2022-11-13 21:47:35 -07:00
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package x
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2022-11-24 20:02:32 -07:00
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// TODO: rename this file? lol
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2022-11-21 22:21:35 -07:00
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// import "fmt"
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2022-11-14 20:33:46 -07:00
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import "unicode"
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import "github.com/jezek/xgb/xproto"
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import "github.com/jezek/xgbutil/keybind"
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import "git.tebibyte.media/sashakoshka/stone"
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2022-11-14 20:58:44 -07:00
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// when making changes to this file, look at keysymdef.h and
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// https://tronche.com/gui/x/xlib/input/keyboard-encoding.html
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var buttonCodeTable = map[xproto.Keysym] stone.Button {
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0xFFFFFF: stone.ButtonUnknown,
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0xFF63: stone.KeyInsert,
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0xFF67: stone.KeyMenu,
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0xFF61: stone.KeyPrintScreen,
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0xFF6B: stone.KeyPause,
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0xFFE5: stone.KeyCapsLock,
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0xFF14: stone.KeyScrollLock,
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0xFF7F: stone.KeyNumLock,
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0xFF08: stone.KeyBackspace,
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0xFF09: stone.KeyTab,
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0xFF0D: stone.KeyEnter,
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0xFF1B: stone.KeyEscape,
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0xFF52: stone.KeyUp,
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0xFF54: stone.KeyDown,
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0xFF51: stone.KeyLeft,
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0xFF53: stone.KeyRight,
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0xFF55: stone.KeyPageUp,
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0xFF56: stone.KeyPageDown,
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0xFF50: stone.KeyHome,
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0xFF57: stone.KeyEnd,
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0xFFE1: stone.KeyLeftShift,
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0xFFE2: stone.KeyRightShift,
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0xFFE3: stone.KeyLeftControl,
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0xFFE4: stone.KeyRightControl,
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0xFFE7: stone.KeyLeftMeta,
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0xFFE8: stone.KeyRightMeta,
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0xFFE9: stone.KeyLeftAlt,
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0xFFEA: stone.KeyRightAlt,
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0xFFEB: stone.KeyLeftSuper,
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0xFFEC: stone.KeyRightSuper,
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0xFFED: stone.KeyLeftHyper,
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0xFFEE: stone.KeyRightHyper,
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0xFFFF: stone.KeyDelete,
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0xFFBE: stone.KeyF1,
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0xFFBF: stone.KeyF2,
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0xFFC0: stone.KeyF3,
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0xFFC1: stone.KeyF4,
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0xFFC2: stone.KeyF5,
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0xFFC3: stone.KeyF6,
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0xFFC4: stone.KeyF7,
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0xFFC5: stone.KeyF8,
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0xFFC6: stone.KeyF9,
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0xFFC7: stone.KeyF10,
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0xFFC8: stone.KeyF11,
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0xFFC9: stone.KeyF12,
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// TODO: send this whenever a compose key, dead key, etc is pressed,
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// and then send the resulting character while witholding the key
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// presses that were used to compose it. As far as the program is
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// concerned, a magical key with the final character was pressed and the
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// KeyDead key is just so that the program might provide some visual
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// feedback to the user while input is being waited for.
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0xFF20: stone.KeyDead,
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}
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var keypadCodeTable = map[xproto.Keysym] stone.Button {
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0xff80: stone.Button(' '),
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0xff89: stone.KeyTab,
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0xff8d: stone.KeyEnter,
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0xff91: stone.KeyF1,
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0xff92: stone.KeyF2,
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0xff93: stone.KeyF3,
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0xff94: stone.KeyF4,
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0xff95: stone.KeyHome,
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0xff96: stone.KeyLeft,
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0xff97: stone.KeyUp,
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0xff98: stone.KeyRight,
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0xff99: stone.KeyDown,
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0xff9a: stone.KeyPageUp,
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0xff9b: stone.KeyPageDown,
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0xff9c: stone.KeyEnd,
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0xff9d: stone.KeyHome,
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0xff9e: stone.KeyInsert,
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0xff9f: stone.KeyDelete,
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0xffbd: stone.Button('='),
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0xffaa: stone.Button('*'),
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0xffab: stone.Button('+'),
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0xffac: stone.Button(','),
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0xffad: stone.Button('-'),
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0xffae: stone.Button('.'),
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0xffaf: stone.Button('/'),
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0xffb0: stone.Button('0'),
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0xffb1: stone.Button('1'),
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0xffb2: stone.Button('2'),
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0xffb3: stone.Button('3'),
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0xffb4: stone.Button('4'),
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0xffb5: stone.Button('5'),
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0xffb6: stone.Button('6'),
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0xffb7: stone.Button('7'),
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0xffb8: stone.Button('8'),
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0xffb9: stone.Button('9'),
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}
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func (backend *Backend) keycodeToButton (
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keycode xproto.Keycode,
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state uint16,
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) (
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button stone.Button,
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numberPad bool,
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) {
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shift :=
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state & xproto.ModMaskShift > 0 ||
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state & backend.modifierMasks.shiftLock > 0
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capsLock := state & backend.modifierMasks.capsLock > 0
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numLock := state & backend.modifierMasks.numLock > 0
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symbol1 := keybind.KeysymGet(backend.connection, keycode, 0)
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symbol2 := keybind.KeysymGet(backend.connection, keycode, 1)
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symbol3 := keybind.KeysymGet(backend.connection, keycode, 2)
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symbol4 := keybind.KeysymGet(backend.connection, keycode, 3)
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cased := false
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2022-11-24 20:02:32 -07:00
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// PARAGRAPH 3
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//
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// A list of KeySyms is associated with each KeyCode. The list is
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// intended to convey the set of symbols on the corresponding key. If
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// the list (ignoring trailing NoSymbol entries) is a single KeySym
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// ``K'', then the list is treated as if it were the list ``K NoSymbol
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// K NoSymbol''. If the list (ignoring trailing NoSymbol entries) is a
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// pair of KeySyms ``K1 K2'', then the list is treated as if it were the
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// list ``K1 K2 K1 K2''. If the list (ignoring trailing NoSymbol
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// entries) is a triple of KeySyms ``K1 K2 K3'', then the list is
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// treated as if it were the list ``K1 K2 K3 NoSymbol''. When an
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// explicit ``void'' element is desired in the list, the value
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// VoidSymbol can be used.
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switch {
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case symbol2 == 0 && symbol3 == 0 && symbol4 == 0:
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symbol3 = symbol1
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case symbol3 == 0 && symbol4 == 0:
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symbol3 = symbol1
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symbol4 = symbol2
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case symbol4 == 0:
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symbol4 = 0
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}
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symbol1Rune := keysymToRune(symbol1)
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symbol2Rune := keysymToRune(symbol2)
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symbol3Rune := keysymToRune(symbol3)
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symbol4Rune := keysymToRune(symbol4)
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// FIXME: we ignore mode switch stuff
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_ = symbol4Rune
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// PARAGRAPH 4
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//
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// The first four elements of the list are split into two groups of
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// KeySyms. Group 1 contains the first and second KeySyms; Group 2
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// contains the third and fourth KeySyms. Within each group, if the
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// second element of the group is NoSymbol , then the group should be
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// treated as if the second element were the same as the first element,
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// except when the first element is an alphabetic KeySym ``K'' for which
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// both lowercase and uppercase forms are defined. In that case, the
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// group should be treated as if the first element were the lowercase
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// form of ``K'' and the second element were the uppercase form of
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// ``K.''
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if symbol2 == 0 {
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upper := unicode.IsUpper(symbol1Rune)
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lower := unicode.IsLower(symbol1Rune)
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if upper || lower {
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symbol1Rune = unicode.ToLower(symbol1Rune)
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symbol2Rune = unicode.ToUpper(symbol1Rune)
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cased = true
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} else {
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symbol2 = symbol1
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symbol2Rune = symbol1Rune
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}
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}
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if symbol4 == 0 {
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upper := unicode.IsUpper(symbol3Rune)
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lower := unicode.IsLower(symbol3Rune)
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if upper || lower {
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symbol3Rune = unicode.ToLower(symbol3Rune)
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symbol4Rune = unicode.ToUpper(symbol3Rune)
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cased = true
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} else {
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symbol4 = symbol3
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symbol4Rune = symbol3Rune
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}
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}
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var selectedKeysym xproto.Keysym
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var selectedRune rune
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_, symbol2IsNumPad := keypadCodeTable[symbol2]
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// "PARAGRAPH" 5
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//
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// Within a group, the choice of KeySym is determined by applying the
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// first rule that is satisfied from the following list:
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switch {
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case numLock && symbol2IsNumPad:
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// The numlock modifier is on and the second KeySym is a keypad
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// KeySym. In this case, if the Shift modifier is on, or if the
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// Lock modifier is on and is interpreted as ShiftLock, then the
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// first KeySym is used, otherwise the second KeySym is used.
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if shift {
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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} else {
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selectedKeysym = symbol2
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selectedRune = symbol2Rune
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}
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case !shift && !capsLock:
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// The Shift and Lock modifiers are both off. In this case, the
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// first KeySym is used.
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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case !shift && capsLock:
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// The Shift modifier is off, and the Lock modifier is on and is
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// interpreted as CapsLock. In this case, the first KeySym is
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// used, but if that KeySym is lowercase alphabetic, then the
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// corresponding uppercase KeySym is used instead.
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if cased && unicode.IsLower(symbol1Rune) {
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selectedRune = symbol2Rune
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} else {
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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}
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2022-11-14 20:33:46 -07:00
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case shift && capsLock:
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// The Shift modifier is on, and the Lock modifier is on and is
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// interpreted as CapsLock. In this case, the second KeySym is
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// used, but if that KeySym is lowercase alphabetic, then the
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// corresponding uppercase KeySym is used instead.
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if cased && unicode.IsLower(symbol2Rune) {
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selectedRune = unicode.ToUpper(symbol2Rune)
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} else {
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selectedKeysym = symbol2
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selectedRune = symbol2Rune
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}
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case shift:
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// The Shift modifier is on, or the Lock modifier is on and is
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// interpreted as ShiftLock, or both. In this case, the second
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// KeySym is used.
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selectedKeysym = symbol2
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selectedRune = symbol2Rune
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}
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// look up in control code table
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var isControl bool
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button, isControl = buttonCodeTable[selectedKeysym]
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if isControl { return }
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// look up in keypad table
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button, numberPad = keypadCodeTable[selectedKeysym]
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if numberPad { return }
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// otherwise, use the rune
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button = stone.Button(selectedRune)
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return
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}
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func keysymToRune (keysym xproto.Keysym) (character rune) {
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// X keysyms like 0xFF.. or 0xFE.. are non-character keys. these cannot
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// be converted so we return a zero.
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if (keysym >> 8) == 0xFF || (keysym >> 8) == 0xFE {
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character = 0
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return
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}
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// some X keysyms have a single bit set to 1 here. i believe this is to
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// prevent conflicts with existing codes. if we mask it off we will get
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// a correct utf-32 code point.
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if keysym & 0xF000000 == 0x1000000 {
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character = rune(keysym & 0x0111111)
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return
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}
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// if none of these things happened, we can safely (i think) assume that
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// the keysym is an exact utf-32 code point.
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character = rune(keysym)
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return
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}
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