mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
f21b5eb1df
Gio doesn't support multiple windows anyway, so get rid of the app.Windows channel and use NewWindow call for the mobile platforms as well. Signed-off-by: Elias Naur <mail@eliasnaur.com>
250 lines
4.7 KiB
Go
250 lines
4.7 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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// +build darwin,!ios
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package app
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/*
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#cgo CFLAGS: -DGL_SILENCE_DEPRECATION -Werror -fmodules -fobjc-arc -x objective-c
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#include <AppKit/AppKit.h>
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#include "os_macos.h"
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*/
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import "C"
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import (
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"errors"
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"image"
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"runtime"
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"time"
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"unsafe"
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"gioui.org/ui"
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"gioui.org/ui/f32"
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"gioui.org/ui/key"
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"gioui.org/ui/pointer"
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)
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func init() {
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// Darwin requires that UI operations happen on the main thread only.
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runtime.LockOSThread()
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}
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type window struct {
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view C.CFTypeRef
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w *Window
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stage Stage
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}
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type windowError struct {
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window *Window
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err error
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}
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var windowOpts = make(chan WindowOptions)
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var windows = make(chan windowError)
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var viewFactory func() uintptr
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var views = make(map[C.CFTypeRef]*window)
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func (w *window) contextView() C.CFTypeRef {
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return w.view
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}
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func (w *window) setTextInput(s key.TextInputState) {}
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func (w *window) setAnimating(anim bool) {
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var animb C.BOOL
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if anim {
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animb = 1
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}
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C.gio_setAnimating(w.view, animb)
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}
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func (w *window) setStage(stage Stage) {
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if stage == w.stage {
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return
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}
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w.stage = stage
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w.w.event(ChangeStage{stage})
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}
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//export gio_onFrameCallback
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func gio_onFrameCallback(view C.CFTypeRef) {
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w := views[view]
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w.draw(false)
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}
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//export gio_onKeys
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func gio_onKeys(view C.CFTypeRef, cstr *C.char, ti C.double, mods C.NSUInteger) {
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str := C.GoString(cstr)
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var kmods key.Modifiers
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if mods&C.NSEventModifierFlagCommand != 0 {
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kmods |= key.ModCommand
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}
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w := views[view]
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for _, k := range str {
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if n, ok := convertKey(k); ok {
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w.w.event(key.Chord{Name: n, Modifiers: kmods})
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}
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}
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}
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//export gio_onText
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func gio_onText(view C.CFTypeRef, cstr *C.char) {
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str := C.GoString(cstr)
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w := views[view]
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w.w.event(key.Edit{Text: str})
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}
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//export gio_onMouse
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func gio_onMouse(view C.CFTypeRef, cdir C.int, x, y, dx, dy C.CGFloat, ti C.double) {
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var typ pointer.Type
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switch cdir {
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case C.GIO_MOUSE_MOVE:
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typ = pointer.Move
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case C.GIO_MOUSE_UP:
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typ = pointer.Release
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case C.GIO_MOUSE_DOWN:
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typ = pointer.Press
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default:
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panic("invalid direction")
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}
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t := time.Duration(float64(ti)*float64(time.Second) + .5)
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w := views[view]
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w.w.event(pointer.Event{
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Type: typ,
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Source: pointer.Mouse,
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Time: t,
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Position: f32.Point{X: float32(x), Y: float32(y)},
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Scroll: f32.Point{X: float32(dx), Y: float32(dy)},
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})
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}
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//export gio_onDraw
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func gio_onDraw(view C.CFTypeRef) {
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w := views[view]
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w.draw(true)
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}
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func (w *window) draw(sync bool) {
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width, height := int(C.gio_viewWidth(w.view)+.5), int(C.gio_viewHeight(w.view)+.5)
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if width == 0 || height == 0 {
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return
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}
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cfg := getConfig()
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cfg.Now = time.Now()
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w.setStage(StageVisible)
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w.w.event(Draw{
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Size: image.Point{
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X: width,
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Y: height,
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},
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Config: &cfg,
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sync: sync,
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})
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}
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func getConfig() ui.Config {
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ppdp := float32(C.gio_getPixelsPerDP())
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ppdp *= monitorScale
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if ppdp < minDensity {
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ppdp = minDensity
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}
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return ui.Config{
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PxPerDp: ppdp,
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PxPerSp: ppdp,
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}
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}
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//export gio_onTerminate
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func gio_onTerminate(view C.CFTypeRef) {
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w := views[view]
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delete(views, view)
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w.setStage(StageDead)
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}
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//export gio_onHide
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func gio_onHide(view C.CFTypeRef) {
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w := views[view]
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w.setStage(StageInvisible)
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}
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//export gio_onShow
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func gio_onShow(view C.CFTypeRef) {
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w := views[view]
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w.setStage(StageVisible)
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}
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//export gio_onCreate
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func gio_onCreate(view C.CFTypeRef) {
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w := &window{
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view: view,
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}
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ow := newWindow(w)
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w.w = ow
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views[view] = w
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windows <- windowError{window: ow}
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}
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func createWindow(opts WindowOptions) (*Window, error) {
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windowOpts <- opts
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werr := <-windows
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return werr.window, werr.err
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}
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func Main() {
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view := C.CFTypeRef(viewFactory())
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if view == 0 {
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windows <- windowError{err: errors.New("CreateWindow: failed to create view")}
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return
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}
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cfg := getConfig()
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opts := <-windowOpts
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w := cfg.Pixels(opts.Width)
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h := cfg.Pixels(opts.Height)
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title := C.CString(opts.Title)
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defer C.free(unsafe.Pointer(title))
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C.gio_main(view, title, C.CGFloat(w), C.CGFloat(h))
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}
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func convertKey(k rune) (rune, bool) {
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if '0' <= k && k <= '9' || 'A' <= k && k <= 'Z' {
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return k, true
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}
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if 'a' <= k && k <= 'z' {
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return k - 0x20, true
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}
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var n rune
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switch k {
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case 0x1b:
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n = key.NameEscape
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case C.NSLeftArrowFunctionKey:
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n = key.NameLeftArrow
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case C.NSRightArrowFunctionKey:
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n = key.NameRightArrow
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case C.NSUpArrowFunctionKey:
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n = key.NameUpArrow
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case C.NSDownArrowFunctionKey:
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n = key.NameDownArrow
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case 0xd:
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n = key.NameReturn
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case C.NSHomeFunctionKey:
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n = key.NameHome
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case C.NSEndFunctionKey:
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n = key.NameEnd
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case 0x7f:
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n = key.NameDeleteBackward
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case C.NSDeleteFunctionKey:
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n = key.NameDeleteForward
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case C.NSPageUpFunctionKey:
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n = key.NamePageUp
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case C.NSPageDownFunctionKey:
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n = key.NamePageDown
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default:
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return 0, false
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}
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return n, true
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}
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