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https://github.com/Xevion/Pac-Man.git
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2 Commits
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5109457fcd | ||
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5497e4b0b9 |
@@ -28,7 +28,7 @@ pub enum CursorPosition {
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pub struct Bindings {
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pub struct Bindings {
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key_bindings: HashMap<Keycode, GameCommand>,
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key_bindings: HashMap<Keycode, GameCommand>,
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movement_keys: HashSet<Keycode>,
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movement_keys: HashSet<Keycode>,
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last_movement_key: Option<Keycode>,
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pressed_movement_keys: Vec<Keycode>,
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}
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}
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impl Default for Bindings {
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impl Default for Bindings {
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@@ -67,11 +67,63 @@ impl Default for Bindings {
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Self {
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Self {
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key_bindings,
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key_bindings,
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movement_keys,
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movement_keys,
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last_movement_key: None,
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pressed_movement_keys: Vec::new(),
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}
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}
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}
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}
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}
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}
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/// A simplified input event used for deterministic testing and logic reuse
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/// without depending on SDL's event pump.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum SimpleKeyEvent {
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KeyDown(Keycode),
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KeyUp(Keycode),
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}
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/// Processes a frame's worth of simplified key events and returns the resulting
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/// `GameEvent`s that would be emitted by the input system for that frame.
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///
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/// This mirrors the behavior of `input_system` for keyboard-related logic:
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/// - KeyDown emits the bound command immediately (movement or otherwise)
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/// - Tracks pressed movement keys in order to continue movement on subsequent frames
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/// - KeyUp removes movement keys; if another movement key remains, it resumes
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pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[SimpleKeyEvent]) -> Vec<GameEvent> {
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let mut emitted_events = Vec::new();
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let mut movement_key_pressed = false;
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for event in frame_events {
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match *event {
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SimpleKeyEvent::KeyDown(key) => {
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if let Some(command) = bindings.key_bindings.get(&key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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if bindings.movement_keys.contains(&key) {
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movement_key_pressed = true;
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if !bindings.pressed_movement_keys.contains(&key) {
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bindings.pressed_movement_keys.push(key);
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}
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}
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}
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SimpleKeyEvent::KeyUp(key) => {
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if bindings.movement_keys.contains(&key) {
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bindings.pressed_movement_keys.retain(|&k| k != key);
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}
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}
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}
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}
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if !movement_key_pressed {
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if let Some(&last_movement_key) = bindings.pressed_movement_keys.last() {
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if let Some(command) = bindings.key_bindings.get(&last_movement_key).copied() {
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emitted_events.push(GameEvent::Command(command));
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}
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}
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}
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emitted_events
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}
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pub fn input_system(
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pub fn input_system(
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delta_time: Res<DeltaTime>,
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delta_time: Res<DeltaTime>,
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mut bindings: ResMut<Bindings>,
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mut bindings: ResMut<Bindings>,
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@@ -79,11 +131,14 @@ pub fn input_system(
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mut pump: NonSendMut<&'static mut EventPump>,
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mut pump: NonSendMut<&'static mut EventPump>,
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mut cursor: ResMut<CursorPosition>,
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mut cursor: ResMut<CursorPosition>,
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) {
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) {
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let mut movement_key_pressed = false;
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let mut cursor_seen = false;
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let mut cursor_seen = false;
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// Collect all events for this frame.
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let frame_events: Vec<Event> = pump.poll_iter().collect();
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for event in pump.poll_iter() {
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// Handle non-keyboard events inline and build a simplified keyboard event stream.
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match event {
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let mut simple_key_events = Vec::new();
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for event in &frame_events {
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match *event {
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Event::Quit { .. } => {
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Event::Quit { .. } => {
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writer.write(GameEvent::Command(GameCommand::Exit));
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writer.write(GameEvent::Command(GameCommand::Exit));
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}
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}
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@@ -94,44 +149,28 @@ pub fn input_system(
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};
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};
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cursor_seen = true;
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cursor_seen = true;
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}
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}
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Event::KeyUp {
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repeat: false,
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keycode: Some(key),
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..
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} => {
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// If the last movement key was released, then forget it.
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if let Some(last_movement_key) = bindings.last_movement_key {
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if last_movement_key == key {
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bindings.last_movement_key = None;
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}
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}
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}
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Event::KeyDown {
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Event::KeyDown {
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keycode: Some(key),
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keycode: Some(key),
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repeat: false,
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repeat: false,
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..
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..
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} => {
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} => {
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let command = bindings.key_bindings.get(&key).copied();
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simple_key_events.push(SimpleKeyEvent::KeyDown(key));
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if let Some(command) = command {
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}
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writer.write(GameEvent::Command(command));
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Event::KeyUp {
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}
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keycode: Some(key),
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repeat: false,
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if bindings.movement_keys.contains(&key) {
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..
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movement_key_pressed = true;
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} => {
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bindings.last_movement_key = Some(key);
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simple_key_events.push(SimpleKeyEvent::KeyUp(key));
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}
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}
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}
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_ => {}
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_ => {}
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}
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}
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}
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}
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if let Some(last_movement_key) = bindings.last_movement_key {
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// Delegate keyboard handling to shared logic used by tests and production.
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if !movement_key_pressed {
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let emitted = process_simple_key_events(&mut bindings, &simple_key_events);
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let command = bindings.key_bindings.get(&last_movement_key).copied();
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for event in emitted {
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if let Some(command) = command {
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writer.write(event);
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writer.write(GameEvent::Command(command));
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}
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}
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}
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}
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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if let (false, CursorPosition::Some { remaining_time, .. }) = (cursor_seen, &mut *cursor) {
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38
tests/input.rs
Normal file
38
tests/input.rs
Normal file
@@ -0,0 +1,38 @@
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use pacman::events::{GameCommand, GameEvent};
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use pacman::map::direction::Direction;
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use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
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use sdl2::keyboard::Keycode;
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#[test]
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fn resumes_previous_direction_when_secondary_key_released() {
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let mut bindings = Bindings::default();
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// Frame 1: Press W (Up) => emits Move Up
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
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// Frame 2: Press D (Right) => emits Move Right
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right))));
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// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up))));
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}
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#[test]
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fn holds_last_pressed_key_across_frames_when_no_new_input() {
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let mut bindings = Bindings::default();
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// Frame 1: Press Left
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
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// Frame 2: No input => continues Left
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let events = process_simple_key_events(&mut bindings, &[]);
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assert!(events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left))));
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// Frame 3: Release Left, no input remains => nothing emitted
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
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assert!(events.is_empty());
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}
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