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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/tomo/input"
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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] input.Key {
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0xFFFFFF: input.KeyNone,
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0xFF63: input.KeyInsert,
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0xFF67: input.KeyMenu,
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0xFF61: input.KeyPrintScreen,
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0xFF6B: input.KeyPause,
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0xFFE5: input.KeyCapsLock,
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0xFF14: input.KeyScrollLock,
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0xFF7F: input.KeyNumLock,
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0xFF08: input.KeyBackspace,
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0xFF09: input.KeyTab,
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0xFE20: input.KeyTab,
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0xFF0D: input.KeyEnter,
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0xFF1B: input.KeyEscape,
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0xFF52: input.KeyUp,
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0xFF54: input.KeyDown,
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0xFF51: input.KeyLeft,
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0xFF53: input.KeyRight,
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0xFF55: input.KeyPageUp,
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0xFF56: input.KeyPageDown,
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0xFF50: input.KeyHome,
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0xFF57: input.KeyEnd,
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0xFFE1: input.KeyLeftShift,
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0xFFE2: input.KeyRightShift,
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0xFFE3: input.KeyLeftControl,
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0xFFE4: input.KeyRightControl,
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0xFFE7: input.KeyLeftMeta,
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0xFFE8: input.KeyRightMeta,
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0xFFE9: input.KeyLeftAlt,
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0xFFEA: input.KeyRightAlt,
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0xFFEB: input.KeyLeftSuper,
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0xFFEC: input.KeyRightSuper,
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0xFFED: input.KeyLeftHyper,
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0xFFEE: input.KeyRightHyper,
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0xFFFF: input.KeyDelete,
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0xFFBE: input.KeyF1,
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0xFFBF: input.KeyF2,
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0xFFC0: input.KeyF3,
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0xFFC1: input.KeyF4,
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0xFFC2: input.KeyF5,
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0xFFC3: input.KeyF6,
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0xFFC4: input.KeyF7,
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0xFFC5: input.KeyF8,
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0xFFC6: input.KeyF9,
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0xFFC7: input.KeyF10,
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0xFFC8: input.KeyF11,
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0xFFC9: input.KeyF12,
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// TODO: send this whenever a compose key, dead key, etc is pressed,
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// and then send the resulting character while witholding the key
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// presses that were used to compose it. As far as the program is
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// concerned, a magical key with the final character was pressed and the
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// KeyDead key is just so that the program might provide some visual
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// feedback to the user while input is being waited for.
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0xFF20: input.KeyDead,
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}
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var keypadCodeTable = map[xproto.Keysym] input.Key {
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0xff80: input.Key(' '),
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0xff89: input.KeyTab,
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0xff8d: input.KeyEnter,
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0xff91: input.KeyF1,
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0xff92: input.KeyF2,
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0xff93: input.KeyF3,
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0xff94: input.KeyF4,
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0xff95: input.KeyHome,
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0xff96: input.KeyLeft,
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0xff97: input.KeyUp,
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0xff98: input.KeyRight,
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0xff99: input.KeyDown,
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0xff9a: input.KeyPageUp,
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0xff9b: input.KeyPageDown,
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0xff9c: input.KeyEnd,
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0xff9d: input.KeyHome,
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0xff9e: input.KeyInsert,
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0xff9f: input.KeyDelete,
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0xffbd: input.Key('='),
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0xffaa: input.Key('*'),
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0xffab: input.Key('+'),
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0xffac: input.Key(','),
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0xffad: input.Key('-'),
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0xffae: input.Key('.'),
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0xffaf: input.Key('/'),
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0xffb0: input.Key('0'),
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0xffb1: input.Key('1'),
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0xffb2: input.Key('2'),
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0xffb3: input.Key('3'),
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0xffb4: input.Key('4'),
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0xffb5: input.Key('5'),
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0xffb6: input.Key('6'),
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0xffb7: input.Key('7'),
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0xffb8: input.Key('8'),
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0xffb9: input.Key('9'),
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}
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// initializeKeymapInformation grabs keyboard mapping information from the X
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// server.
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func (backend *Backend) initializeKeymapInformation () {
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keybind.Initialize(backend.connection)
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backend.modifierMasks.capsLock = backend.keysymToMask(0xFFE5)
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backend.modifierMasks.shiftLock = backend.keysymToMask(0xFFE6)
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backend.modifierMasks.numLock = backend.keysymToMask(0xFF7F)
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backend.modifierMasks.modeSwitch = backend.keysymToMask(0xFF7E)
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backend.modifierMasks.hyper = backend.keysymToMask(0xffed)
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backend.modifierMasks.super = backend.keysymToMask(0xffeb)
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backend.modifierMasks.meta = backend.keysymToMask(0xffe7)
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backend.modifierMasks.alt = backend.keysymToMask(0xffe9)
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}
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// keysymToKeycode converts an X keysym to an X keycode, instead of the other
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// way around.
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func (backend *Backend) keysymToKeycode (
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symbol xproto.Keysym,
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) (
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code xproto.Keycode,
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) {
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mapping := keybind.KeyMapGet(backend.connection)
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for index, testSymbol := range mapping.Keysyms {
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if testSymbol == symbol {
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code = xproto.Keycode (
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index /
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int(mapping.KeysymsPerKeycode) +
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int(backend.connection.Setup().MinKeycode))
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break
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}
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}
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return
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}
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// keysymToMask returns the X modmask for a given modifier key.
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func (backend *Backend) keysymToMask (
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symbol xproto.Keysym,
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) (
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mask uint16,
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) {
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mask = keybind.ModGet (
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backend.connection,
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backend.keysymToKeycode(symbol))
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return
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}
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// keycodeToButton converts an X keycode to a tomo keycode. It implements a more
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// fleshed out version of some of the logic found in xgbutil/keybind/encoding.go
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// to get a full keycode to keysym conversion, but eliminates redundant work by
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// going straight to a tomo keycode.
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func (backend *Backend) keycodeToKey (
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keycode xproto.Keycode,
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state uint16,
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) (
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button input.Key,
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numberPad bool,
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) {
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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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// intended to convey the set of symbols on the corresponding key. If
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// the list (ignoring trailing NoSymbol entries) is a single KeySym
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// ``K'', then the list is treated as if it were the list ``K NoSymbol
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// K NoSymbol''. If the list (ignoring trailing NoSymbol entries) is a
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// pair of KeySyms ``K1 K2'', then the list is treated as if it were the
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// list ``K1 K2 K1 K2''. If the list (ignoring trailing NoSymbol
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// entries) is a triple of KeySyms ``K1 K2 K3'', then the list is
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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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case symbol3 == 0 && symbol4 == 0:
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symbol3 = symbol1
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symbol4 = 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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// 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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// KeySyms. Group 1 contains the first and second KeySyms; Group 2
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// contains the third and fourth KeySyms. Within each group, if the
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// second element of the group is NoSymbol , then the group should be
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// treated as if the second element were the same as the first element,
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// except when the first element is an alphabetic KeySym ``K'' for which
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// both lowercase and uppercase forms are defined. In that case, the
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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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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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symbol2Rune = symbol1Rune
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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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symbol4Rune = symbol3Rune
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}
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}
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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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// 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 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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// KeySym. In this case, if the Shift modifier is on, or if the
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// Lock modifier is on and is interpreted as ShiftLock, then the
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// first KeySym is used, otherwise the second KeySym is used.
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if shift {
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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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 && !capsLock:
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// The Shift and Lock modifiers are both off. In this case, the
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// first KeySym is used.
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selectedKeysym = symbol1
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selectedRune = symbol1Rune
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case !shift && capsLock:
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// The Shift modifier is off, and the Lock modifier is on and is
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// interpreted as CapsLock. In this case, the first KeySym is
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// used, but if that KeySym is lowercase alphabetic, then the
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// corresponding uppercase KeySym is used instead.
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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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// The Shift modifier is on, and the Lock modifier is on and is
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// interpreted as CapsLock. In this case, the second KeySym is
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// used, but if that KeySym is lowercase alphabetic, then the
|
|
|
|
// corresponding uppercase KeySym is used instead.
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|
|
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if cased && unicode.IsLower(symbol2Rune) {
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|
|
|
selectedRune = unicode.ToUpper(symbol2Rune)
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|
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|
} else {
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|
|
|
selectedKeysym = symbol2
|
|
|
|
selectedRune = symbol2Rune
|
|
|
|
}
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|
|
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|
|
case shift:
|
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|
|
// The Shift modifier is on, or the Lock modifier is on and is
|
|
|
|
// interpreted as ShiftLock, or both. In this case, the second
|
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|
|
// KeySym is used.
|
|
|
|
selectedKeysym = symbol2
|
|
|
|
selectedRune = symbol2Rune
|
|
|
|
}
|
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|
|
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|
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|
////////////////////////////////////////////////////////////////
|
|
|
|
// all of the below stuff is specific to tomo's button codes. //
|
|
|
|
////////////////////////////////////////////////////////////////
|
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|
|
|
|
|
|
// look up in control code table
|
|
|
|
var isControl bool
|
|
|
|
button, isControl = buttonCodeTable[selectedKeysym]
|
|
|
|
if isControl { return }
|
|
|
|
|
|
|
|
// look up in keypad table
|
|
|
|
button, numberPad = keypadCodeTable[selectedKeysym]
|
|
|
|
if numberPad { return }
|
|
|
|
|
|
|
|
// otherwise, use the rune
|
2023-02-01 23:47:55 -07:00
|
|
|
button = input.Key(selectedRune)
|
2023-01-08 23:03:19 -07:00
|
|
|
|
|
|
|
return
|
|
|
|
}
|
|
|
|
|
|
|
|
// keysymToRune takes in an X keysym and outputs a utf32 code point. This
|
|
|
|
// function does not and should not handle keypad keys, as those are handled
|
|
|
|
// by Backend.keycodeToButton.
|
|
|
|
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 {
|
|
|
|
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.
|
|
|
|
character = rune(keysym)
|
|
|
|
return
|
|
|
|
}
|