// Package kb provides keyboard mappings for Chrome DOM Keys for use with input // events. 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} }