mirror of
https://github.com/jellyfin/jellyfin-web
synced 2025-03-30 19:56:21 +00:00
Force the use of single quotes
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8b6dc05d64
commit
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217 changed files with 8541 additions and 8540 deletions
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@ -20,7 +20,7 @@
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// # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// # THE SOFTWARE.
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require(['apphost'], function (appHost) {
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"use strict";
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'use strict';
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var _GAMEPAD_A_BUTTON_INDEX = 0;
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var _GAMEPAD_B_BUTTON_INDEX = 1;
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@ -28,16 +28,16 @@ require(['apphost'], function (appHost) {
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var _GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13;
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var _GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14;
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var _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15;
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var _GAMEPAD_A_KEY = "GamepadA";
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var _GAMEPAD_B_KEY = "GamepadB";
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var _GAMEPAD_DPAD_UP_KEY = "GamepadDPadUp";
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var _GAMEPAD_DPAD_DOWN_KEY = "GamepadDPadDown";
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var _GAMEPAD_DPAD_LEFT_KEY = "GamepadDPadLeft";
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var _GAMEPAD_DPAD_RIGHT_KEY = "GamepadDPadRight";
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEY = "GamepadLeftThumbStickUp";
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = "GamepadLeftThumbStickDown";
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = "GamepadLeftThumbStickLeft";
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = "GamepadLeftThumbStickRight";
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var _GAMEPAD_A_KEY = 'GamepadA';
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var _GAMEPAD_B_KEY = 'GamepadB';
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var _GAMEPAD_DPAD_UP_KEY = 'GamepadDPadUp';
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var _GAMEPAD_DPAD_DOWN_KEY = 'GamepadDPadDown';
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var _GAMEPAD_DPAD_LEFT_KEY = 'GamepadDPadLeft';
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var _GAMEPAD_DPAD_RIGHT_KEY = 'GamepadDPadRight';
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEY = 'GamepadLeftThumbStickUp';
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = 'GamepadLeftThumbStickDown';
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = 'GamepadLeftThumbStickLeft';
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = 'GamepadLeftThumbStickRight';
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var _GAMEPAD_A_KEYCODE = 0;
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var _GAMEPAD_B_KEYCODE = 27;
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var _GAMEPAD_DPAD_UP_KEYCODE = 38;
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@ -234,7 +234,7 @@ require(['apphost'], function (appHost) {
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}
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if (fire && keyCode) {
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raiseEvent("keydown", key, keyCode);
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raiseEvent('keydown', key, keyCode);
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}
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} else if (newPressedState === false && oldPressedState === true) {
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@ -243,7 +243,7 @@ require(['apphost'], function (appHost) {
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// button up
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if (keyCode) {
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raiseEvent("keyup", key, keyCode);
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raiseEvent('keyup', key, keyCode);
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}
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if (clickonKeyUp) {
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clickElement(document.activeElement || window);
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@ -375,7 +375,7 @@ require(['apphost'], function (appHost) {
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function onFocusOrGamepadAttach(e) {
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/* eslint-disable-next-line compat/compat */
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if (isGamepadConnected() && document.hasFocus()) {
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console.log("Gamepad connected! Starting input loop");
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console.log('Gamepad connected! Starting input loop');
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startInputLoop();
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}
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}
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@ -383,28 +383,28 @@ require(['apphost'], function (appHost) {
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function onFocusOrGamepadDetach(e) {
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/* eslint-disable-next-line compat/compat */
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if (!isGamepadConnected() || !document.hasFocus()) {
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console.log("Gamepad disconnected! No other gamepads are connected, stopping input loop");
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console.log('Gamepad disconnected! No other gamepads are connected, stopping input loop');
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stopInputLoop();
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} else {
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console.log("Gamepad disconnected! There are gamepads still connected.");
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console.log('Gamepad disconnected! There are gamepads still connected.');
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}
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}
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// Event listeners for any change in gamepads' state.
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window.addEventListener("gamepaddisconnected", onFocusOrGamepadDetach);
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window.addEventListener("gamepadconnected", onFocusOrGamepadAttach);
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window.addEventListener("blur", onFocusOrGamepadDetach);
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window.addEventListener("focus", onFocusOrGamepadAttach);
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window.addEventListener('gamepaddisconnected', onFocusOrGamepadDetach);
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window.addEventListener('gamepadconnected', onFocusOrGamepadAttach);
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window.addEventListener('blur', onFocusOrGamepadDetach);
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window.addEventListener('focus', onFocusOrGamepadAttach);
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onFocusOrGamepadAttach();
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// The gamepadInputEmulation is a string property that exists in JavaScript UWAs and in WebViews in UWAs.
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// It won't exist in Win8.1 style apps or browsers.
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if (window.navigator && typeof window.navigator.gamepadInputEmulation === "string") {
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if (window.navigator && typeof window.navigator.gamepadInputEmulation === 'string') {
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// We want the gamepad to provide gamepad VK keyboard events rather than moving a
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// mouse like cursor. Set to "keyboard", the gamepad will provide such keyboard events
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// and provide input to the DOM navigator.getGamepads API.
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window.navigator.gamepadInputEmulation = "gamepad";
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window.navigator.gamepadInputEmulation = 'gamepad';
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}
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});
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