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Fix issue where focus timer would throw continuously
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@ -38,28 +38,41 @@ const GodotIME = {
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$GodotIME: {
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ime: null,
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active: false,
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focusTimerIntervalId: -1,
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getModifiers: function (evt) {
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return (evt.shiftKey + 0) + ((evt.altKey + 0) << 1) + ((evt.ctrlKey + 0) << 2) + ((evt.metaKey + 0) << 3);
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},
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ime_active: function (active) {
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function clearFocusTimerInterval() {
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clearInterval(GodotIME.focusTimerIntervalId);
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GodotIME.focusTimerIntervalId = -1;
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}
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function focusTimer() {
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if (GodotIME.ime == null) {
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clearFocusTimerInterval();
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return;
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}
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GodotIME.ime.focus();
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}
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if (GodotIME.focusTimerIntervalId > -1) {
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clearFocusTimerInterval();
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}
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if (GodotIME.ime == null) {
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return;
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}
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function focus_timer() {
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GodotIME.active = true;
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GodotIME.ime.focus();
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}
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GodotIME.active = active;
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if (active) {
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GodotIME.ime.style.display = 'block';
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setInterval(focus_timer, 100);
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GodotIME.focusTimerIntervalId = setInterval(focusTimer, 100);
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} else {
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GodotIME.ime.style.display = 'none';
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GodotConfig.canvas.focus();
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GodotIME.active = false;
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}
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},
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@ -90,18 +103,24 @@ const GodotIME = {
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if (GodotIME.ime == null) {
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return;
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}
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if (event.type === 'compositionstart') {
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switch (event.type) {
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case 'compositionstart':
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ime_cb(0, null);
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GodotIME.ime.innerHTML = '';
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} else if (event.type === 'compositionupdate') {
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break;
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case 'compositionupdate': {
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const ptr = GodotRuntime.allocString(event.data);
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ime_cb(1, ptr);
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GodotRuntime.free(ptr);
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} else if (event.type === 'compositionend') {
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} break;
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case 'compositionend': {
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const ptr = GodotRuntime.allocString(event.data);
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ime_cb(2, ptr);
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GodotRuntime.free(ptr);
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GodotIME.ime.innerHTML = '';
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} break;
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default:
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// Do nothing.
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}
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}
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@ -140,6 +159,10 @@ const GodotIME = {
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if (GodotIME.ime == null) {
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return;
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}
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if (GodotIME.focusTimerIntervalId > -1) {
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clearInterval(GodotIME.focusTimerIntervalId);
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GodotIME.focusTimerIntervalId = -1;
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}
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GodotIME.ime.remove();
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GodotIME.ime = null;
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},
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