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:
Isaac Marovitz 2024-02-28 12:58:26 -05:00
parent cfcb9921bc
commit a46e464003
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@ -6,7 +6,7 @@ namespace Ryujinx.Input.Assigner
public class KeyboardKeyAssigner : IButtonAssigner
{
private readonly IKeyboard _keyboard;
private ButtonValue? _pressedKey;
private KeyboardStateSnapshot _keyboardState;
public KeyboardKeyAssigner(IKeyboard keyboard)
@ -14,16 +14,26 @@ namespace Ryujinx.Input.Assigner
_keyboard = keyboard;
}
public void Initialize() { }
public void Initialize()
{
_pressedKey = null;
}
public void ReadInput()
{
_keyboardState = _keyboard.GetKeyboardStateSnapshot();
var newKeyboardState = _keyboard.GetKeyboardStateSnapshot();
if (_keyboardState != null)
{
DetectPressedKeys(_keyboardState, newKeyboardState);
}
_keyboardState = newKeyboardState;
}
public bool HasAnyButtonPressed()
{
return GetPressedButton() is not null;
return _pressedKey != null;
}
public bool ShouldCancel()
@ -33,18 +43,19 @@ namespace Ryujinx.Input.Assigner
public ButtonValue? GetPressedButton()
{
ButtonValue? keyPressed = null;
return !ShouldCancel() && HasAnyButtonPressed() ? _pressedKey : null;
}
public void DetectPressedKeys(KeyboardStateSnapshot oldState, KeyboardStateSnapshot newState)
{
for (Key key = Key.Unknown; key < Key.Count; key++)
{
if (_keyboardState.IsPressed(key))
if (oldState.IsPressed(key) && !newState.IsPressed(key))
{
keyPressed = new(key);
_pressedKey = new(key);
break;
}
}
return !ShouldCancel() ? keyPressed : null;
}
}
}