Applies to both native and wintouchemu. ## Testing Needs to test everything again.. iidx: - [ ] full screen with overlay - [ ] single window with overlay - [ ] two window Test: mouse, poke, api, real touch screen sdvx: - [ ] full screen with overlay - [ ] windowed popn - [x] full screen with overlay - [x] window with overlay - [x] dedicated window gitadora - [x] single window with overlay - [x] dedicated sub window nostalgia - [x] fullscreen - [x] windowed test: poke wintouchemu - [ ] Do all of the above again with wintouchemu
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@@ -24,6 +24,7 @@ namespace overlay {
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void toggle_active();
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void set_active(bool active);
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bool get_active();
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bool is_mouse_hovered();
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// raise this window to the top of the z-order on its next build. only
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// call in response to an explicit user action (keyboard toggle, UI
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@@ -37,6 +38,7 @@ namespace overlay {
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// set when the window transitions to visible so build() raises it to the
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// top of the z-order on the next frame
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bool request_focus = false;
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bool mouse_hovered = false;
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std::vector<Window*> children;
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// settings
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