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feat: recognize keyboard keys as "pressed" only after key up occurred
Co-authored-by: Nico <nico.reinartz@rwth-aachen.de>
This commit is contained in:
parent
cfcb9921bc
commit
a46e464003
1 changed files with 20 additions and 9 deletions
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@ -6,7 +6,7 @@ namespace Ryujinx.Input.Assigner
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public class KeyboardKeyAssigner : IButtonAssigner
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public class KeyboardKeyAssigner : IButtonAssigner
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{
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{
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private readonly IKeyboard _keyboard;
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private readonly IKeyboard _keyboard;
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private ButtonValue? _pressedKey;
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private KeyboardStateSnapshot _keyboardState;
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private KeyboardStateSnapshot _keyboardState;
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public KeyboardKeyAssigner(IKeyboard keyboard)
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public KeyboardKeyAssigner(IKeyboard keyboard)
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@ -14,16 +14,26 @@ namespace Ryujinx.Input.Assigner
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_keyboard = keyboard;
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_keyboard = keyboard;
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}
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}
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public void Initialize() { }
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public void Initialize()
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{
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_pressedKey = null;
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}
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public void ReadInput()
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public void ReadInput()
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{
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{
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_keyboardState = _keyboard.GetKeyboardStateSnapshot();
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var newKeyboardState = _keyboard.GetKeyboardStateSnapshot();
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if (_keyboardState != null)
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{
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DetectPressedKeys(_keyboardState, newKeyboardState);
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}
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_keyboardState = newKeyboardState;
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}
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}
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public bool HasAnyButtonPressed()
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public bool HasAnyButtonPressed()
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{
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{
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return GetPressedButton() is not null;
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return _pressedKey != null;
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}
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}
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public bool ShouldCancel()
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public bool ShouldCancel()
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@ -33,18 +43,19 @@ namespace Ryujinx.Input.Assigner
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public ButtonValue? GetPressedButton()
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public ButtonValue? GetPressedButton()
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{
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{
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ButtonValue? keyPressed = null;
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return !ShouldCancel() && HasAnyButtonPressed() ? _pressedKey : null;
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}
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public void DetectPressedKeys(KeyboardStateSnapshot oldState, KeyboardStateSnapshot newState)
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{
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for (Key key = Key.Unknown; key < Key.Count; key++)
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for (Key key = Key.Unknown; key < Key.Count; key++)
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{
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{
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if (_keyboardState.IsPressed(key))
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if (oldState.IsPressed(key) && !newState.IsPressed(key))
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{
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{
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keyPressed = new(key);
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_pressedKey = new(key);
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break;
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break;
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}
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}
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}
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}
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return !ShouldCancel() ? keyPressed : null;
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}
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}
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}
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}
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}
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}
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