#include "base/command_line.h"
#include "base/message_loop/message_loop.h"
+#include "mojo/services/public/cpp/input_events/lib/mojo_extended_key_event_data.h"
#include "ui/events/event.h"
#include "ui/events/event_utils.h"
#include "ui/events/platform/platform_event_dispatcher.h"
virtual void DispatchEvent(ui::Event* event) OVERRIDE {
delegate_->OnEvent(event);
+
+ // We want to emulate the WM_CHAR generation behaviour of Windows.
+ //
+ // On Linux, we've previously inserted characters by having
+ // InputMethodAuraLinux take all key down events and send a character event
+ // to the TextInputClient. This causes a mismatch in code that has to be
+ // shared between Windows and Linux, including blink code. Now that we're
+ // trying to have one way of doing things, we need to standardize on and
+ // emulate Windows character events.
+ //
+ // This is equivalent to what we're doing in the current Linux port, but
+ // done once instead of done multiple times in different places.
+ if (event->type() == ui::ET_KEY_PRESSED) {
+ ui::KeyEvent* key_press_event = static_cast<ui::KeyEvent*>(event);
+ ui::KeyEvent char_event(key_press_event->GetCharacter(),
+ key_press_event->key_code(),
+ key_press_event->flags());
+
+ DCHECK_EQ(key_press_event->GetCharacter(), char_event.GetCharacter());
+ DCHECK_EQ(key_press_event->key_code(), char_event.key_code());
+ DCHECK_EQ(key_press_event->flags(), char_event.flags());
+
+ char_event.SetExtendedKeyEventData(scoped_ptr<ui::ExtendedKeyEventData>(
+ new MojoExtendedKeyEventData(
+ key_press_event->GetLocatedWindowsKeyboardCode(),
+ key_press_event->GetText(),
+ key_press_event->GetUnmodifiedText())));
+ char_event.set_platform_keycode(key_press_event->platform_keycode());
+
+ delegate_->OnEvent(&char_event);
+ }
}
virtual void OnCloseRequest() OVERRIDE {