ReadonlycodeSee SceneKeyEventInit.code — the physical key.
ReadonlykeySee SceneKeyEventInit.key — the character or named key.
ReadonlymodifiersModifiers held at the instant of the event.
ReadonlyrepeatWhether the platform's auto-repeat produced this event — true for every
keydown after the first while a key is held, and never for a keyup.
A listener that must fire once per physical press (a button activation) ignores repeats; one that should accelerate while held (a traversal, a scroll) honours them.
ReadonlytargetThe node the event resolved to — the deepest hit for a pointer, the
focused node for a key — and the node the propagation path ends at.
null when the source resolved nothing; such an event has nowhere to
propagate and is not dispatched.
It stays the target for the whole walk: a listener on an ancestor
reading event.target sees what was actually resolved, not the node it is
listening on (which it already knows, having registered there).
ReadonlytypeWhich event this is.
Whether SceneKeyEvent.preventDefault has been called.
Whether SceneInputEvent.stopPropagation has been called.
Tells the host not to do whatever it would normally do with this keystroke
— the DOM's preventDefault, forwarded to the platform event when the
source supplied one.
Independent of SceneInputEvent.stopPropagation: this one is about the host, that one about the scene walk. A UI layer consuming Tab for §75 traversal wants this and usually not that (an ancestor may legitimately want to see the Tab it just handled).
Idempotent, and safe on an event with no platform behind it.
Stops the event before the next node on the path — the DOM's
stopPropagation, not stopImmediatePropagation.
The remaining listeners on the node currently dispatching still run: §6b
rule 2 makes registration order the contract within one emitter, and
letting one listener cancel its siblings would make that order decide who
gets to see an event. (There is deliberately no
stopImmediatePropagation: no §72 requirement asks for one.)
Called during the capture phase, it stops the descent as well, so the target never sees the event at all.
One key event travelling the scene graph (§72).
Construct one directly when driving dispatchKeyEvent by hand (tests, synthetic input, a non-DOM key source);
KeyboardInputconstructs them for real keystrokes. SceneInputEvent suppliestarget,propagationStopped, andstopPropagation.