diff --git a/lib/platform/COSXKeyState.cpp b/lib/platform/COSXKeyState.cpp index 1a4285e0..2757b1ae 100644 --- a/lib/platform/COSXKeyState.cpp +++ b/lib/platform/COSXKeyState.cpp @@ -284,22 +284,6 @@ COSXKeyState::mapKeyFromEvent(CKeyIDs& ids, #endif if (layoutValid) { - - // choose action - UInt16 action; - switch (eventKind) { - case kEventRawKeyDown: - action = kUCKeyActionDown; - break; - - case kEventRawKeyRepeat: - action = kUCKeyActionAutoKey; - break; - - default: - return 0; - } - // translate key UniCharCount count; UniChar chars[2]; diff --git a/lib/platform/COSXScreen.cpp b/lib/platform/COSXScreen.cpp index ae3ee661..f766b165 100644 --- a/lib/platform/COSXScreen.cpp +++ b/lib/platform/COSXScreen.cpp @@ -620,7 +620,7 @@ COSXScreen::enable() // FIXME -- start watching jump zones // kCGEventTapOptionDefault = 0x00000000 (Missing in 10.4, so specified literally) - m_eventTapPort=CGEventTapCreate(kCGHIDEventTap, kCGHIDEventTap, 0, + m_eventTapPort=CGEventTapCreate(kCGHIDEventTap, kCGHeadInsertEventTap, 0, kCGEventMaskForAllEvents, handleCGInputEvent, this); @@ -640,7 +640,7 @@ COSXScreen::enable() // there may be a better way to do this, but we register an event handler even if we're // not on the primary display (acting as a client). This way, if a local event comes in // (either keyboard or mouse), we can make sure to show the cursor if we've hidden it. - m_eventTapPort=CGEventTapCreate(kCGHIDEventTap, kCGHIDEventTap, 0, + m_eventTapPort=CGEventTapCreate(kCGHIDEventTap, kCGHeadInsertEventTap, 0, kCGEventMaskForAllEvents, handleCGInputEventSecondary, this);