ae82053366
Prefer avoid having the server simulate multiple key presses by refusing to use multiple keysyms for the same physical key.
521 lines
17 KiB
JavaScript
521 lines
17 KiB
JavaScript
/*
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* noVNC: HTML5 VNC client
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* Copyright (C) 2012 Joel Martin
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* Copyright (C) 2013 Samuel Mannehed for Cendio AB
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* Licensed under MPL 2.0 or any later version (see LICENSE.txt)
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*/
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/*jslint browser: true, white: false */
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/*global window, Util */
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import * as Log from '../util/logging.js';
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import { isTouchDevice } from '../util/browsers.js'
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import { setCapture, releaseCapture, stopEvent, getPointerEvent } from '../util/events.js';
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import { set_defaults, make_properties } from '../util/properties.js';
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import * as KeyboardUtil from "./util.js";
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//
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// Keyboard event handler
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//
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const Keyboard = function (defaults) {
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this._keyDownList = {}; // List of depressed keys
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// (even if they are happy)
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this._pendingKey = null; // Key waiting for keypress
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this._modifierState = KeyboardUtil.ModifierSync();
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set_defaults(this, defaults, {
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'target': document,
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'focused': true
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});
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// keep these here so we can refer to them later
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this._eventHandlers = {
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'keyup': this._handleKeyUp.bind(this),
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'keydown': this._handleKeyDown.bind(this),
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'keypress': this._handleKeyPress.bind(this),
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'blur': this._allKeysUp.bind(this)
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};
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};
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Keyboard.prototype = {
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// private methods
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_sendKeyEvent: function (keysym, code, down) {
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if (!this._onKeyEvent) {
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return;
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}
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Log.Debug("onKeyEvent " + (down ? "down" : "up") +
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", keysym: " + keysym, ", code: " + code);
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this._onKeyEvent(keysym, code, down);
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},
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_getKeyCode: function (e) {
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var code = KeyboardUtil.getKeycode(e);
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if (code === 'Unidentified') {
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// Unstable, but we don't have anything else to go on
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// (don't use it for 'keypress' events thought since
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// WebKit sets it to the same as charCode)
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if (e.keyCode && (e.type !== 'keypress')) {
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code = 'Platform' + e.keyCode;
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}
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}
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return code;
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},
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_handleKeyDown: function (e) {
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if (!this._focused) { return; }
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this._modifierState.keydown(e);
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var code = this._getKeyCode(e);
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var keysym = KeyboardUtil.getKeysym(e);
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// We cannot handle keys we cannot track, but we also need
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// to deal with virtual keyboards which omit key info
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if (code === 'Unidentified') {
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if (keysym) {
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// If it's a virtual keyboard then it should be
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// sufficient to just send press and release right
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// after each other
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this._sendKeyEvent(keysym, 'Unidentified', true);
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this._sendKeyEvent(keysym, 'Unidentified', false);
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}
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stopEvent(e);
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return;
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}
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// Is this key already pressed? If so, then we must use the
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// same keysym or we'll confuse the server
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if (code in this._keyDownList) {
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keysym = this._keyDownList[code];
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}
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// If this is a legacy browser then we'll need to wait for
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// a keypress event as well
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if (!keysym) {
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this._pendingKey = code;
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return;
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}
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this._pendingKey = null;
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stopEvent(e);
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// if a char modifier is pressed, get the keys it consists
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// of (on Windows, AltGr is equivalent to Ctrl+Alt)
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var active = this._modifierState.activeCharModifier();
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// If we have a char modifier down, and we're able to
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// determine a keysym reliably then (a) we know to treat
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// the modifier as a char modifier, and (b) we'll have to
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// "escape" the modifier to undo the modifier when sending
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// the char.
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if (active) {
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var isCharModifier = false;
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for (var i = 0; i < active.length; ++i) {
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if (active[i] === keysym) {
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isCharModifier = true;
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}
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}
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if (!isCharModifier) {
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var escape = this._modifierState.activeCharModifier();
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}
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}
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this._keyDownList[code] = keysym;
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// undo modifiers
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if (escape) {
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for (var i = 0; i < escape.length; ++i) {
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this._sendKeyEvent(escape[i], 'Unidentified', false);
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}
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}
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// send the character event
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this._sendKeyEvent(keysym, code, true);
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// redo modifiers
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if (escape) {
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for (i = 0; i < escape.length; ++i) {
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this._sendKeyEvent(escape[i], 'Unidentified', true);
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}
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}
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},
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// Legacy event for browsers without code/key
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_handleKeyPress: function (e) {
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if (!this._focused) { return; }
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stopEvent(e);
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// Are we expecting a keypress?
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if (this._pendingKey === null) {
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return;
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}
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var code = this._getKeyCode(e);
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var keysym = KeyboardUtil.getKeysym(e);
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// The key we were waiting for?
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if ((code !== 'Unidentified') && (code != this._pendingKey)) {
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return;
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}
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code = this._pendingKey;
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this._pendingKey = null;
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// if a char modifier is pressed, get the keys it consists
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// of (on Windows, AltGr is equivalent to Ctrl+Alt)
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var active = this._modifierState.activeCharModifier();
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// If we have a char modifier down, and we're able to
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// determine a keysym reliably then (a) we know to treat
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// the modifier as a char modifier, and (b) we'll have to
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// "escape" the modifier to undo the modifier when sending
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// the char.
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if (active && keysym) {
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var isCharModifier = false;
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for (var i = 0; i < active.length; ++i) {
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if (active[i] === keysym) {
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isCharModifier = true;
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}
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}
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if (!isCharModifier) {
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var escape = this._modifierState.activeCharModifier();
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}
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}
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if (!keysym) {
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console.log('keypress with no keysym:', e);
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return;
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}
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this._keyDownList[code] = keysym;
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// undo modifiers
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if (escape) {
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for (var i = 0; i < escape.length; ++i) {
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this._sendKeyEvent(escape[i], 'Unidentified', false);
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}
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}
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// send the character event
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this._sendKeyEvent(keysym, code, true);
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// redo modifiers
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if (escape) {
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for (i = 0; i < escape.length; ++i) {
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this._sendKeyEvent(escape[i], 'Unidentified', true);
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}
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}
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},
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_handleKeyUp: function (e) {
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if (!this._focused) { return; }
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stopEvent(e);
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this._modifierState.keyup(e);
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var code = this._getKeyCode(e);
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// Do we really think this key is down?
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if (!(code in this._keyDownList)) {
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return;
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}
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this._sendKeyEvent(this._keyDownList[code], code, false);
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delete this._keyDownList[code];
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},
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_allKeysUp: function () {
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Log.Debug(">> Keyboard.allKeysUp");
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for (var code in this._keyDownList) {
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this._sendKeyEvent(this._keyDownList[code], code, false);
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};
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this._keyDownList = {};
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Log.Debug("<< Keyboard.allKeysUp");
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},
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// Public methods
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grab: function () {
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//Log.Debug(">> Keyboard.grab");
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var c = this._target;
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c.addEventListener('keydown', this._eventHandlers.keydown);
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c.addEventListener('keyup', this._eventHandlers.keyup);
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c.addEventListener('keypress', this._eventHandlers.keypress);
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// Release (key up) if window loses focus
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window.addEventListener('blur', this._eventHandlers.blur);
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//Log.Debug("<< Keyboard.grab");
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},
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ungrab: function () {
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//Log.Debug(">> Keyboard.ungrab");
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var c = this._target;
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c.removeEventListener('keydown', this._eventHandlers.keydown);
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c.removeEventListener('keyup', this._eventHandlers.keyup);
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c.removeEventListener('keypress', this._eventHandlers.keypress);
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window.removeEventListener('blur', this._eventHandlers.blur);
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// Release (key up) all keys that are in a down state
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this._allKeysUp();
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//Log.Debug(">> Keyboard.ungrab");
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},
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};
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make_properties(Keyboard, [
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['target', 'wo', 'dom'], // DOM element that captures keyboard input
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['focused', 'rw', 'bool'], // Capture and send key events
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['onKeyEvent', 'rw', 'func'] // Handler for key press/release
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]);
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const Mouse = function (defaults) {
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this._mouseCaptured = false;
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this._doubleClickTimer = null;
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this._lastTouchPos = null;
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// Configuration attributes
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set_defaults(this, defaults, {
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'target': document,
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'focused': true,
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'touchButton': 1
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});
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this._eventHandlers = {
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'mousedown': this._handleMouseDown.bind(this),
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'mouseup': this._handleMouseUp.bind(this),
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'mousemove': this._handleMouseMove.bind(this),
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'mousewheel': this._handleMouseWheel.bind(this),
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'mousedisable': this._handleMouseDisable.bind(this)
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};
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};
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Mouse.prototype = {
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// private methods
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_captureMouse: function () {
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// capturing the mouse ensures we get the mouseup event
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setCapture(this._target);
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// some browsers give us mouseup events regardless,
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// so if we never captured the mouse, we can disregard the event
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this._mouseCaptured = true;
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},
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_releaseMouse: function () {
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releaseCapture();
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this._mouseCaptured = false;
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},
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_resetDoubleClickTimer: function () {
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this._doubleClickTimer = null;
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},
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_handleMouseButton: function (e, down) {
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if (!this._focused) { return; }
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var pos = this._getMousePosition(e);
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var bmask;
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if (e.touches || e.changedTouches) {
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// Touch device
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// When two touches occur within 500 ms of each other and are
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// close enough together a double click is triggered.
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if (down == 1) {
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if (this._doubleClickTimer === null) {
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this._lastTouchPos = pos;
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} else {
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clearTimeout(this._doubleClickTimer);
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// When the distance between the two touches is small enough
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// force the position of the latter touch to the position of
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// the first.
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var xs = this._lastTouchPos.x - pos.x;
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var ys = this._lastTouchPos.y - pos.y;
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var d = Math.sqrt((xs * xs) + (ys * ys));
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// The goal is to trigger on a certain physical width, the
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// devicePixelRatio brings us a bit closer but is not optimal.
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var threshold = 20 * (window.devicePixelRatio || 1);
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if (d < threshold) {
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pos = this._lastTouchPos;
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}
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}
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this._doubleClickTimer = setTimeout(this._resetDoubleClickTimer.bind(this), 500);
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}
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bmask = this._touchButton;
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// If bmask is set
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} else if (e.which) {
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/* everything except IE */
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bmask = 1 << e.button;
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} else {
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/* IE including 9 */
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bmask = (e.button & 0x1) + // Left
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(e.button & 0x2) * 2 + // Right
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(e.button & 0x4) / 2; // Middle
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}
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if (this._onMouseButton) {
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Log.Debug("onMouseButton " + (down ? "down" : "up") +
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", x: " + pos.x + ", y: " + pos.y + ", bmask: " + bmask);
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this._onMouseButton(pos.x, pos.y, down, bmask);
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}
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stopEvent(e);
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},
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_handleMouseDown: function (e) {
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this._captureMouse();
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this._handleMouseButton(e, 1);
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},
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_handleMouseUp: function (e) {
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if (!this._mouseCaptured) { return; }
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this._handleMouseButton(e, 0);
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this._releaseMouse();
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},
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_handleMouseWheel: function (e) {
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if (!this._focused) { return; }
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var pos = this._getMousePosition(e);
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if (this._onMouseButton) {
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if (e.deltaX < 0) {
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this._onMouseButton(pos.x, pos.y, 1, 1 << 5);
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this._onMouseButton(pos.x, pos.y, 0, 1 << 5);
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} else if (e.deltaX > 0) {
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this._onMouseButton(pos.x, pos.y, 1, 1 << 6);
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this._onMouseButton(pos.x, pos.y, 0, 1 << 6);
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}
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if (e.deltaY < 0) {
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this._onMouseButton(pos.x, pos.y, 1, 1 << 3);
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this._onMouseButton(pos.x, pos.y, 0, 1 << 3);
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} else if (e.deltaY > 0) {
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this._onMouseButton(pos.x, pos.y, 1, 1 << 4);
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this._onMouseButton(pos.x, pos.y, 0, 1 << 4);
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}
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}
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stopEvent(e);
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},
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_handleMouseMove: function (e) {
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if (! this._focused) { return; }
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var pos = this._getMousePosition(e);
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if (this._onMouseMove) {
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this._onMouseMove(pos.x, pos.y);
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}
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stopEvent(e);
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},
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_handleMouseDisable: function (e) {
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if (!this._focused) { return; }
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/*
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* Stop propagation if inside canvas area
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* Note: This is only needed for the 'click' event as it fails
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* to fire properly for the target element so we have
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* to listen on the document element instead.
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*/
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if (e.target == this._target) {
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stopEvent(e);
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}
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},
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// Return coordinates relative to target
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_getMousePosition: function(e) {
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e = getPointerEvent(e);
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var bounds = this._target.getBoundingClientRect();
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var x, y;
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// Clip to target bounds
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if (e.clientX < bounds.left) {
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x = 0;
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} else if (e.clientX >= bounds.right) {
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x = bounds.width - 1;
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} else {
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x = e.clientX - bounds.left;
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}
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if (e.clientY < bounds.top) {
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y = 0;
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} else if (e.clientY >= bounds.bottom) {
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y = bounds.height - 1;
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} else {
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y = e.clientY - bounds.top;
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}
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return {x:x, y:y};
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},
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// Public methods
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grab: function () {
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var c = this._target;
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if (isTouchDevice) {
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c.addEventListener('touchstart', this._eventHandlers.mousedown);
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window.addEventListener('touchend', this._eventHandlers.mouseup);
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c.addEventListener('touchend', this._eventHandlers.mouseup);
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c.addEventListener('touchmove', this._eventHandlers.mousemove);
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}
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c.addEventListener('mousedown', this._eventHandlers.mousedown);
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window.addEventListener('mouseup', this._eventHandlers.mouseup);
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c.addEventListener('mouseup', this._eventHandlers.mouseup);
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c.addEventListener('mousemove', this._eventHandlers.mousemove);
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c.addEventListener('wheel', this._eventHandlers.mousewheel);
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/* Prevent middle-click pasting (see above for why we bind to document) */
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document.addEventListener('click', this._eventHandlers.mousedisable);
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/* preventDefault() on mousedown doesn't stop this event for some
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reason so we have to explicitly block it */
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c.addEventListener('contextmenu', this._eventHandlers.mousedisable);
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},
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ungrab: function () {
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var c = this._target;
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if (isTouchDevice) {
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c.removeEventListener('touchstart', this._eventHandlers.mousedown);
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window.removeEventListener('touchend', this._eventHandlers.mouseup);
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c.removeEventListener('touchend', this._eventHandlers.mouseup);
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c.removeEventListener('touchmove', this._eventHandlers.mousemove);
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}
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c.removeEventListener('mousedown', this._eventHandlers.mousedown);
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window.removeEventListener('mouseup', this._eventHandlers.mouseup);
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c.removeEventListener('mouseup', this._eventHandlers.mouseup);
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c.removeEventListener('mousemove', this._eventHandlers.mousemove);
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c.removeEventListener('wheel', this._eventHandlers.mousewheel);
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document.removeEventListener('click', this._eventHandlers.mousedisable);
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c.removeEventListener('contextmenu', this._eventHandlers.mousedisable);
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}
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};
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make_properties(Mouse, [
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['target', 'ro', 'dom'], // DOM element that captures mouse input
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['focused', 'rw', 'bool'], // Capture and send mouse clicks/movement
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['onMouseButton', 'rw', 'func'], // Handler for mouse button click/release
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['onMouseMove', 'rw', 'func'], // Handler for mouse movement
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['touchButton', 'rw', 'int'] // Button mask (1, 2, 4) for touch devices (0 means ignore clicks)
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]);
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export { Keyboard, Mouse };
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