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Shift remap fix #169

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paul-reilly
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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.

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.
@ColinPitrat
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Sorry I've not been looking into this for a very long time.
With migration to SDL2 this PR is quite outdated but I'll keep it open to remind me this needs to be fixed (on top of #167 :-) )

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