x-backend #2
@ -58,8 +58,8 @@ func (backend *Backend) handleKeyPress (
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event xevent.KeyPressEvent,
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) {
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keyEvent := *event.KeyPressEvent
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keysym := backend.keycodeToKeysym(keyEvent.Detail)
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backend.channel <- stone.EventPress(keysymToButtonCode(keysym))
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button := backend.keycodeToButton(keyEvent.Detail, keyEvent.State)
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backend.channel <- stone.EventPress(button)
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}
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func (backend *Backend) handleKeyRelease (
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@ -67,8 +67,8 @@ func (backend *Backend) handleKeyRelease (
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event xevent.KeyReleaseEvent,
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) {
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keyEvent := *event.KeyReleaseEvent
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keysym := backend.keycodeToKeysym(keyEvent.Detail)
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backend.channel <- stone.EventRelease(keysymToButtonCode(keysym))
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button := backend.keycodeToButton(keyEvent.Detail, keyEvent.State)
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backend.channel <- stone.EventRelease(button)
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}
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func (backend *Backend) handleMotionNotify (
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@ -1,5 +1,6 @@
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package x
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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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@ -55,48 +56,138 @@ var buttonCodeTable = map[xproto.Keysym] stone.Button {
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0xFFC9: stone.KeyF12,
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}
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func (backend *Backend) keycodeToKeysym (
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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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keysym xproto.Keysym,
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button stone.Button,
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) {
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keysym = keybind.KeysymGet(backend.connection, keycode, 0)
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// FIXME: also set shift to true if the lock modifier is on and the lock
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// modifier is interpreted as shiftLock
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shift := state & xproto.ModMaskShift > 0
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// FIXME: only set this to true if the lock modifier is on and the lock
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// modifier is interpreted as capsLock
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capsLock := state & xproto.ModMaskLock > 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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// third paragraph
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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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symbol2 = 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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// fourth paragraph
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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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}
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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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}
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}
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var selectedKeysym xproto.Keysym
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var selectedRune rune
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// big ol list in the middle
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switch {
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// FIXME: take into account numlock
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case !shift && !capsLock:
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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case !shift && capsLock:
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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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case shift && capsLock:
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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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selectedKeysym = symbol3
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selectedRune = symbol3Rune
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}
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// look up in 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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button = stone.Button(selectedRune)
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// TODO: shift isnt working. follow
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// https://tronche.com/gui/x/xlib/input/keyboard-encoding.html
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println("--")
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println(keycode)
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println(keysym)
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println(stone.EventPress(keysymToButtonCode(keysym)))
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println(selectedKeysym)
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println(selectedRune)
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println(button)
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return
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}
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func keysymToButtonCode (keysym xproto.Keysym) (button stone.Button) {
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var isControl bool
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button, isControl = buttonCodeTable[keysym]
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if isControl { return }
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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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button = stone.Button(keysym & 0x0111111)
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return
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}
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// X keysyms like 0xFF.. or 0xFE.. are non-character keys. we already
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// resolve these by looking them up in the button code table, so if any
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// that we don't support pop up we should just silence them as it is
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// effectively garbage data as far as stone applications are concerned.
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if (keysym >> 8) == 0xFF || (keysym >> 8) == 0xFE {
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button = stone.ButtonUnknown
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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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button = stone.Button(keysym)
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character = rune(keysym)
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return
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}
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|
Loading…
Reference in New Issue
Block a user