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noVNC/tests/input.html
Joel Martin c96f900336 Refactor keyboard event handling.
This is part of addressing issue #21 - non-US keyboard layouts.

There are several challenges when dealing with keyboard events:
  - The meaning and use of keyCode, charCode and which depends on
    both the browser and the event type (keyDown/Up vs keyPress).
  - We cannot automatically determine the keyboard layout
  - The keyDown and keyUp events have a keyCode value that has not
    been translated by modifier keys.
  - The keyPress event has a translated (for layout and modifiers)
    character code but the attribute containing it differs. keyCode
    contains the translated value in WebKit (Chrome/Safari), Opera
    11 and IE9. charCode contains the value in WebKit and Firefox.
    The which attribute contains the value on WebKit, Firefox and
    Opera 11.
  - The keyDown/Up keyCode value indicates (sort of) the physical
    key was pressed but only for standard US layout. On a US
    keyboard, the '-' and '_' characters are on the same key and
    generate a keyCode value of 189. But on an AZERTY keyboard even
    though they are different physical keys they both still
    generate a keyCode of 189!
  - To prevent a key event from propagating to the browser and
    causing unwanted default actions (such as closing a tab,
    opening a menu, shifting focus, etc) we must suppress this
    event in both keyDown and keyPress because not all key strokes
    generate on a keyPress event. Also, in WebKit and IE9
    suppressing the keyDown prevents a keyPress but other browsers
    still generated a keyPress even if keyDown is suppressed.

For safe key events, we wait until the keyPress event before
reporting a key down event. For unsafe key events, we report a key
down event when the keyDown event fires and we suppress any further
actions (including keyPress).

In order to report a key up event that matches what we reported
for the key down event, we keep a list of keys that are currently
down. When the keyDown event happens, we add the key event to the
list. If it is a safe key event, then we update the which attribute
in the most recent item on the list when we received a keyPress
event (keyPress should immediately follow keyDown). When we
received a keyUp event we search for the event on the list with
a matching keyCode and we report the character code using the value
in the 'which' attribute that was stored with that key.

For character codes above 255 we use a character code to keysym lookup
table. This is generated using the util/u2x11 script contributed by
Colin Dean (xvpsource.org).
2011-04-05 14:26:54 -05:00

78 lines
2.4 KiB
HTML

<!DOCTYPE html>
<html>
<head><title>Input Test</title></head>
<body>
<br><br>
Canvas:<br>
<canvas id="canvas" width="640" height="20"
style="border-style: dotted; border-width: 1px;">
Canvas not supported.
</canvas>
<br>
Results:<br>
<textarea id="messages" style="font-size: 9;" cols=80 rows=25></textarea>
</body>
<!--
<script type='text/javascript'
src='http://getfirebug.com/releases/lite/1.2/firebug-lite-compressed.js'></script>
-->
<script src="../include/util.js"></script>
<script src="../include/webutil.js"></script>
<script src="../include/base64.js"></script>
<script src="../include/input.js"></script>
<script src="../include/canvas.js"></script>
<script>
var msg_cnt = 0;
var width = 400, height = 200;
var iterations;
var newline = "\n";
if (Util.Engine.trident) {
var newline = "<br>\n";
}
function message(str) {
console.log(str);
cell = $D('messages');
cell.innerHTML += msg_cnt + ": " + str + newline;
cell.scrollTop = cell.scrollHeight;
msg_cnt++;
}
function mouseButton(x, y, down, bmask) {
msg = 'mouse x,y: ' + x + ',' + y + ' down: ' + down;
msg += ' bmask: ' + bmask;
message(msg);
}
function mouseMove(x, y) {
msg = 'mouse x,y: ' + x + ',' + y;
//console.log(msg);
}
function keyPress(keysym, down, e) {
var d = down ? "down" : " up ";
msg = "keyPress " + d + " keysym: " + keysym +
" (key: " + e.keyCode + ", char: " + e.charCode +
", which: " + e.which +")";
message(msg);
}
window.onload = function() {
var canvas = new Canvas({'target' : $D('canvas')});
keyboard = new Keyboard({'target': document,
'keyPress': keyPress});
mouse = new Mouse({'target': $D('canvas'),
'mouseButton': mouseButton,
'mouseMove': mouseMove});
canvas.resize(width, height, true);
keyboard.grab();
mouse.grab();
message("Canvas initialized");
}
</script>
</html>