| Index: components/view_manager/display_manager.cc
|
| diff --git a/components/view_manager/display_manager.cc b/components/view_manager/display_manager.cc
|
| index 6af47c09a0c67957818ac22c6d67b5d2df578c78..373ff57fc49b65eb0a7539390095b1e6fedea7d2 100644
|
| --- a/components/view_manager/display_manager.cc
|
| +++ b/components/view_manager/display_manager.cc
|
| @@ -279,39 +279,6 @@ void DefaultDisplayManager::DispatchEvent(ui::Event* event) {
|
| default:
|
| break;
|
| }
|
| -
|
| -#if defined(USE_X11)
|
| - // 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);
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| - ui::KeyEvent char_event(key_press_event->GetCharacter(),
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| - key_press_event->key_code(),
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| - key_press_event->flags());
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| -
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| - DCHECK_EQ(key_press_event->GetCharacter(), char_event.GetCharacter());
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| - DCHECK_EQ(key_press_event->key_code(), char_event.key_code());
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| - DCHECK_EQ(key_press_event->flags(), char_event.flags());
|
| -
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| - char_event.SetExtendedKeyEventData(
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| - make_scoped_ptr(new mojo::MojoExtendedKeyEventData(
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| - key_press_event->GetLocatedWindowsKeyboardCode(),
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| - key_press_event->GetText(),
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| - key_press_event->GetUnmodifiedText())));
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| - char_event.set_platform_keycode(key_press_event->platform_keycode());
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| -
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| - delegate_->OnEvent(mojo::Event::From(char_event));
|
| - }
|
| -#endif
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| }
|
|
|
| void DefaultDisplayManager::OnCloseRequest() {
|
|
|