Added untested advanced keycode translation
This commit is contained in:
parent
820c7d4f6a
commit
84cd21b16d
@ -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 (
|
||||
|
@ -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
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user