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internal/ui: remove the keypress event and the charCode preperty usages
These APIs are deprecated. Closes #2199
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55adc2113e
commit
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@ -21,7 +21,6 @@ import (
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var (
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var (
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stringKeydown = js.ValueOf("keydown")
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stringKeydown = js.ValueOf("keydown")
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stringKeypress = js.ValueOf("keypress")
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stringKeyup = js.ValueOf("keyup")
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stringKeyup = js.ValueOf("keyup")
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stringMousedown = js.ValueOf("mousedown")
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stringMousedown = js.ValueOf("mousedown")
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stringMouseup = js.ValueOf("mouseup")
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stringMouseup = js.ValueOf("mouseup")
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@ -198,41 +197,28 @@ func (i *Input) updateFromEvent(e js.Value) {
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// overhead (#1437).
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// overhead (#1437).
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switch t := e.Get("type"); {
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switch t := e.Get("type"); {
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case t.Equal(stringKeydown):
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case t.Equal(stringKeydown):
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if str := e.Get("key").String(); isKeyString(str) {
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for _, r := range str {
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if unicode.IsPrint(r) {
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i.runeBuffer = append(i.runeBuffer, r)
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}
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}
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}
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c := e.Get("code")
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c := e.Get("code")
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if c.Type() != js.TypeString {
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if c.Type() != js.TypeString {
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code := e.Get("keyCode").Int()
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i.keyDownEdge(e.Get("keyCode").Int())
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if edgeKeyCodeToUIKey[code] == KeyArrowUp ||
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edgeKeyCodeToUIKey[code] == KeyArrowDown ||
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edgeKeyCodeToUIKey[code] == KeyArrowLeft ||
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edgeKeyCodeToUIKey[code] == KeyArrowRight ||
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edgeKeyCodeToUIKey[code] == KeyBackspace ||
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edgeKeyCodeToUIKey[code] == KeyTab {
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e.Call("preventDefault")
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}
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i.keyDownEdge(code)
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return
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return
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}
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}
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if c.Equal(uiKeyToJSKey[KeyArrowUp]) ||
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c.Equal(uiKeyToJSKey[KeyArrowDown]) ||
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c.Equal(uiKeyToJSKey[KeyArrowLeft]) ||
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c.Equal(uiKeyToJSKey[KeyArrowRight]) ||
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c.Equal(uiKeyToJSKey[KeyBackspace]) ||
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c.Equal(uiKeyToJSKey[KeyTab]) {
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e.Call("preventDefault")
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}
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i.keyDown(c)
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i.keyDown(c)
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case t.Equal(stringKeypress):
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if r := rune(e.Get("charCode").Int()); unicode.IsPrint(r) {
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i.runeBuffer = append(i.runeBuffer, r)
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}
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case t.Equal(stringKeyup):
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case t.Equal(stringKeyup):
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if e.Get("code").Type() != js.TypeString {
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c := e.Get("code")
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if c.Type() != js.TypeString {
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// Assume that UA is Edge.
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// Assume that UA is Edge.
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code := e.Get("keyCode").Int()
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i.keyUpEdge(e.Get("keyCode").Int())
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i.keyUpEdge(code)
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return
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return
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}
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}
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i.keyUp(e.Get("code"))
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i.keyUp(c)
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case t.Equal(stringMousedown):
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case t.Equal(stringMousedown):
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button := e.Get("button").Int()
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button := e.Get("button").Int()
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i.mouseDown(button)
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i.mouseDown(button)
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@ -313,3 +299,31 @@ func (i *Input) updateForGo2Cpp() {
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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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func isKeyString(str string) bool {
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// From https://www.w3.org/TR/uievents-key/#keys-unicode,
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//
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// A key string is a string containing a 0 or 1 non-control characters
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// ("base" characters) followed by 0 or more combining characters. The
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// string MUST be in Normalized Form C (NFC) as described in
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// [UnicodeNormalizationForms].
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//
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// A non-control character is any valid Unicode character except those
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// that are part of the "Other, Control" ("Cc") General Category.
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//
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// A combining character is any valid Unicode character in the "Mark,
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// Spacing Combining" ("Mc") General Category or with a non-zero
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// Combining Class.
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for i, r := range str {
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if i == 0 {
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if unicode.Is(unicode.Cc, r) {
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return false
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}
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continue
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}
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if !unicode.Is(unicode.Mc, r) {
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return false
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}
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}
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return true
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}
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@ -508,12 +508,6 @@ func setCanvasEventHandlers(v js.Value) {
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// Focus the canvas explicitly to activate tha game (#961).
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// Focus the canvas explicitly to activate tha game (#961).
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v.Call("focus")
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v.Call("focus")
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e := args[0]
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// Don't 'preventDefault' on keydown events or keypress events wouldn't work (#715).
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theUI.input.updateFromEvent(e)
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return nil
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}))
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v.Call("addEventListener", "keypress", js.FuncOf(func(this js.Value, args []js.Value) interface{} {
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e := args[0]
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e := args[0]
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e.Call("preventDefault")
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e.Call("preventDefault")
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theUI.input.updateFromEvent(e)
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theUI.input.updateFromEvent(e)
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