Support mode shift modifier
The code has also been reorganized and cleaned up a bit, with more comments added.
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@ -112,6 +112,10 @@ var keypadCodeTable = map[xproto.Keysym] stone.Button {
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0xffb9: stone.Button('9'),
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}
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// keycodeToButton converts an X keycode to a stone button code. It implements
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// a more fleshed out version of some of the logic found in
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// xgbutil/keybind/encoding.go to get a full keycode to keysym conversion, but
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// eliminates redundant work by going straight to a button code.
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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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@ -119,19 +123,6 @@ func (backend *Backend) keycodeToButton (
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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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// 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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@ -145,6 +136,10 @@ func (backend *Backend) keycodeToButton (
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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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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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switch {
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case symbol2 == 0 && symbol3 == 0 && symbol4 == 0:
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symbol3 = symbol1
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@ -154,15 +149,11 @@ func (backend *Backend) keycodeToButton (
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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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@ -175,6 +166,7 @@ func (backend *Backend) keycodeToButton (
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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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cased := false
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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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@ -200,15 +192,59 @@ func (backend *Backend) keycodeToButton (
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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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// PARAGRAPH 5
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//
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// The standard rules for obtaining a KeySym from a KeyPress event make
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// use of only the Group 1 and Group 2 KeySyms; no interpretation of/
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// other KeySyms in the list is given. Which group to use is determined
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// by the modifier state. Switching between groups is controlled by the
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// KeySym named MODE SWITCH, by attaching that KeySym to some KeyCode
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// and attaching that KeyCode to any one of the modifiers Mod1 through
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// Mod5. This modifier is called the group modifier. For any KeyCode,
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// Group 1 is used when the group modifier is off, and Group 2 is used
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// when the group modifier is on.
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modeSwitch := state & backend.modifierMasks.modeSwitch > 0
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if modeSwitch {
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symbol1 = symbol3
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symbol1Rune = symbol3Rune
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symbol2 = symbol4
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symbol2Rune = symbol4Rune
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}
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_, symbol2IsNumPad := keypadCodeTable[symbol2]
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// PARAGRAPH 6
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//
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// The Lock modifier is interpreted as CapsLock when the KeySym named
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// XK_Caps_Lock is attached to some KeyCode and that KeyCode is attached
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// to the Lock modifier. The Lock modifier is interpreted as ShiftLock
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// when the KeySym named XK_Shift_Lock is attached to some KeyCode and
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// that KeyCode is attached to the Lock modifier. If the Lock modifier
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// could be interpreted as both CapsLock and ShiftLock, the CapsLock
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// interpretation is used.
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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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// "PARAGRAPH" 5
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// PARAGRAPH 7
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//
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// The operation of keypad keys is controlled by the KeySym named
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// XK_Num_Lock, by attaching that KeySym to some KeyCode and attaching
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// that KeyCode to any one of the modifiers Mod1 through Mod5 . This
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// modifier is called the numlock modifier. The standard KeySyms with
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// the prefix ``XK_KP_'' in their name are called keypad KeySyms; these
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// are KeySyms with numeric value in the hexadecimal range 0xFF80 to
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// 0xFFBD inclusive. In addition, vendor-specific KeySyms in the
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// hexadecimal range 0x11000000 to 0x1100FFFF are also keypad KeySyms.
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numLock := state & backend.modifierMasks.numLock > 0
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// PARAGRAPH 8
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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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var selectedKeysym xproto.Keysym
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var selectedRune rune
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_, symbol2IsNumPad := keypadCodeTable[symbol2]
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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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@ -261,6 +297,10 @@ func (backend *Backend) keycodeToButton (
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selectedRune = symbol2Rune
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}
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/////////////////////////////////////////////////////////////////
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// all of the below stuff is specific to stone's button codes. //
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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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@ -276,6 +316,9 @@ func (backend *Backend) keycodeToButton (
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return
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}
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// keysymToRune takes in an X keysym and outputs a utf32 code point. This
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// function does not and should not handle keypad keys, as those are handled
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// by Backend.keycodeToButton.
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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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