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input: fix double press issue when assigning a bind (#2895)
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@ -122,8 +122,6 @@ void KeyboardDevice::process_event(const SDL_Event& event,
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// modifiers are instead inspected on a KEYUP, however if it's one of the keys
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// for triggering the binding assignment, and it's the first time we've seen it -- we ignore
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// it
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// TODO - `seen_confirm_up` should already be true if they didn't press that key
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// this is preventing setting modifiers as keys
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if (!bind_assignment->seen_confirm_up) {
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for (const auto& confirm_bind : bind_assignment->keyboard_confirmation_binds) {
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if (confirm_bind.sdl_idx == key_event.keysym.sym) {
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@ -435,8 +435,7 @@ void InputManager::set_wait_for_bind(const InputDeviceType device_type,
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m_waiting_for_bind->keyboard_confirmation_binds =
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m_settings->keyboard_binds.lookup_button_binds(PadData::CROSS);
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if (g_game_version == GameVersion::Jak1) {
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auto& circle_binds = m_waiting_for_bind->keyboard_confirmation_binds =
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m_settings->keyboard_binds.lookup_button_binds(PadData::CIRCLE);
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auto circle_binds = m_settings->keyboard_binds.lookup_button_binds(PadData::CIRCLE);
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m_waiting_for_bind->keyboard_confirmation_binds.insert(
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m_waiting_for_bind->keyboard_confirmation_binds.end(), circle_binds.begin(),
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circle_binds.end());
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