From e6faebeb9a1856c9ea7140eb650b48ada0adc923 Mon Sep 17 00:00:00 2001 From: Ben Harris Date: Tue, 25 Oct 2022 10:24:15 +0100 Subject: [PATCH] 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 . 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. --- emccpre.js | 8 ++------ 1 file 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.