Emulate / send Modifier Key (Cntrl, Alt, fn, Shift) in OSx - objective-c

I am sending keyboard key press and key release events, which works for all keyboard keys.
But modifier keys works only when the key associated with modifier key is sent from application, and not from real hardware. That is if I send
Shift and 'a' from application, it prints 'A' (capital A, which is what is expected).
But if I send 'shift' key down event from application, and enter 'a' from physical keyboard, it prints 'a' (the shift key doesn't seem to be working across different devices). The same applies for other modifier keys such as cmd, alt, and fn keys!.
Is there a way to send modifier keys to system, so that I can emulate modifier keys from my application?.
Specifically, I would like to activate modifier key from application, and enter the combination key from physical keyboard.
Here is the code I use to send key press and release events.
- (void)setADBKey:(uint32)key value:(int)value
{
if (!eventSource)
{
eventSource = CGEventSourceCreate(kCGEventSourceStatePrivate);
}
CGEventRef event = CGEventCreateKeyboardEvent(eventSource, key, value!=0);
CGEventPost(kCGHIDEventTap, event);
CFRelease(event);
}
I have also tried creating and sending a system event, through the following code
struct
{
CGKeyCode keyCode;
int flag;
int cgEventFlag;
} modifiers[] = {
{ 56, NX_DEVICELSHIFTKEYMASK, kCGEventFlagMaskShift },
{ 60, NX_DEVICERSHIFTKEYMASK, kCGEventFlagMaskShift },
{ 59, NX_DEVICELCTLKEYMASK, kCGEventFlagMaskControl },
{ 58, NX_DEVICELALTKEYMASK, kCGEventFlagMaskAlternate },
{ 61, NX_DEVICERALTKEYMASK, kCGEventFlagMaskAlternate },
{ 55, NX_DEVICELCMDKEYMASK, kCGEventFlagMaskCommand },
{ 54, NX_DEVICERCMDKEYMASK, kCGEventFlagMaskCommand }
};
- (void)setAdbKey:(uint32)adbkey value:(int)value repeat:(BOOL)repeat
{
//int adbkey = def_usb_2_adb_keymap[hidkey];
int modifier = 0;
for(int i=0; i< ARR_SIZE(modifiers); i++)
{
if (adbkey == modifiers[i].keyCode)
{
modifier = modifiers[i].cgEventFlag;
break;
}
}
if (value)
{
flags |= modifier;
}
else
{
flags &= ~modifier;
}
CGEventRef event = CGEventCreateKeyboardEvent(eventSource, adbkey, value!=0);
if (repeat)
{
CGEventSetIntegerValueField(event, kCGKeyboardEventAutorepeat, (int64_t)1);
}
// don't apply modifier flags to a modifier
if (!modifier)
{
CGEventSetFlags(event, flags);
}
CGEventPost(kCGHIDEventTap, event);
CFRelease(event);
}
Both methods work when modifier key and combination key are sent from application, but not when modifier key alone is set from application.

All you have to do is create an event tap and set the mask.
Sample:
#interface AppDelegate ()
#property (assign) CFMachPortRef myEventTap;
#property (assign) CFRunLoopSourceRef myRunLoopSource;
#end
#implementation AppDelegate
CGEventRef MyEventTapCallBack(CGEventTapProxy proxy, CGEventType type, CGEventRef event, void *refcon) {
CGEventSetFlags(event, kCGEventFlagMaskShift);
return event;
}
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
self.myEventTap = CGEventTapCreate(kCGHIDEventTap,
kCGHeadInsertEventTap,
kCGEventTapOptionDefault,
CGEventMaskBit(kCGEventKeyDown) | CGEventMaskBit(kCGEventKeyUp) | CGEventMaskBit(kCGEventFlagsChanged),
MyEventTapCallBack,
(__bridge void *)self);
if (self.myEventTap) {
self.myRunLoopSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, self.myEventTap, 0);
if (self.myRunLoopSource)
CFRunLoopAddSource(CFRunLoopGetMain(), self.myRunLoopSource, kCFRunLoopCommonModes);
}
}
- (void)applicationWillTerminate:(NSNotification *)aNotification {
if (self.myRunLoopSource) {
CFRunLoopSourceInvalidate(self.myRunLoopSource);
CFRelease(self.myRunLoopSource);
}
if (self.myEventTap)
CFRelease(self.myEventTap);
}
#end

This is my appDelegate and how I got it working.
import Cocoa
import CoreGraphics
import Foundation
var shift = false;
var cntrl = false;
var option = false;
var command = false;
func myCGEventCallback(proxy: CGEventTapProxy, type: CGEventType, event: CGEvent, refcon: UnsafeMutableRawPointer?) -> Unmanaged<CGEvent>? {
var mask: CGEventFlags = []
if(shift) {
mask.insert(CGEventFlags.maskShift)
}
if(cntrl) {
mask.insert(CGEventFlags.maskControl)
}
if(option) {
mask.insert(CGEventFlags.maskAlternate)
}
if(command) {
mask.insert(CGEventFlags.maskCommand)
}
if(mask.rawValue != 0) {
event.flags = mask;
}
return Unmanaged.passRetained(event)
}
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate {
func applicationDidFinishLaunching(_ aNotification: Notification) {
// Insert code here to initialize your application
let mask: CGEventMask = 1 << CGEventType.keyDown.rawValue
let eventTap:CFMachPort = CGEvent.tapCreate(tap: .cghidEventTap, place: .headInsertEventTap, options: .defaultTap, eventsOfInterest: mask, callback: myCGEventCallback, userInfo: nil)!
let runLoopSource:CFRunLoopSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0);
CFRunLoopAddSource(CFRunLoopGetCurrent(), runLoopSource, CFRunLoopMode.commonModes);
CGEvent.tapEnable(tap: eventTap, enable: true);
CFRunLoopRun();
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
public func SetShift() {
shift = !shift;
}
public func SetCtrl() {
cntrl = !cntrl;
}
public func SetCommand() {
command = !command;
}
public func SetOption() {
option = !option;
}
}

Related

SwiftUI: Is it possible to automatically move to the next textfield after 1 character is entered?

I trying to make a SwiftUI app where after entering one letter in a TextField the cursor automatically moves to the next TextField. The UI is pretty much like this.
In Swift/IB, it looks like this was done with delegates and adding a target like in this post:
How to move to the next UITextField automatically in Swift
But can't find any documentation for using delegates/targets in SwiftUI.
I tried following this post:
SwiftUI TextField max length
But this has not worked for me. Setting the .prefix(1) does not seem to make a difference. The TextField still accepts any amount of characters and when moved to the next TextField does not reduce the characters entered to only the first character.
In SwiftUI's current state, is it possible to automatically move to the next TextField after 1 character is entered?
Thanks for any help!
It can be done in iOS 15 with FocusState
import SwiftUI
///Sample usage
#available(iOS 15.0, *)
struct PinParentView: View {
#State var pin: Int = 12356
var body: some View {
VStack{
Text(pin.description)
PinView(pin: $pin)
}
}
}
#available(iOS 15.0, *)
struct PinView: View {
#Binding var pin: Int
#State var pinDict: [UniqueCharacter] = []
#FocusState private var focusedField: UniqueCharacter?
var body: some View{
HStack{
ForEach($pinDict, id: \.id, content: { $char in
TextField("pin digit", text:
Binding(get: {
char.char.description
}, set: { newValue in
let newest: Character = newValue.last ?? "0"
//This check is only needed if you only want numbers
if Int(newest.description) != nil{
char.char = newest
}
//Set the new focus
DispatchQueue.main.async {
setFocus()
}
})
).textFieldStyle(.roundedBorder)
.focused($focusedField, equals: char)
})
}.onAppear(perform: {
//Set the initial value of the text fields
//By using unique characters you can keep the order
pinDict = pin.description.uniqueCharacters()
})
}
func setFocus(){
//Default to the first box when focus is not set or the user reaches the last box
if focusedField == nil || focusedField == pinDict.last{
focusedField = pinDict.first
}else{
//find the index of the current character
let idx = pinDict.firstIndex(of: focusedField!)
//Another safety check for the index
if idx == nil || pinDict.last == pinDict[idx!]{
focusedField = pinDict.first
}else{
focusedField = pinDict[idx! + 1]
}
}
//Update the Binding that came from the parent
setPinBinding()
}
///Updates the binding from the parent
func setPinBinding(){
var newPinInt = 0
for n in pinDict{
if n == pinDict.first{
newPinInt = Int(n.char.description) ?? 0
}else{
newPinInt = Int(String(newPinInt) + n.char.description) ?? 0
}
}
pin = newPinInt
}
}
//Convert String to Unique characers
extension String{
func uniqueCharacters() -> [UniqueCharacter]{
let array: [Character] = Array(self)
return array.uniqueCharacters()
}
func numberOnly() -> String {
self.trimmingCharacters(in: CharacterSet(charactersIn: "-0123456789.").inverted)
}
}
extension Array where Element == Character {
func uniqueCharacters() -> [UniqueCharacter]{
var array: [UniqueCharacter] = []
for char in self{
array.append(UniqueCharacter(char: char))
}
return array
}
}
//String/Characters can be repeating so yu have to make them a unique value
struct UniqueCharacter: Identifiable, Equatable, Hashable{
var char: Character
var id: UUID = UUID()
}
#available(iOS 15.0, *)
struct PinView_Previews: PreviewProvider {
static var previews: some View {
PinParentView()
}
}

wxwidget - issue of wxEVT_LEAVE_WINDOW event

I'd like to implement a card style UI(as the screen shot), card is using a wxPanel as a container, a static text and a static bmp in the panel. the card will zoom in and color changed when mouse on it, when the mouse leave the card, size and color will recover as normal state. I add some logic in onEnter and onLeave of wxPanel to handle zoom and color change. the card works fine in most of cases, but if mouse move quickly, multiple cards will be selected. From output log, it seems the issue happens in OnLeave, !GetClientRect().Contains(event.GetPosition()) = false, even the mouse actually has been out of the rect of the card. how can the card work as expected even mouse move quickly?
enter image description here
void TypeCard::OnEnter(wxMouseEvent& event) {
wxRect rect = GetClientRect();
wxPoint pnt = event.GetPosition();
TRACELOG_WARNING("###### On Enter left=%d top=%d width=%d height=%d", rect.GetLeft(), rect.GetTop(), rect.GetWidth(), rect.GetHeight());
TRACELOG_WARNING("&&&&&& On Enter x=%d y=%d", pnt.x, pnt.y);
if (GetClientRect().Contains(event.GetPosition()) && !selected_ ) {
TRACELOG_WARNING("&&&&&&On Enter = true");
if (m_bZoomEnabled) {
ZoomCard(zoom_in, 5, 5);
}
selected_ = true;
} else {
TRACELOG_WARNING("*****************************************************On Enter = false selected_ = %d", (int)selected_ );
}
// have_focus_ = true;
Refresh(false);
Update();
event.Skip();
}
void TypeCard::OnLeave(wxMouseEvent& event) {
wxRect rect = GetClientRect();
wxPoint pnt = event.GetPosition();
TRACELOG_WARNING("###### On OnLeave left=%d top=%d width=%d height=%d", rect.GetLeft(), rect.GetTop(), rect.GetWidth(), rect.GetHeight());
TRACELOG_WARNING("&&&&&& On OnLeave x=%d y=%d", pnt.x, pnt.y);
// if (!GetClientRect().Contains(event.GetPosition())) {
if (!rect.Contains(pnt)) {
if (m_bZoomEnabled) {
ZoomCard(zoom_out, 5, 5);
}
selected_ = false;
} else {
TRACELOG_WARNING("*****************************************************On OnLeave = false");
}
if (!selected_) {
// have_focus_ = false;
Refresh(false);
Update();
}
event.Skip();
}
void TypeCard::OnPaint(wxPaintEvent& event) {
wxPaintDC dc(this);
wxColour colour = selected_ ? CARD_SELECT_BACKGROUND_COLOUR : COMPONENT_UNSELECT_BACKGROUND_COLOUR;
wxCursor cur = selected_ ? wxCURSOR_HAND : wxCURSOR_ARROW;
dc.SetPen(wxPen(colour));
dc.SetBrush(wxBrush(colour));
this->SetCursor(cur);
const wxWindowList& list = this->GetChildren();
for (wxWindowList::compatibility_iterator node = list.GetFirst(); node; node = node->GetNext()) {
wxWindow* current = node->GetData();
if (current) {
current->SetBackgroundColour(colour);
current->SetCursor(cur);
}
}
dc.DrawRectangle(0, 0, this->GetSize().GetWidth(), GetSize().GetHeight());
}

React Native native UI component width and height

I'm creating a native UI component on iOS and I want its size to expand according to the content size.
It seems like I must set a fixed width and height in order for the view to be rendered. Any idea how to solve it?
// JS
import React from 'react';
import { View, requireNativeComponent } from 'react-native';
class StyledText extends React.Component {
render() {
return (
<View style={this.props.style}>
// without the height and width the compnent won't show up
<StyledLabelReactBridge styledText={'some text'} style={{height: 100, width: 100, backgroundColor: 'red'}}/>
</View>
);
}
}
StyledText.propTypes = {
styledText: React.PropTypes.string,
style: View.propTypes.style
};
const StyledLabelReactBridge = requireNativeComponent('StyledLabelReactBridge', StyledText);
module.exports = StyledText;
// objective-C
#implementation StyledLabelReactBridgeManager
RCT_EXPORT_MODULE()
- (UIView *)view
{
return [[NewStyledLabel alloc] init];
}
RCT_CUSTOM_VIEW_PROPERTY(styledText, NSString, NewStyledLabel)
{
if (![json isKindOfClass:[NSString class]])
return;
[view setStyledText:[NewStyledText textFromXHTML:json]];
}
#end
You need to override reactSetFrame in xcode to receive content size change.
#import "React/UIView+React.h"
#implementation YourView {
- (void)reactSetFrame:(CGRect)frame {
[super reactSetFrame: frame];
/* everytime content size changes, you will get its frame here. */
}
}
first you should create a subclass of RCTShadowView like
#import <React/RCTShadowView.h>
#interface RNGuessLikeContainerShadowView : RCTShadowView
#end
#implementation RNGuessLikeContainerShadowView
- (void)setLocalData:(NSObject *)localData {
if ([localData isKindOfClass:[NSNumber class]]) {
[self setIntrinsicContentSize:CGSizeMake(UIScreen.mainScreen.bounds.size.width, ((NSNumber *)localData).floatValue)];
}
}
#end
then create subclass of RCTViewManager and return shadowview and view of you custom class instance
#import <React/RCTUIManager.h>
#import <React/RCTUIManagerUtils.h>
#interface RNGuessLikeModule: RCTViewManager <RNGuessLikeContainerViewHeightUpdater>
#end
#implementation RNGuessLikeModule
RCT_EXPORT_MODULE(RNGuessLikeModule)
RCT_EXPORT_VIEW_PROPERTY(objects, NSString);
- (UIView *)view {
RNGuessLikeContainerView *_view = [RNGuessLikeContainerView new];
_view.delegate = self;
return _view;
}
- (RCTShadowView *)shadowView {
return [RNGuessLikeContainerShadowView new];
}
- (void)didUpdateWithHeight:(CGFloat)height view:(RNGuessLikeContainerView *)view {
RCTExecuteOnUIManagerQueue(^{
RCTShadowView *shadowView = [self.bridge.uiManager shadowViewForReactTag:view.reactTag];
[shadowView setLocalData:#(height)];
[self.bridge.uiManager setNeedsLayout];
});
}
#end
and in mine code i set custom native ui view delegate to RNGuessLikeModule which is subclass of RCTViewManager,
and you can caculate size in you custom view when data from rn module passed
#objc
public protocol RNGuessLikeContainerViewHeightUpdater {
func didUpdate(height: CGFloat, view: RNGuessLikeContainerView)
}
public final class RNGuessLikeContainerView: UIView, GuessLikeItemsComponentContainer {
#objc
public var objects: String? {
didSet {
if let _objects = objects,
let _data = _objects.data(using: .utf8, allowLossyConversion: true) {
reload(objects: _data)
}
}
}
#objc
public weak var delegate: RNGuessLikeContainerViewHeightUpdater?
public var controller: UIViewController {
return reactViewController()
}
public var guessLikeSceneType: GuessLikeSceneType = .邀好友赚现金红包
public var guessLikeTitle: String?
public var guessLikeItems: [GuessLikeItemsSectionSubItem] = []
public var routerInfo: String?
#objc
public private(set) var guessLikeHeight: CGFloat = 0
lazy var backend = GuessLikeItemsComponentContainerBackend(parent: self)
public lazy var guessLikeContainer: UICollectionView = {
let _container = createGuessLikeContainer()
_container.dataSource = backend
_container.delegate = backend
addSubview(_container)
return _container
}()
override public func layoutSubviews() {
super.layoutSubviews()
guessLikeContainer.frame = bounds
}
public func reload(objects: Data) {
precondition(pthread_main_np() != 0, "RNGuessLikeContainerView reload method should be called on main thread")
do {
let _items = try JSONDecoder().decode([ItemListModel].self, from: objects)
guessLikeItems = GuessLikeItemsSectionItem(list: _items).items
guessLikeContainer.reloadData()
updateHeight()
} catch {
debugPrint(error)
}
}
public func append(objects: Data) {
precondition(pthread_main_np() != 0, "RNGuessLikeContainerView append method should be called on main thread")
if let _list = try? JSONDecoder().decode([ItemListModel].self, from: objects) {
let _items = GuessLikeItemsSectionItem(list: _list).items
guessLikeItems.append(contentsOf: _items)
guessLikeContainer.reloadData()
updateHeight()
}
}
func updateHeight() {
if guessLikeItems.isEmpty {
guessLikeHeight = 0
} else {
var leftHeight: CGFloat = 0
var rightHeight: CGFloat = 0
for (index, item) in guessLikeItems.enumerated() {
if index % 2 == 0 {
leftHeight += item.height + 10.0
} else {
rightHeight += item.height + 10.0
}
}
let sectionHeaderHeight: CGFloat = 50.0
guessLikeHeight = max(leftHeight, rightHeight) + sectionHeaderHeight
}
if let _delegate = delegate {
_delegate.didUpdate(height: guessLikeHeight, view: self)
}
}
public override var intrinsicContentSize: CGSize {
return CGSize(width: UIScreen.main.bounds.width, height: guessLikeHeight)
}
}
then find shadowview binded to your custom ui view and update intrinsicContentSize
finaly call [self.bridge.uiManager setNeedsLayout]
may help you
#implementation SNBFundCardViewManager
RCT_EXPORT_MODULE(FundCard)
- (UIView *)view
{
return [[SNBFundHomeFundCardCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:#""];
}
- (dispatch_queue_t)methodQueue
{
return dispatch_get_main_queue();
}
RCT_CUSTOM_VIEW_PROPERTY(data, NSDictionary, SNBFundHomeFundCardCell)
{
view.rnData = json;
// 自己撑起高度
CGFloat height = [view.vm getCellHeight];
[self.bridge.uiManager setIntrinsicContentSize:CGSizeMake(UIViewNoIntrinsicMetric, height) forView:view];
}
Well, couldn't find 'auto' like behavior, how ever, setting the component to:
{{ width: '100%', height: '100%}}
Makes it expand (and shrink) according to the parent, which is good enough for my use case. It's a shame that setting 'flex: 1' doesn't have the same effect.

Arduino Protothreads seem to be shared by two buttons

I ran into a problem regarding the Protothreading library in Arduino. I have created a Button class, which represents a hardware button. Now the idea is that you can attach a ButtonListener to it, which listens to the button. If a button is pressed, then the clicked() function is called.
#include <Arduino.h>
#include <pt.h>
class ButtonListener {
public:
virtual void clicked() = 0;
virtual void longClicked() = 0;
virtual void tapped(int) = 0;
};
class Button {
static const int RECOIL_TIME = 200;
static const int LONG_CLICK_LENGTH = 1000;
private:
int _pin;
ButtonListener *_listener;
struct pt _thread;
unsigned long _timestamp = 0;
int listenerHook(struct pt *pt) {
PT_BEGIN(pt);
this->_timestamp = 0;
while (true) {
PT_WAIT_UNTIL(pt, millis() - _timestamp > 1);
_timestamp = millis();
if (&this->_listener != NULL) {
this->listenForClick();
}
}
PT_END(pt);
}
void listenForClick() {
boolean longClicked = true;
int state = digitalRead(this->_pin);
if (state == HIGH) {
unsigned long timestamp = millis();
while (true) {
longClicked = millis() - timestamp > LONG_CLICK_LENGTH;
state = digitalRead(this->_pin);
if (state == LOW) {
break;
}
}
if (&this->_listener != NULL) {
if (longClicked) {
(*this->_listener).longClicked();
}
else {
(*this->_listener).clicked();
}
}
}
}
public:
Button(int pin) {
this->_pin = pin;
}
void init() {
pinMode(this->_pin, OUTPUT);
PT_INIT(&this->_thread);
}
void setListener(ButtonListener *listener) {
this->_listener = listener;
}
void listen() {
this->listenerHook(&this->_thread);
}
};
Now I've created two implementations of ButtonListener:
class Button12Listener : public ButtonListener {
public:
void clicked() {
Serial.println("Button 12 clicked!");
}
}
The other implementation is a Button13Listener and prints "Button 13 clicked!"
Then let's run the code:
// Instantiate the buttons
Button button12(12);
Button button13(13);
void setup() {
Serial.begin(9600);
button12.init();
button13.init();
// Add listeners to the buttons
button12.setListener(new Button12Listener());
button13.setListener(new Button13Listener());
}
void loop() {
while (true) {
// Listen for button clicks
button12.listen();
button13.listen();
}
Serial.println("Loop ended.");
delay(60000);
}
I expect "Button 12 clicked!" when I click the button on pin 12, and "Button 13 clicked!" when I click the button on pin 13.
But when I try to click on any of the buttons, it is randomly printing "Button 12 clicked!" or "Button 13 clicked!" no matter what button I press.
It look like the protothreads are shared among the buttons or something.
If I check in which order the buttons are called, like this:
button12.listen();
Serial.println("listen12");
button13.listen();
Serial.println("listen13");
then the following outputs:
12
13
12
13
12
12
Thát seems okay.
So what's the problem? What have I missed?
You are completely eliminating the whole point of protothreads by having that while(true) loop in listenForClick. I would do it like this:
PT_BEGIN(thr);
while(1){
// ensure that the pin is low when you start
PT_WAIT_UNTIL(thr, digitalRead(pin) == LOW);
// wait until pin goes high
PT_WAIT_UNTIL(thr, digitalRead(pin) == HIGH);
// insert delay here for minimum time the pin must be high
this->timeout = millis() + 20; // 20 ms
// wait until the delay has expired
PT_WAIT_UNTIL(thr, this->timeout - millis() > 0);
// wait until the pin goes low again
PT_WAIT_UNTIL(thr, digitalRead(pin) == LOW);
// call the click callback
this->clicked();
}
PT_END(thr);
Then just call this thread repeatedly.
NOTE: when you have buttons connected, you would usually have pullup on the pin and have button connected between the pin and ground - so the pin is LOW when the button is down and high when it is not being pressed. This would certainly be the case on an arduino. So you would have to change the code above to wait for a negative pulse instead of a positive one. :)

Carbon event "consuming"

I have a problem, which is the opposite to problem described here: cocoa-global-shortcuts. Example: when I assigning "a" key as shortcut (without modifiers) every time I press "a" my callback fired, but other applications don't get "a" press: TextEdit, XCode, etc. I don't want to "consume" the event.
Here is the code:
EventTypeSpec eventTypePressed = { kEventClassKeyboard, kEventHotKeyPressed };
InstallApplicationEventHandler(&HotKeyPressedHandler, 1, &eventTypePressed, self, NULL);
EventTypeSpec eventTypeReleased = { kEventClassKeyboard, kEventHotKeyReleased };
InstallApplicationEventHandler(&HotKeyReleasedHandler, 1, &eventTypeReleased, self, NULL);
EventHotKeyID eventHotKeyID = { 'htky', 1 };
RegisterEventHotKey(shortcut.code, shortcut.flags, eventHotKeyID, GetApplicationEventTarget(), 0, &_eventHotKeyRef);
OSStatus HotKeyPressedHandler(EventHandlerCallRef nextHandler, EventRef theEvent, void *userData) {
ShortcutHandler* handler = userData;
[handler.delegate keyWasPressed:handler];
return CallNextEventHandler(nextHandler, theEvent);
}
OSStatus HotKeyReleasedHandler(EventHandlerCallRef nextHandler, EventRef theEvent, void *userData) {
ShortcutHandler* handler = userData;
[handler.delegate keyWasReleased:handler];
return CallNextEventHandler(nextHandler, theEvent);
}
Thanks!