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  • Hash : 9e6249fa
    Author : Joan Bruguera
    Date : 2022-01-08T19:24:47

    wayland: Avoid spurious key repeats when not pumping events Previous to this commit, key repeats events were typically generated when pumping events, based on the time of when the events are pumped. However, if an application doesn't call `SDL_PumpEvents` for some seconds, this time can be multiple seconds in the future compared to the actual key up event time, and generates key repeats even if a key was pressed only for an instant. In practice, this can happen when the user presses a key which causes the application to do something without pumping events (e.g. load a level). In Crispy Doom & PrBoom+, when the user presses the key bound to "Restart level/demo", the game doesn't pump events during the "screen melt" effect, and the level is restarted multiple times due to spurious repeats. To fix this, if the key up event is among the events to be pumped, we generate the key repeats there, since in the Wayland callback we receive the time when the key up event happened. Otherwise, we know no key up event happened and we can generate as many repeats as necessary after pumping. Signed-off-by: Joan Bruguera <joanbrugueram@gmail.com>

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