Added untested advanced keycode translation

This commit is contained in:
Sasha Koshka 2022-11-14 22:33:46 -05:00
parent 820c7d4f6a
commit 84cd21b16d
2 changed files with 116 additions and 25 deletions

View File

@ -58,8 +58,8 @@ func (backend *Backend) handleKeyPress (
event xevent.KeyPressEvent,
) {
keyEvent := *event.KeyPressEvent
keysym := backend.keycodeToKeysym(keyEvent.Detail)
backend.channel <- stone.EventPress(keysymToButtonCode(keysym))
button := backend.keycodeToButton(keyEvent.Detail, keyEvent.State)
backend.channel <- stone.EventPress(button)
}
func (backend *Backend) handleKeyRelease (
@ -67,8 +67,8 @@ func (backend *Backend) handleKeyRelease (
event xevent.KeyReleaseEvent,
) {
keyEvent := *event.KeyReleaseEvent
keysym := backend.keycodeToKeysym(keyEvent.Detail)
backend.channel <- stone.EventRelease(keysymToButtonCode(keysym))
button := backend.keycodeToButton(keyEvent.Detail, keyEvent.State)
backend.channel <- stone.EventRelease(button)
}
func (backend *Backend) handleMotionNotify (

View File

@ -1,5 +1,6 @@
package x
import "unicode"
import "github.com/jezek/xgb/xproto"
import "github.com/jezek/xgbutil/keybind"
import "git.tebibyte.media/sashakoshka/stone"
@ -55,48 +56,138 @@ var buttonCodeTable = map[xproto.Keysym] stone.Button {
0xFFC9: stone.KeyF12,
}
func (backend *Backend) keycodeToKeysym (
func (backend *Backend) keycodeToButton (
keycode xproto.Keycode,
state uint16,
) (
keysym xproto.Keysym,
button stone.Button,
) {
keysym = keybind.KeysymGet(backend.connection, keycode, 0)
// FIXME: also set shift to true if the lock modifier is on and the lock
// modifier is interpreted as shiftLock
shift := state & xproto.ModMaskShift > 0
// FIXME: only set this to true if the lock modifier is on and the lock
// modifier is interpreted as capsLock
capsLock := state & xproto.ModMaskLock > 0
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)
cased := false
// third paragraph
switch {
case symbol2 == 0 && symbol3 == 0 && symbol4 == 0:
symbol3 = symbol1
case symbol3 == 0 && symbol4 == 0:
symbol3 = symbol1
symbol2 = symbol2
case symbol4 == 0:
symbol4 = 0
}
symbol1Rune := keysymToRune(symbol1)
symbol2Rune := keysymToRune(symbol2)
symbol3Rune := keysymToRune(symbol3)
symbol4Rune := keysymToRune(symbol4)
// FIXME: we ignore mode switch stuff
_ = symbol4Rune
// fourth paragraph
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 {
symbol2 = symbol1
}
}
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 {
symbol4 = symbol3
}
}
var selectedKeysym xproto.Keysym
var selectedRune rune
// big ol list in the middle
switch {
// FIXME: take into account numlock
case !shift && !capsLock:
selectedKeysym = symbol1
selectedRune = symbol1Rune
case !shift && capsLock:
if cased && unicode.IsLower(symbol1Rune) {
selectedRune = symbol2Rune
} else {
selectedKeysym = symbol1
selectedRune = symbol1Rune
}
case shift && capsLock:
if cased && unicode.IsLower(symbol2Rune) {
selectedRune = unicode.ToUpper(symbol2Rune)
} else {
selectedKeysym = symbol2
selectedRune = symbol2Rune
}
case shift:
selectedKeysym = symbol3
selectedRune = symbol3Rune
}
// look up in table
var isControl bool
button, isControl = buttonCodeTable[selectedKeysym]
if isControl { return }
button = stone.Button(selectedRune)
// TODO: shift isnt working. follow
// https://tronche.com/gui/x/xlib/input/keyboard-encoding.html
println("--")
println(keycode)
println(keysym)
println(stone.EventPress(keysymToButtonCode(keysym)))
println(selectedKeysym)
println(selectedRune)
println(button)
return
}
func keysymToButtonCode (keysym xproto.Keysym) (button stone.Button) {
var isControl bool
button, isControl = buttonCodeTable[keysym]
if isControl { return }
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
}
// 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 {
button = stone.Button(keysym & 0x0111111)
return
}
// X keysyms like 0xFF.. or 0xFE.. are non-character keys. we already
// resolve these by looking them up in the button code table, so if any
// that we don't support pop up we should just silence them as it is
// effectively garbage data as far as stone applications are concerned.
if (keysym >> 8) == 0xFF || (keysym >> 8) == 0xFE {
button = stone.ButtonUnknown
character = rune(keysym & 0x0111111)
return
}
// if none of these things happened, we can safely (i think) assume that
// the keysym is an exact utf-32 code point.
button = stone.Button(keysym)
character = rune(keysym)
return
}