IsKeyPressed(), IsMouseClicked(), GetKeyPressedAmount(): add a (normally unnecessary) test for ->Down next to ->DownDuration tests, facilitating the use of key eating mechanism.
if(!key_data->Down)// In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
if(!key_data->Down)// In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
if(!g.IO.MouseDown[button])// In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitate eating mechanism (until we finish work on input ownership)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)