stone/backends/x/encoding.go

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package x
import "unicode"
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import "github.com/jezek/xgb/xproto"
import "github.com/jezek/xgbutil/keybind"
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import "git.tebibyte.media/sashakoshka/stone"
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// when making changes to this file, look at keysymdef.h and
// https://tronche.com/gui/x/xlib/input/keyboard-encoding.html
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var buttonCodeTable = map[xproto.Keysym] stone.Button {
0xFFFFFF: stone.ButtonUnknown,
0xFF63: stone.KeyInsert,
0xFF67: stone.KeyMenu,
0xFF61: stone.KeyPrintScreen,
0xFF6B: stone.KeyPause,
0xFFE5: stone.KeyCapsLock,
0xFF14: stone.KeyScrollLock,
0xFF7F: stone.KeyNumLock,
0xFF08: stone.KeyBackspace,
0xFF09: stone.KeyTab,
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0xFF0D: stone.KeyEnter,
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0xFF1B: stone.KeyEscape,
0xFF52: stone.KeyUp,
0xFF54: stone.KeyDown,
0xFF51: stone.KeyLeft,
0xFF53: stone.KeyRight,
0xFF55: stone.KeyPageUp,
0xFF56: stone.KeyPageDown,
0xFF50: stone.KeyHome,
0xFF57: stone.KeyEnd,
0xFFE1: stone.KeyLeftShift,
0xFFE2: stone.KeyRightShift,
0xFFE3: stone.KeyLeftControl,
0xFFE4: stone.KeyRightControl,
0xFFE7: stone.KeyLeftMeta,
0xFFE8: stone.KeyRightMeta,
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0xFFE9: stone.KeyLeftAlt,
0xFFEA: stone.KeyRightAlt,
0xFFEB: stone.KeyLeftSuper,
0xFFEC: stone.KeyRightSuper,
0xFFED: stone.KeyLeftHyper,
0xFFEE: stone.KeyRightHyper,
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0xFFFF: stone.KeyDelete,
0xFFBE: stone.KeyF1,
0xFFBF: stone.KeyF2,
0xFFC0: stone.KeyF3,
0xFFC1: stone.KeyF4,
0xFFC2: stone.KeyF5,
0xFFC3: stone.KeyF6,
0xFFC4: stone.KeyF7,
0xFFC5: stone.KeyF8,
0xFFC6: stone.KeyF9,
0xFFC7: stone.KeyF10,
0xFFC8: stone.KeyF11,
0xFFC9: stone.KeyF12,
// TODO: send this whenever a compose key, dead key, etc is pressed,
// and then send the resulting character while witholding the key
// presses that were used to compose it. As far as the program is
// concerned, a magical key with the final character was pressed and the
// KeyDead key is just so that the program might provide some visual
// feedback to the user while input is being waited for.
0xFF20: stone.KeyDead,
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}
var keypadCodeTable = map[xproto.Keysym] stone.Button {
0xff80: stone.Button(' '),
0xff89: stone.KeyTab,
0xff8d: stone.KeyEnter,
0xff91: stone.KeyF1,
0xff92: stone.KeyF2,
0xff93: stone.KeyF3,
0xff94: stone.KeyF4,
0xff95: stone.KeyHome,
0xff96: stone.KeyLeft,
0xff97: stone.KeyUp,
0xff98: stone.KeyRight,
0xff99: stone.KeyDown,
0xff9a: stone.KeyPageUp,
0xff9b: stone.KeyPageDown,
0xff9c: stone.KeyEnd,
0xff9d: stone.KeyHome,
0xff9e: stone.KeyInsert,
0xff9f: stone.KeyDelete,
0xffbd: stone.Button('='),
0xffaa: stone.Button('*'),
0xffab: stone.Button('+'),
0xffac: stone.Button(','),
0xffad: stone.Button('-'),
0xffae: stone.Button('.'),
0xffaf: stone.Button('/'),
0xffb0: stone.Button('0'),
0xffb1: stone.Button('1'),
0xffb2: stone.Button('2'),
0xffb3: stone.Button('3'),
0xffb4: stone.Button('4'),
0xffb5: stone.Button('5'),
0xffb6: stone.Button('6'),
0xffb7: stone.Button('7'),
0xffb8: stone.Button('8'),
0xffb9: stone.Button('9'),
}
// keycodeToButton converts an X keycode to a stone button code. It implements
// a more fleshed out version of some of the logic found in
// xgbutil/keybind/encoding.go to get a full keycode to keysym conversion, but
// eliminates redundant work by going straight to a button code.
func (backend *Backend) keycodeToButton (
keycode xproto.Keycode,
state uint16,
) (
button stone.Button,
numberPad bool,
) {
// PARAGRAPH 3
//
// A list of KeySyms is associated with each KeyCode. The list is
// intended to convey the set of symbols on the corresponding key. If
// the list (ignoring trailing NoSymbol entries) is a single KeySym
// ``K'', then the list is treated as if it were the list ``K NoSymbol
// K NoSymbol''. If the list (ignoring trailing NoSymbol entries) is a
// pair of KeySyms ``K1 K2'', then the list is treated as if it were the
// list ``K1 K2 K1 K2''. If the list (ignoring trailing NoSymbol
// entries) is a triple of KeySyms ``K1 K2 K3'', then the list is
// treated as if it were the list ``K1 K2 K3 NoSymbol''. When an
// explicit ``void'' element is desired in the list, the value
// VoidSymbol can be used.
symbol1 := keybind.KeysymGet(backend.connection, keycode, 0)
symbol2 := keybind.KeysymGet(backend.connection, keycode, 1)
symbol3 := keybind.KeysymGet(backend.connection, keycode, 2)
symbol4 := keybind.KeysymGet(backend.connection, keycode, 3)
switch {
case symbol2 == 0 && symbol3 == 0 && symbol4 == 0:
symbol3 = symbol1
case symbol3 == 0 && symbol4 == 0:
symbol3 = symbol1
symbol4 = symbol2
case symbol4 == 0:
symbol4 = 0
}
symbol1Rune := keysymToRune(symbol1)
symbol2Rune := keysymToRune(symbol2)
symbol3Rune := keysymToRune(symbol3)
symbol4Rune := keysymToRune(symbol4)
// PARAGRAPH 4
//
// The first four elements of the list are split into two groups of
// KeySyms. Group 1 contains the first and second KeySyms; Group 2
// contains the third and fourth KeySyms. Within each group, if the
// second element of the group is NoSymbol , then the group should be
// treated as if the second element were the same as the first element,
// except when the first element is an alphabetic KeySym ``K'' for which
// both lowercase and uppercase forms are defined. In that case, the
// group should be treated as if the first element were the lowercase
// form of ``K'' and the second element were the uppercase form of
// ``K.''
cased := false
if symbol2 == 0 {
upper := unicode.IsUpper(symbol1Rune)
lower := unicode.IsLower(symbol1Rune)
if upper || lower {
symbol1Rune = unicode.ToLower(symbol1Rune)
symbol2Rune = unicode.ToUpper(symbol1Rune)
cased = true
} else {
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symbol2 = symbol1
symbol2Rune = symbol1Rune
}
}
if symbol4 == 0 {
upper := unicode.IsUpper(symbol3Rune)
lower := unicode.IsLower(symbol3Rune)
if upper || lower {
symbol3Rune = unicode.ToLower(symbol3Rune)
symbol4Rune = unicode.ToUpper(symbol3Rune)
cased = true
} else {
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symbol4 = symbol3
symbol4Rune = symbol3Rune
}
}
// PARAGRAPH 5
//
// The standard rules for obtaining a KeySym from a KeyPress event make
// use of only the Group 1 and Group 2 KeySyms; no interpretation of/
// other KeySyms in the list is given. Which group to use is determined
// by the modifier state. Switching between groups is controlled by the
// KeySym named MODE SWITCH, by attaching that KeySym to some KeyCode
// and attaching that KeyCode to any one of the modifiers Mod1 through
// Mod5. This modifier is called the group modifier. For any KeyCode,
// Group 1 is used when the group modifier is off, and Group 2 is used
// when the group modifier is on.
modeSwitch := state & backend.modifierMasks.modeSwitch > 0
if modeSwitch {
symbol1 = symbol3
symbol1Rune = symbol3Rune
symbol2 = symbol4
symbol2Rune = symbol4Rune
}
// PARAGRAPH 6
//
// The Lock modifier is interpreted as CapsLock when the KeySym named
// XK_Caps_Lock is attached to some KeyCode and that KeyCode is attached
// to the Lock modifier. The Lock modifier is interpreted as ShiftLock
// when the KeySym named XK_Shift_Lock is attached to some KeyCode and
// that KeyCode is attached to the Lock modifier. If the Lock modifier
// could be interpreted as both CapsLock and ShiftLock, the CapsLock
// interpretation is used.
shift :=
state & xproto.ModMaskShift > 0 ||
state & backend.modifierMasks.shiftLock > 0
capsLock := state & backend.modifierMasks.capsLock > 0
// PARAGRAPH 7
//
// The operation of keypad keys is controlled by the KeySym named
// XK_Num_Lock, by attaching that KeySym to some KeyCode and attaching
// that KeyCode to any one of the modifiers Mod1 through Mod5 . This
// modifier is called the numlock modifier. The standard KeySyms with
// the prefix ``XK_KP_'' in their name are called keypad KeySyms; these
// are KeySyms with numeric value in the hexadecimal range 0xFF80 to
// 0xFFBD inclusive. In addition, vendor-specific KeySyms in the
// hexadecimal range 0x11000000 to 0x1100FFFF are also keypad KeySyms.
numLock := state & backend.modifierMasks.numLock > 0
// PARAGRAPH 8
//
// Within a group, the choice of KeySym is determined by applying the
// first rule that is satisfied from the following list:
var selectedKeysym xproto.Keysym
var selectedRune rune
_, symbol2IsNumPad := keypadCodeTable[symbol2]
switch {
case numLock && symbol2IsNumPad:
// The numlock modifier is on and the second KeySym is a keypad
// KeySym. In this case, if the Shift modifier is on, or if the
// Lock modifier is on and is interpreted as ShiftLock, then the
// first KeySym is used, otherwise the second KeySym is used.
if shift {
selectedKeysym = symbol1
selectedRune = symbol1Rune
} else {
selectedKeysym = symbol2
selectedRune = symbol2Rune
}
case !shift && !capsLock:
// The Shift and Lock modifiers are both off. In this case, the
// first KeySym is used.
selectedKeysym = symbol1
selectedRune = symbol1Rune
case !shift && capsLock:
// The Shift modifier is off, and the Lock modifier is on and is
// interpreted as CapsLock. In this case, the first KeySym is
// used, but if that KeySym is lowercase alphabetic, then the
// corresponding uppercase KeySym is used instead.
if cased && unicode.IsLower(symbol1Rune) {
selectedRune = symbol2Rune
} else {
selectedKeysym = symbol1
selectedRune = symbol1Rune
}
case shift && capsLock:
// The Shift modifier is on, and the Lock modifier is on and is
// interpreted as CapsLock. In this case, the second KeySym is
// used, but if that KeySym is lowercase alphabetic, then the
// corresponding uppercase KeySym is used instead.
if cased && unicode.IsLower(symbol2Rune) {
selectedRune = unicode.ToUpper(symbol2Rune)
} else {
selectedKeysym = symbol2
selectedRune = symbol2Rune
}
case shift:
// The Shift modifier is on, or the Lock modifier is on and is
// interpreted as ShiftLock, or both. In this case, the second
// KeySym is used.
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selectedKeysym = symbol2
selectedRune = symbol2Rune
}
/////////////////////////////////////////////////////////////////
// all of the below stuff is specific to stone's button codes. //
/////////////////////////////////////////////////////////////////
// look up in control code table
var isControl bool
button, isControl = buttonCodeTable[selectedKeysym]
if isControl { return }
// look up in keypad table
button, numberPad = keypadCodeTable[selectedKeysym]
if numberPad { return }
// otherwise, use the rune
button = stone.Button(selectedRune)
return
}
// keysymToRune takes in an X keysym and outputs a utf32 code point. This
// function does not and should not handle keypad keys, as those are handled
// by Backend.keycodeToButton.
func keysymToRune (keysym xproto.Keysym) (character rune) {
// X keysyms like 0xFF.. or 0xFE.. are non-character keys. these cannot
// be converted so we return a zero.
if (keysym >> 8) == 0xFF || (keysym >> 8) == 0xFE {
character = 0
return
}
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// some X keysyms have a single bit set to 1 here. i believe this is to
// prevent conflicts with existing codes. if we mask it off we will get
// a correct utf-32 code point.
if keysym & 0xF000000 == 0x1000000 {
character = rune(keysym & 0x0111111)
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return
}
// if none of these things happened, we can safely (i think) assume that
// the keysym is an exact utf-32 code point.
character = rune(keysym)
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return
}