commit c95d7b0da9d124a84bf6a69c55b00dc99c3f726a Author: Sasha Koshka Date: Wed Jun 7 03:21:43 2023 -0400 Initial commit diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..c54b810 --- /dev/null +++ b/README.md @@ -0,0 +1,6 @@ +# xgbkb + +A module providing keyboard input utilities to be used alongside xgb and +xgbutil. This module does not use the XKB extension (yet), instead it implements +semi-equivalent functionality on its own. Note that may be issues here because X +keyboard input without XKB is horrifically cursed. diff --git a/go.mod b/go.mod new file mode 100644 index 0000000..6cf79bf --- /dev/null +++ b/go.mod @@ -0,0 +1,8 @@ +module git.tebibyte.media/sashakoshka/xgbkb + +go 1.20 + +require ( + github.com/jezek/xgb v1.1.0 + github.com/jezek/xgbutil v0.0.0-20230603163917-04188eb39cf0 +) diff --git a/go.sum b/go.sum new file mode 100644 index 0000000..1ea7ee1 --- /dev/null +++ b/go.sum @@ -0,0 +1,6 @@ +github.com/BurntSushi/freetype-go v0.0.0-20160129220410-b763ddbfe298/go.mod h1:D+QujdIlUNfa0igpNMk6UIvlb6C252URs4yupRUV4lQ= +github.com/BurntSushi/graphics-go v0.0.0-20160129215708-b43f31a4a966/go.mod h1:Mid70uvE93zn9wgF92A/r5ixgnvX8Lh68fxp9KQBaI0= +github.com/jezek/xgb v1.1.0 h1:wnpxJzP1+rkbGclEkmwpVFQWpuE2PUGNUzP8SbfFobk= +github.com/jezek/xgb v1.1.0/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk= +github.com/jezek/xgbutil v0.0.0-20230603163917-04188eb39cf0 h1:Pf/0BAbppEOq4azPH6fnvUX2dycAwZdGkdxFn25j44c= +github.com/jezek/xgbutil v0.0.0-20230603163917-04188eb39cf0/go.mod h1:AHecLyFNy6AN9f/+0AH/h1MI7X1+JL5bmCz4XlVZk7Y= diff --git a/keyboard.go b/keyboard.go new file mode 100644 index 0000000..7db254a --- /dev/null +++ b/keyboard.go @@ -0,0 +1,319 @@ +// Package xgbkb provides keyboard input utilities to be used alongside xgb and +// xgbutil. +package xgbkb + +import "unicode" +import "github.com/jezek/xgbutil" +import "github.com/jezek/xgb/xproto" +import "github.com/jezek/xgbutil/keybind" + +// TODO: support dead keys/compose key + +// when making changes to this file, look at keysymdef.h and +// https://tronche.com/gui/x/xlib/input/keyboard-encoding.html + +var x *xgbutil.XUtil + +var modifierMasks struct { + capsLock uint16 + shiftLock uint16 + numLock uint16 + modeSwitch uint16 + + alt uint16 + meta uint16 + super uint16 + hyper uint16 +} + +// IsOnNumpad returns whether the given keysym resides on the numpad. +func IsOnNumpad (symbol xproto.Keysym) bool { + return symbol >= 0xFF80 && symbol <= 0xFFB9 +} + +// Initialize grabs keyboard mapping information from the X server. This +// function must be called before calling any other functions in this package. +// keybind.Initialize must also be called before this function is called. +func Initialize (connection *xgbutil.XUtil) { + x = connection + + modifierMasks.capsLock = KeysymToMask(0xFFE5) + modifierMasks.shiftLock = KeysymToMask(0xFFE6) + modifierMasks.numLock = KeysymToMask(0xFF7F) + modifierMasks.modeSwitch = KeysymToMask(0xFF7E) + + modifierMasks.hyper = KeysymToMask(0xffed) + modifierMasks.super = KeysymToMask(0xffeb) + modifierMasks.meta = KeysymToMask(0xffe7) + modifierMasks.alt = KeysymToMask(0xffe9) +} + +// KeysymToKeycode converts an X keysym to an X keycode, instead of the other +// way around. +func KeysymToKeycode ( + symbol xproto.Keysym, +) ( + code xproto.Keycode, +) { + mapping := keybind.KeyMapGet(x) + + for index, testSymbol := range mapping.Keysyms { + if testSymbol == symbol { + code = xproto.Keycode ( + index / + int(mapping.KeysymsPerKeycode) + + int(x.Setup().MinKeycode)) + break + } + } + + return +} + +// KeysymToMask returns the X modmask for a given modifier key. +func KeysymToMask (symbol xproto.Keysym) uint16 { + return keybind.ModGet(x, KeysymToKeycode(symbol)) +} + +// KeycodeToButton converts an X keycode to a tomo keycode. It implements a more +// fleshed out version of some of the logic found in xgbutil/keybind/encoding.go +// to get a full keycode to keysym conversion. To avoid redundant work, this +// function will also return the rune corresponding to the keycode. +func KeycodeToKeysym (keycode xproto.Keycode, state uint16) (xproto.Keysym, rune) { + // PARAGRAPH 3 + // + // A list of KeySyms is associated with each KeyCode. The list is + // intended to convey the set of symbols on the corresponding key. If + // the list (ignoring trailing NoSymbol entries) is a single KeySym + // ``K'', then the list is treated as if it were the list ``K NoSymbol + // K NoSymbol''. If the list (ignoring trailing NoSymbol entries) is a + // pair of KeySyms ``K1 K2'', then the list is treated as if it were the + // list ``K1 K2 K1 K2''. If the list (ignoring trailing NoSymbol + // entries) is a triple of KeySyms ``K1 K2 K3'', then the list is + // treated as if it were the list ``K1 K2 K3 NoSymbol''. When an + // explicit ``void'' element is desired in the list, the value + // VoidSymbol can be used. + symbol1 := keybind.KeysymGet(x, keycode, 0) + symbol2 := keybind.KeysymGet(x, keycode, 1) + symbol3 := keybind.KeysymGet(x, keycode, 2) + symbol4 := keybind.KeysymGet(x, keycode, 3) + switch { + case symbol2 == 0 && symbol3 == 0 && symbol4 == 0: + symbol3 = symbol1 + case symbol3 == 0 && symbol4 == 0: + symbol3 = symbol1 + symbol4 = symbol2 + case symbol4 == 0: + symbol4 = 0 + } + symbol1Rune := KeysymToRune(symbol1) + symbol2Rune := KeysymToRune(symbol2) + symbol3Rune := KeysymToRune(symbol3) + symbol4Rune := KeysymToRune(symbol4) + + // PARAGRAPH 4 + // + // The first four elements of the list are split into two groups of + // KeySyms. Group 1 contains the first and second KeySyms; Group 2 + // contains the third and fourth KeySyms. Within each group, if the + // second element of the group is NoSymbol , then the group should be + // treated as if the second element were the same as the first element, + // except when the first element is an alphabetic KeySym ``K'' for which + // both lowercase and uppercase forms are defined. In that case, the + // group should be treated as if the first element were the lowercase + // form of ``K'' and the second element were the uppercase form of + // ``K.'' + cased := false + 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 + symbol2Rune = symbol1Rune + } + } + 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 + symbol4Rune = symbol3Rune + } + } + + // PARAGRAPH 5 + // + // The standard rules for obtaining a KeySym from a KeyPress event make + // use of only the Group 1 and Group 2 KeySyms; no interpretation of/ + // other KeySyms in the list is given. Which group to use is determined + // by the modifier state. Switching between groups is controlled by the + // KeySym named MODE SWITCH, by attaching that KeySym to some KeyCode + // and attaching that KeyCode to any one of the modifiers Mod1 through + // Mod5. This modifier is called the group modifier. For any KeyCode, + // Group 1 is used when the group modifier is off, and Group 2 is used + // when the group modifier is on. + modeSwitch := state & modifierMasks.modeSwitch > 0 + if modeSwitch { + symbol1 = symbol3 + symbol1Rune = symbol3Rune + symbol2 = symbol4 + symbol2Rune = symbol4Rune + + } + + // PARAGRAPH 6 + // + // The Lock modifier is interpreted as CapsLock when the KeySym named + // XK_Caps_Lock is attached to some KeyCode and that KeyCode is attached + // to the Lock modifier. The Lock modifier is interpreted as ShiftLock + // when the KeySym named XK_Shift_Lock is attached to some KeyCode and + // that KeyCode is attached to the Lock modifier. If the Lock modifier + // could be interpreted as both CapsLock and ShiftLock, the CapsLock + // interpretation is used. + shift := + state & xproto.ModMaskShift > 0 || + state & modifierMasks.shiftLock > 0 + capsLock := state & modifierMasks.capsLock > 0 + + // PARAGRAPH 7 + // + // The operation of keypad keys is controlled by the KeySym named + // XK_Num_Lock, by attaching that KeySym to some KeyCode and attaching + // that KeyCode to any one of the modifiers Mod1 through Mod5 . This + // modifier is called the numlock modifier. The standard KeySyms with + // the prefix ``XK_KP_'' in their name are called keypad KeySyms; these + // are KeySyms with numeric value in the hexadecimal range 0xFF80 to + // 0xFFBD inclusive. In addition, vendor-specific KeySyms in the + // hexadecimal range 0x11000000 to 0x1100FFFF are also keypad KeySyms. + numLock := state & modifierMasks.numLock > 0 + + // PARAGRAPH 8 + // + // Within a group, the choice of KeySym is determined by applying the + // first rule that is satisfied from the following list: + var selectedKeysym xproto.Keysym + var selectedRune rune + symbol2IsNumPad := IsOnNumpad(symbol2) + switch { + case numLock && symbol2IsNumPad: + // The numlock modifier is on and the second KeySym is a keypad + // KeySym. In this case, if the Shift modifier is on, or if the + // Lock modifier is on and is interpreted as ShiftLock, then the + // first KeySym is used, otherwise the second KeySym is used. + if shift { + selectedKeysym = symbol1 + selectedRune = symbol1Rune + } else { + selectedKeysym = symbol2 + selectedRune = symbol2Rune + } + + case !shift && !capsLock: + // The Shift and Lock modifiers are both off. In this case, the + // first KeySym is used. + selectedKeysym = symbol1 + selectedRune = symbol1Rune + + case !shift && capsLock: + // The Shift modifier is off, and the Lock modifier is on and is + // interpreted as CapsLock. In this case, the first KeySym is + // used, but if that KeySym is lowercase alphabetic, then the + // corresponding uppercase KeySym is used instead. + if cased && unicode.IsLower(symbol1Rune) { + selectedRune = symbol2Rune + } else { + selectedKeysym = symbol1 + selectedRune = symbol1Rune + } + + case shift && capsLock: + // The Shift modifier is on, and the Lock modifier is on and is + // interpreted as CapsLock. In this case, the second KeySym is + // used, but if that KeySym is lowercase alphabetic, then the + // corresponding uppercase KeySym is used instead. + if cased && unicode.IsLower(symbol2Rune) { + selectedRune = unicode.ToUpper(symbol2Rune) + } else { + selectedKeysym = symbol2 + selectedRune = symbol2Rune + } + + case shift: + // The Shift modifier is on, or the Lock modifier is on and is + // interpreted as ShiftLock, or both. In this case, the second + // KeySym is used. + selectedKeysym = symbol2 + selectedRune = symbol2Rune + } + + return selectedKeysym, selectedRune +} + +// runeExceptions contains runes that violate the heuristics in KeysymToRune. +var runeExceptions = map[xproto.Keysym] rune { + // TODO: flesh out this list + + // number pad + 0xFF9F: '\x7F', // delete + 0xFF80: ' ', + 0xFF89: '\t', + 0xFF8D: '\r', // enter + 0xFFBD: '=', + 0xFFAA: '*', + 0xFFAB: '+', + 0xFFAC: ',', // FIXME: not always comma, could be dot + 0xFFAD: '-', + 0xFFAE: '.', // FIXME: not always dot, could be comma + 0xFFAF: '/', + + // misc. control + 0xFFFF: '\x7F', // delete + 0xFF09: '\t', + 0xFE20: '\t', + 0xFE34: '\r', // enter +} + +// KeysymToRune takes in an X keysym and outputs a utf32 code point. If a +// corresponding code point was not found, zero will be returned. +func KeysymToRune (keysym xproto.Keysym) rune { + // there are a few keysyms that can be shoehorned into runes that don't + // fit the below rules or warrant their own + if char, ok := runeExceptions[keysym]; ok { + return char + } + + // TTY function keys + if keysym >= 0xFF08 && keysym <= 0xFF1B { + return rune(keysym & 0xF) + } + + // number pad numbers + if keysym >= 0xFFB0 && keysym <= 0xFFB9 { + return '0' + rune(keysym & 0xF) + } + + // 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 { + return 0 + } + + // 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 { + return rune(keysym & 0x0111111) + } + + // if none of these things happened, we can safely (i think) assume that + // the keysym is an exact utf-32 code point. + return rune(keysym) +}