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Refactor: Merge KeyInputEvent and KeyEvent
Both structure are bascially the same and only used internally, no need to have the two. The only difference was that one had the modifiers and the other one not. But we can just set the modifier at the point we were converting between the two.
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bebec49398
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1efd83621d
6 changed files with 28 additions and 57 deletions
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@ -177,12 +177,6 @@ public:
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cbindgen_private::slint_windowrc_set_physical_size(&inner, &size);
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}
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void dispatch_key_event(const cbindgen_private::KeyInputEvent &event)
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{
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private_api::assert_main_thread();
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cbindgen_private::slint_windowrc_dispatch_key_event(&inner, &event);
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}
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/// Send a pointer event to this window
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void dispatch_pointer_event(const cbindgen_private::MouseEvent &event)
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{
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@ -333,9 +327,9 @@ public:
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/// The \a text is the unicode representation of the key.
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void dispatch_key_press_event(const SharedString &text)
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{
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cbindgen_private::KeyInputEvent event { text, cbindgen_private::KeyEventType::KeyPressed, 0,
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0 };
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inner.dispatch_key_event(event);
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private_api::assert_main_thread();
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cbindgen_private::slint_windowrc_dispatch_key_event(
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&inner.handle(), cbindgen_private::KeyEventType::KeyPressed, &text);
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}
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/// Dispatch a key release event to the scene.
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@ -345,9 +339,9 @@ public:
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/// The \a text is the unicode representation of the key.
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void dispatch_key_release_event(const SharedString &text)
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{
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cbindgen_private::KeyInputEvent event { text, cbindgen_private::KeyEventType::KeyReleased,
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0, 0 };
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inner.dispatch_key_event(event);
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private_api::assert_main_thread();
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cbindgen_private::slint_windowrc_dispatch_key_event(
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&inner.handle(), cbindgen_private::KeyEventType::KeyReleased, &text);
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}
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/// Dispatches a pointer or mouse press event to the scene.
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