212 lines
8.5 KiB
Rust
212 lines
8.5 KiB
Rust
use std::collections::HashMap;
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use objc2_core_graphics::{CGEvent, CGEventFlags, CGEventSource, CGEventSourceStateID, CGKeyCode};
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use super::post::PostTarget;
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use super::{activation, keycode_cache, window};
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use crate::{Key, Target};
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/// Manages keyboard state and posts keyboard events to the system.
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pub struct Keyboard {
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/// Cache of character-to-keycode mappings for the current keyboard layout.
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cache: HashMap<char, CGKeyCode>,
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/// Where synthesized events are delivered.
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post_target: PostTarget,
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/// The window id and pid of the current window target, used to activate the window before
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/// keyboard events are posted. `None` when targeting the HID tap (screen/frontmost behavior).
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///
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/// Mouse events activate the target window lazily from the event location; keyboard events
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/// carry no coordinates, so activation must be triggered explicitly here instead.
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window_context: Option<(u32, libc::pid_t)>,
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/// The currently-held modifier flags, accumulated from modifier key-down/up events.
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///
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/// Synthetic modifier key events posted via `CGEventPostToPid` do not update the session's
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/// modifier state, so we track it ourselves and stamp it onto every key event. Without this,
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/// a shortcut sent as discrete events (e.g. Command-down, n-down, n-up, Command-up) arrives as
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/// a plain "n" and is treated as text rather than as Cmd+N.
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current_flags: CGEventFlags,
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}
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impl Keyboard {
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pub fn new(target: PostTarget) -> Self {
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Self {
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cache: keycode_cache::build_cache(),
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post_target: target,
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window_context: None,
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current_flags: CGEventFlags::empty(),
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}
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}
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/// Sets where subsequent synthesized key events are delivered. Called per-action so typing
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/// can be routed to a specific background process.
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pub fn set_target(&mut self, target: Target) {
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self.post_target = match target {
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Target::Screen => PostTarget::HidTap,
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Target::Window { pid, .. } => PostTarget::Pid(pid as libc::pid_t),
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};
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self.window_context = match target {
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Target::Window { window_id, pid } => Some((window_id, pid as libc::pid_t)),
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Target::Screen => None,
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};
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}
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/// Sends a key down event for the given key.
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///
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/// If the key is a modifier, its mask is folded into the held-modifier flags first so the
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/// key-down itself carries the now-active modifier; the flags are then stamped on the event.
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pub fn key_down(&mut self, key: &Key) -> Result<(), String> {
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self.ensure_window_activated();
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let keycode = self.resolve_keycode(key)?;
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if let Some(mask) = modifier_mask(keycode) {
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self.current_flags |= mask;
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}
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post_key_event(keycode, true, self.current_flags, self.post_target)
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}
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/// Sends a key up event for the given key.
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///
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/// If the key is a modifier, its mask is removed from the held-modifier flags so the key-up
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/// reflects the modifier being released; the updated flags are then stamped on the event.
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///
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/// Activation is not triggered here: `KeyUp` always follows a `KeyDown` that already
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/// activated the window, and a lone `KeyUp` with no prior `KeyDown` is a no-op regardless.
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pub fn key_up(&mut self, key: &Key) -> Result<(), String> {
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let keycode = self.resolve_keycode(key)?;
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if let Some(mask) = modifier_mask(keycode) {
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self.current_flags &= !mask;
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}
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post_key_event(keycode, false, self.current_flags, self.post_target)
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}
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/// Simulates typing text by sending Quartz events.
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pub fn type_text(&self, text: &str) -> Result<(), String> {
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self.ensure_window_activated();
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let source = CGEventSource::new(CGEventSourceStateID::CombinedSessionState);
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// Send one character at a time for better compatibility with various applications.
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for ch in text.chars() {
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// For now, send each character using the unicode method. This is easier than using
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// virtual key codes, but may not be supported in all applications.
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//
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// TODO(vorporeal): when sending an ASCII character, send it using virtual key codes
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// for better compatibility.
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type_unicode_char(ch, source.as_deref(), self.post_target)?;
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}
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Ok(())
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}
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/// Ensures the target window is activated before keyboard events are posted.
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///
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/// Mouse events activate the target window lazily from the event location (see
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/// [`super::mouse::Mouse`]); keyboard events carry no coordinates, so activation must be
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/// triggered here instead. The call is idempotent per `(pid, window)` pair, so calling it
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/// before each keyboard event is cheap and never re-sends the activation primer.
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fn ensure_window_activated(&self) {
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let Some((window_id, pid)) = self.window_context else {
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return;
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};
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if let Some(info) = window::window_by_id(window_id) {
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activation::ensure_activated(pid, &info);
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}
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}
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/// Resolves a Key to a CGKeyCode.
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///
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/// The key can be:
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/// - A keycode (platform-specific virtual keycode)
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/// - A character (looked up via the current keyboard layout)
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fn resolve_keycode(&self, key: &Key) -> Result<CGKeyCode, String> {
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match key {
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Key::Keycode(code) => CGKeyCode::try_from(*code).map_err(|_| {
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format!(
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"Invalid keycode {code}: must be in range 0..={}",
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CGKeyCode::MAX
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)
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}),
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Key::Char(ch) => self
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.cache
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.get(ch)
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.copied()
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.ok_or_else(|| format!("No keycode found for character '{}'", ch)),
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}
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}
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}
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/// Maps a modifier virtual keycode to its `CGEventFlags` mask, handling both the left and right
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/// variants. Returns `None` for non-modifier keys.
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fn modifier_mask(keycode: CGKeyCode) -> Option<CGEventFlags> {
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Some(match keycode {
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// Command: left 0x37 (55), right 0x36 (54).
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54 | 55 => CGEventFlags::MaskCommand,
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// Shift: left 0x38 (56), right 0x3C (60).
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56 | 60 => CGEventFlags::MaskShift,
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// Control: left 0x3B (59), right 0x3E (62).
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59 | 62 => CGEventFlags::MaskControl,
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// Option/Alt: left 0x3A (58), right 0x3D (61).
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58 | 61 => CGEventFlags::MaskAlternate,
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// Fn: 0x3F (63).
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63 => CGEventFlags::MaskSecondaryFn,
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// Caps Lock: 0x39 (57).
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57 => CGEventFlags::MaskAlphaShift,
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_ => return None,
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})
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}
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/// Posts a key event (down or up) for the given virtual keycode, stamping the currently-held
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/// modifier flags so shortcuts route through the app's key-equivalent handling.
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fn post_key_event(
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keycode: CGKeyCode,
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is_down: bool,
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flags: CGEventFlags,
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target: PostTarget,
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) -> Result<(), String> {
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let source = CGEventSource::new(CGEventSourceStateID::CombinedSessionState);
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let event =
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CGEvent::new_keyboard_event(source.as_deref(), keycode, is_down).ok_or_else(|| {
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let direction = if is_down { "down" } else { "up" };
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format!("Failed to create key {direction} event for keycode {keycode}")
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})?;
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CGEvent::set_flags(Some(&event), flags);
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target.post(&event);
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Ok(())
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}
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/// Generates a Quartz event signifying the typing of a single Unicode character.
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fn type_unicode_char(
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ch: char,
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source: Option<&CGEventSource>,
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target: PostTarget,
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) -> Result<(), String> {
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let mut buf = [0u16; 2];
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let encoded = ch.encode_utf16(&mut buf);
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// Create a key down event (virtual key code 0 is used as a placeholder).
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let key_down = CGEvent::new_keyboard_event(source, 0, true)
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.ok_or("Failed to create key down event for TypeText.")?;
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// Set the unicode string on the event.
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// Safety: encoded is a valid UTF-16 buffer with the correct length.
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unsafe {
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CGEvent::keyboard_set_unicode_string(
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Some(&key_down),
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encoded.len() as u64,
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encoded.as_ptr(),
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);
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}
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// Clear any modifier flags that might interfere.
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CGEvent::set_flags(Some(&key_down), CGEventFlags::empty());
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// Post the key down event.
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target.post(&key_down);
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// Create and post a corresponding key up event.
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let key_up = CGEvent::new_keyboard_event(source, 0, false)
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.ok_or("Failed to create key up event for TypeText.")?;
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CGEvent::set_flags(Some(&key_up), CGEventFlags::empty());
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target.post(&key_up);
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Ok(())
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}
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