188 lines
4.5 KiB
Go
188 lines
4.5 KiB
Go
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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// 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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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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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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}
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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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) {
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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 = symbol2
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selectedRune = symbol2Rune
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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 it wasn't found,
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if !isControl {
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button = stone.Button(selectedRune)
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}
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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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