chromedp/kb/kb.go

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package kb
//go:generate go run gen.go -out keys.go -pkg kb
import (
"unicode"
"github.com/knq/chromedp/cdp/input"
)
// Key contains information for generating a key press based off the unicode
// value.
//
// Example data for the following runes:
// '\r' '\n' | ',' '<' | 'a' 'A' | '\u0a07'
// _____________________________________________________
type Key struct {
// Code is the key code:
// "Enter" | "Comma" | "KeyA" | "MediaStop"
Code string
// Key is the key value:
// "Enter" | "," "<" | "a" "A" | "MediaStop"
Key string
// Text is the text for printable keys:
// "\r" "\r" | "," "<" | "a" "A" | ""
Text string
// Unmodified is the unmodified text for printable keys:
// "\r" "\r" | "," "," | "a" "a" | ""
Unmodified string
// Native is the native scan code.
// 0x13 0x13 | 0xbc 0xbc | 0x61 0x41 | 0x00ae
Native int64
// Windows is the windows scan code.
// 0x13 0x13 | 0xbc 0xbc | 0x61 0x41 | 0xe024
Windows int64
// Shift indicates whether or not the Shift modifier should be sent.
// false false | false true | false true | false
Shift bool
// Print indicates whether or not the character is a printable character
// (ie, should a "char" event be generated).
// true true | true true | true true | false
Print bool
}
// EncodeUnidentified encodes a keyDown, char, and keyUp sequence for an unidentified rune.
//
// TODO: write unit tests for non-latin/ascii unicode characters.
func EncodeUnidentified(r rune) []*input.DispatchKeyEventParams {
// create
keyDown := input.DispatchKeyEventParams{
Key: "Unidentified",
/*NativeVirtualKeyCode: int64(r), // not sure if should be specifying the key code or not ...
WindowsVirtualKeyCode: int64(r),*/
}
keyUp := keyDown
keyDown.Type, keyUp.Type = input.KeyDown, input.KeyUp
// printable, so create char event
if unicode.IsPrint(r) {
keyChar := keyDown
keyChar.Type = input.KeyChar
keyChar.Text = string(r)
keyChar.UnmodifiedText = string(r)
return []*input.DispatchKeyEventParams{&keyDown, &keyChar, &keyUp}
}
return []*input.DispatchKeyEventParams{&keyDown, &keyUp}
}
// Encode encodes a keyDown, char, and keyUp sequence for the specified rune.
func Encode(r rune) []*input.DispatchKeyEventParams {
// force \n -> \r
if r == '\n' {
r = '\r'
}
// if not known key, encode as unidentified
v, ok := Keys[r]
if !ok {
return EncodeUnidentified(r)
}
// create
keyDown := input.DispatchKeyEventParams{
Key: v.Key,
Code: v.Code,
NativeVirtualKeyCode: v.Native,
WindowsVirtualKeyCode: v.Windows,
}
if v.Shift {
keyDown.Modifiers |= input.ModifierShift
}
keyUp := keyDown
keyDown.Type, keyUp.Type = input.KeyDown, input.KeyUp
// printable, so create char event
if v.Print {
keyChar := keyDown
keyChar.Type = input.KeyChar
keyChar.Text = v.Text
keyChar.UnmodifiedText = v.Unmodified
// the virtual key code for char events for printable characters will
// be different than the defined keycode when not shifted...
//
// specifically, it always sends the ascii value as the scan code,
// which is available as the rune.
keyChar.NativeVirtualKeyCode = int64(r)
keyChar.WindowsVirtualKeyCode = int64(r)
return []*input.DispatchKeyEventParams{&keyDown, &keyChar, &keyUp}
}
return []*input.DispatchKeyEventParams{&keyDown, &keyUp}
}