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authorBen Harris <bjh21@bjh21.me.uk>2022-10-25 10:24:15 +0100
committerBen Harris <bjh21@bjh21.me.uk>2022-10-25 20:13:59 +0100
commite6faebeb9a1856c9ea7140eb650b48ada0adc923 (patch)
tree12e06818181e158e1bd23dba2b176a29b7f79558 /emccpre.js
parent43c89dd5e118cf244b8eb978b13fecfe2240e9e7 (diff)
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js: Remove keypress handler
At least in modern browsers (and I suspect in all browsers), cancelling a keydown event ensures that the subsequent keypress event doesn't fire. See <https://w3c.github.io/uievents/#keys-cancelable-keys>. So there's no point in having a handler on keypress events that just tries to cancel them as well. Removing the handler doesn't do much now, but it opens the possibility of being a bit more selective about which keydown events we cancel.
Diffstat (limited to 'emccpre.js')
-rw-r--r--emccpre.js8
1 files changed, 2 insertions, 6 deletions
diff --git a/emccpre.js b/emccpre.js
index 450a093..ee06019 100644
--- a/emccpre.js
+++ b/emccpre.js
@@ -304,9 +304,8 @@ function initPuzzle() {
}
};
- // Set up keyboard handlers. We do all the actual keyboard
- // handling in onkeydown; but we also call event.preventDefault()
- // in both the keydown and keypress handlers. This means that
+ // Set up keyboard handlers. We call event.preventDefault()
+ // in the keydown handler. This means that
// while the canvas itself has focus, _all_ keypresses go only to
// the puzzle - so users of this puzzle collection in other media
// can indulge their instinct to press ^R for redo, for example,
@@ -318,9 +317,6 @@ function initPuzzle() {
event.shiftKey ? 1 : 0, event.ctrlKey ? 1 : 0);
event.preventDefault();
};
- onscreen_canvas.onkeypress = function(event) {
- event.preventDefault();
- };
// command() is a C function called to pass back events which
// don't fall into other categories like mouse and key events.