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https://git.ryujinx.app/ryubing/ryujinx.git
synced 2026-06-06 04:19:15 +00:00
Fix macOS Caps Lock rebinding by buffering one-shot key-down events during keyboard assignment
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@@ -98,6 +98,19 @@ namespace Ryujinx.Ava.Input
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}
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}
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public bool TryConsumePressedKey(out Key key)
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{
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try
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{
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return _driver.TryConsumePressedKey(_mode, out key);
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}
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catch
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{
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key = Key.Unknown;
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return false;
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}
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}
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public void SetConfiguration(InputConfig configuration)
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{
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lock (_userMappingLock)
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@@ -4,6 +4,7 @@ using Ryujinx.Ava.Common.Locale;
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using Ryujinx.Input;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using ConfigPhysicalKey = Ryujinx.Common.Configuration.Hid.PhysicalKey;
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using Key = Ryujinx.Input.Key;
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@@ -16,6 +17,9 @@ namespace Ryujinx.Ava.Input
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private readonly HashSet<Key> _semanticPressedKeys;
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private readonly HashSet<ConfigPhysicalKey> _physicalPressedKeys;
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private readonly Dictionary<Key, ConfigPhysicalKey> _observedPhysicalKeysBySemanticKey;
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private readonly Queue<Key> _semanticPressedKeyQueue;
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private readonly Queue<Key> _physicalPressedKeyQueue;
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private readonly Lock _pressedKeyQueueLock;
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private readonly KeyboardInputMode _defaultMode;
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public event EventHandler<KeyEventArgs> KeyPressed;
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@@ -31,6 +35,9 @@ namespace Ryujinx.Ava.Input
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_semanticPressedKeys = [];
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_physicalPressedKeys = [];
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_observedPhysicalKeysBySemanticKey = [];
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_semanticPressedKeyQueue = [];
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_physicalPressedKeyQueue = [];
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_pressedKeyQueueLock = new();
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_defaultMode = defaultMode;
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_control.KeyDown += OnKeyPress;
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@@ -108,20 +115,46 @@ namespace Ryujinx.Ava.Input
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internal void Clear(KeyboardInputMode mode)
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{
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if (mode == KeyboardInputMode.Physical)
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lock (_pressedKeyQueueLock)
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{
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_physicalPressedKeys.Clear();
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}
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else
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{
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_semanticPressedKeys.Clear();
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if (mode == KeyboardInputMode.Physical)
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{
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_physicalPressedKeys.Clear();
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_physicalPressedKeyQueue.Clear();
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}
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else
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{
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_semanticPressedKeys.Clear();
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_semanticPressedKeyQueue.Clear();
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}
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}
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}
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public void Clear()
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{
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_semanticPressedKeys.Clear();
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_physicalPressedKeys.Clear();
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lock (_pressedKeyQueueLock)
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{
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_semanticPressedKeys.Clear();
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_physicalPressedKeys.Clear();
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_semanticPressedKeyQueue.Clear();
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_physicalPressedKeyQueue.Clear();
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}
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}
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internal bool TryConsumePressedKey(KeyboardInputMode mode, out Key key)
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{
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lock (_pressedKeyQueueLock)
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{
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Queue<Key> queue = mode == KeyboardInputMode.Physical ? _physicalPressedKeyQueue : _semanticPressedKeyQueue;
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if (queue.TryDequeue(out key))
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{
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return true;
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}
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}
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key = Key.Unknown;
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return false;
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}
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private static void UpdateKeyState(HashSet<Key> pressedKeys, Key key, bool isPressed)
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@@ -161,10 +194,28 @@ namespace Ryujinx.Ava.Input
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Key semanticKey = AvaloniaKeyboardMappingHelper.ToInputKey(args.Key);
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Key resolvedSemanticKey = AvaloniaKeyboardMappingHelper.ToInputKey(args.PhysicalKey, args.Key);
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ConfigPhysicalKey physicalKey = GetPhysicalInputKey(args, semanticKey);
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bool semanticWasPressed = _semanticPressedKeys.Contains(resolvedSemanticKey);
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bool physicalWasPressed = _physicalPressedKeys.Contains(physicalKey);
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UpdateKeyState(_semanticPressedKeys, resolvedSemanticKey, isPressed);
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UpdateKeyState(_physicalPressedKeys, physicalKey, isPressed);
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if (isPressed)
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{
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lock (_pressedKeyQueueLock)
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{
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if (!semanticWasPressed && resolvedSemanticKey is not Key.Unknown and not Key.Unbound)
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{
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_semanticPressedKeyQueue.Enqueue(resolvedSemanticKey);
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}
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if (!physicalWasPressed && physicalKey is not ConfigPhysicalKey.Unknown and not ConfigPhysicalKey.Unbound)
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{
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_physicalPressedKeyQueue.Enqueue((Key)(int)physicalKey);
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}
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}
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}
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if (isPressed &&
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semanticKey is not Key.Unknown and not Key.Unbound &&
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physicalKey is not ConfigPhysicalKey.Unknown and not ConfigPhysicalKey.Unbound)
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