Shift remap fix#169
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See issue ColinPitrat#167 for discussion. When the shift state is different for a key press and release event and where keys are remapped to different physical CPC keys, the emulator can receive key up/downs on different keys which results in 'stuck', repeating keys. This fix tracks the shift states of physical PC keys to ensure the correct keys are pressed/released on the emulator.
InputMapper::CPCkeyFromKeysym functionality is changed by 0ee0d87 so add shift state in function calls.
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Sorry I've not been looking into this for a very long time. |
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Hi, here's the revised version discussed in #167 for your perusal. I've tested it with a couple of games and with Protext and CP/M. I've updated the keymapping tests.