barrier/lib/platform/COSXKeyState.cpp

759 lines
20 KiB
C++
Raw Normal View History

/*
* synergy -- mouse and keyboard sharing utility
* Copyright (C) 2004 Chris Schoeneman
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* found in the file COPYING that should have accompanied this file.
*
* This package is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*/
#include "COSXKeyState.h"
#include "CLog.h"
#include <stdio.h>
struct CKCHRDeadKeyRecord {
public:
UInt8 m_tableIndex;
UInt8 m_virtualKey;
SInt16 m_numCompletions;
UInt8 m_completion[1][2];
};
struct CKCHRDeadKeys {
public:
SInt16 m_numRecords;
CKCHRDeadKeyRecord m_records[1];
};
struct CKeyEntry {
public:
KeyID m_keyID;
UInt32 m_virtualKey;
};
// Hardcoded virtual key table. Oddly, Apple doesn't document the
// meaning of virtual key codes. The whole point of *virtual* key
// codes is to make them hardware independent so these codes should
// be constant across OS versions and hardware. Yet they don't
// tell us what codes map to what keys so we have to figure it out
// for ourselves.
//
// Note that some virtual keys codes appear more than once. The
// first instance of a virtual key code maps to the KeyID that we
// want to generate for that code. The others are for mapping
// different KeyIDs to a single key code.
static const CKeyEntry s_controlKeys[] = {
// TTY functions
{ kKeyBackSpace, 51 },
{ kKeyTab, 48 },
{ kKeyLeftTab, 48 },
{ kKeyReturn, 36 },
{ kKeyLinefeed, 36 },
// { kKeyClear, 0xFFFF }, /* no mapping on apple */
// { kKeyPause, 0xFFFF }, /* no mapping on apple */
// { kKeyScrollLock, 0xFFFF }, /* no mapping on apple */
// { kKeySysReq, 0xFFFF }, /* no mapping on apple */
{ kKeyEscape, 53 },
{ kKeyDelete, 117 },
// cursor control
{ kKeyHome, 115 },
{ kKeyBegin, 115 },
{ kKeyLeft, 123 },
{ kKeyUp, 126 },
{ kKeyRight, 124 },
{ kKeyDown, 125 },
{ kKeyPageUp, 116 },
{ kKeyPageDown, 121 },
{ kKeyEnd, 119 },
// numeric keypad
{ kKeyKP_0, 82 },
{ kKeyKP_1, 83 },
{ kKeyKP_2, 84 },
{ kKeyKP_3, 85 },
{ kKeyKP_4, 86 },
{ kKeyKP_5, 87 },
{ kKeyKP_6, 88 },
{ kKeyKP_7, 89 },
{ kKeyKP_8, 91 },
{ kKeyKP_9, 92 },
{ kKeyKP_Enter, 76 },
{ kKeyKP_Decimal, 65 },
{ kKeyKP_Add, 69 },
{ kKeyKP_Subtract, 78 },
{ kKeyKP_Multiply, 67 },
{ kKeyKP_Divide, 75 },
// function keys
{ kKeyF1, 122 },
{ kKeyF2, 120 },
{ kKeyF3, 99 },
{ kKeyF4, 118 },
{ kKeyF5, 96 },
{ kKeyF6, 97 },
{ kKeyF7, 98 },
{ kKeyF8, 100 },
{ kKeyF9, 101 },
{ kKeyF10, 109 },
{ kKeyF11, 103 },
{ kKeyF12, 111 },
{ kKeyF13, 105 },
{ kKeyF14, 107 },
{ kKeyF15, 113 },
// misc keys
{ kKeyHelp, 114 },
// modifier keys. i don't know how to make the mac properly
// interpret the right hand versions of modifier keys so they're
// currently mapped to the left hand version.
{ kKeyShift_L, 56 },
{ kKeyShift_R, 56 /*60*/ },
{ kKeyControl_L, 59 },
{ kKeyControl_R, 59 /*62*/ },
{ kKeyAlt_L, 55 },
{ kKeyAlt_R, 55 },
{ kKeySuper_L, 58 },
{ kKeySuper_R, 58 /*61*/ },
{ kKeyMeta_L, 58 },
{ kKeyMeta_R, 58 /*61*/ },
{ kKeyCapsLock, 57 },
{ kKeyNumLock, 71 }
};
//
// COSXKeyState
//
COSXKeyState::COSXKeyState()
{
setHalfDuplexMask(0);
SInt16 currentKeyScript = GetScriptManagerVariable(smKeyScript);
SInt16 keyboardLayoutID = GetScriptVariable(currentKeyScript, smScriptKeys);
setKeyboardLayout(keyboardLayoutID);
}
COSXKeyState::~COSXKeyState()
{
// do nothing
}
void
COSXKeyState::sendKeyEvent(void* target,
bool press, bool isAutoRepeat,
KeyID key, KeyModifierMask mask,
SInt32 count, KeyButton button)
{
if (press || isAutoRepeat) {
// send key
if (press) {
CKeyState::sendKeyEvent(target, true, false,
key, mask, 1, button);
if (count > 0) {
--count;
}
}
if (count >= 1) {
CKeyState::sendKeyEvent(target, true, true,
key, mask, count, button);
}
}
else {
// do key up
CKeyState::sendKeyEvent(target, false, false, key, mask, 1, button);
}
}
void
COSXKeyState::setHalfDuplexMask(KeyModifierMask mask)
{
CKeyState::setHalfDuplexMask(mask | KeyModifierCapsLock);
}
bool
COSXKeyState::fakeCtrlAltDel()
{
// pass keys through unchanged
return false;
}
const char*
COSXKeyState::getKeyName(KeyButton button) const
{
static char name[10];
sprintf(name, "vk 0x%02x", button);
return name;
}
void
COSXKeyState::doUpdateKeys()
{
// save key mapping
m_keyMap.clear();
if (!filluchrKeysMap(m_keyMap)) {
fillKCHRKeysMap(m_keyMap);
}
fillSpecialKeys(m_keyMap, m_virtualKeyMap);
// add modifiers
KeyButtons keys;
addKeyButton(keys, kKeyShift_L);
addKeyButton(keys, kKeyShift_R);
addModifier(KeyModifierShift, keys);
keys.clear();
addKeyButton(keys, kKeyControl_L);
addKeyButton(keys, kKeyControl_R);
addModifier(KeyModifierControl, keys);
keys.clear();
addKeyButton(keys, kKeyAlt_L);
addKeyButton(keys, kKeyAlt_R);
addModifier(KeyModifierAlt, keys);
keys.clear();
addKeyButton(keys, kKeySuper_L);
addKeyButton(keys, kKeySuper_R);
addModifier(KeyModifierSuper, keys);
keys.clear();
addKeyButton(keys, kKeyCapsLock);
addModifier(KeyModifierCapsLock, keys);
keys.clear();
addKeyButton(keys, kKeyNumLock);
addModifier(KeyModifierNumLock, keys);
keys.clear();
// FIXME -- get the current keyboard state. call setKeyDown()
// and setToggled() as appropriate.
}
void
COSXKeyState::doFakeKeyEvent(KeyButton button, bool press, bool)
{
LOG((CLOG_DEBUG2 "doFakeKeyEvent button:%d, press:%d", button, press));
// let system figure out character for us
CGPostKeyboardEvent(0, mapKeyButtonToVirtualKey(button), press);
}
KeyButton
COSXKeyState::mapKey(Keystrokes& keys, KeyID id,
KeyModifierMask /*desiredMask*/,
bool isAutoRepeat) const
{
// look up virtual key
CKeyIDMap::const_iterator keyIndex = m_keyMap.find(id);
if (keyIndex == m_keyMap.end()) {
return 0;
}
const CKeySequence& sequence = keyIndex->second;
if (sequence.empty()) {
return 0;
}
// FIXME -- for both calls to addKeystrokes below we'd prefer to use
// a required mask that generates the same character but matches
// the desiredMask as closely as possible.
// FIXME -- would prefer to not restore the modifier keys after each
// dead key since it's unnecessary but we don't have a mechanism
// for tracking the modifier state without actually updating the
// internal keyboard state. we'd have to track the state to
// ensure we adjust the right modifiers for remaining dead keys
// and the final key.
// add dead keys
for (size_t i = 0; i < sequence.size() - 1; ++i) {
// simulate press
KeyButton keyButton =
addKeystrokes(keys, sequence[i].m_button,
sequence[i].m_requiredState,
sequence[i].m_requiredMask, false);
// simulate release
Keystroke keystroke;
keystroke.m_key = keyButton;
keystroke.m_press = false;
keystroke.m_repeat = false;
keys.push_back(keystroke);
}
// add final key
return addKeystrokes(keys, sequence.back().m_button,
sequence.back().m_requiredState,
sequence.back().m_requiredMask,
isAutoRepeat);
}
KeyButton
COSXKeyState::addKeystrokes(Keystrokes& keys, KeyButton keyButton,
KeyModifierMask desiredMask, KeyModifierMask requiredMask,
bool isAutoRepeat) const
{
// adjust the modifiers
Keystrokes undo;
if (!adjustModifiers(keys, undo, desiredMask, requiredMask)) {
LOG((CLOG_DEBUG2 "failed to adjust modifiers"));
return 0;
}
// add the key event
Keystroke keystroke;
keystroke.m_key = keyButton;
if (!isAutoRepeat) {
keystroke.m_press = true;
keystroke.m_repeat = false;
keys.push_back(keystroke);
}
else {
keystroke.m_press = false;
keystroke.m_repeat = true;
keys.push_back(keystroke);
keystroke.m_press = true;
keys.push_back(keystroke);
}
// put undo keystrokes at end of keystrokes in reverse order
while (!undo.empty()) {
keys.push_back(undo.back());
undo.pop_back();
}
return keyButton;
}
bool
COSXKeyState::adjustModifiers(Keystrokes& keys,
Keystrokes& undo,
KeyModifierMask desiredMask,
KeyModifierMask requiredMask) const
{
// for each modifier in requiredMask make sure the current state
// of that modifier matches the bit in desiredMask.
for (KeyModifierMask mask = 1u; requiredMask != 0; mask <<= 1) {
if ((mask & requiredMask) != 0) {
bool active = ((desiredMask & mask) != 0);
if (!mapModifier(keys, undo, mask, active)) {
return false;
}
requiredMask ^= mask;
}
}
return true;
}
KeyButton
COSXKeyState::mapKeyFromEvent(CKeyIDs& ids,
KeyModifierMask* maskOut, EventRef event) const
{
ids.clear();
// map modifier key
if (maskOut != NULL) {
KeyModifierMask activeMask = getActiveModifiers();
activeMask &= ~KeyModifierModeSwitch;
*maskOut = activeMask;
}
// get virtual key
UInt32 vkCode;
GetEventParameter(event, kEventParamKeyCode, typeUInt32,
NULL, sizeof(vkCode), NULL, &vkCode);
// handle up events
UInt32 eventKind = GetEventKind(event);
if (eventKind == kEventRawKeyUp) {
// the id isn't used. we just need the same button we used on
// the key press. note that we don't use or reset the dead key
// state; up events should not affect the dead key state.
ids.push_back(kKeyNone);
return mapVirtualKeyToKeyButton(vkCode);
}
// check for special keys
CVirtualKeyMap::const_iterator i = m_virtualKeyMap.find(vkCode);
if (i != m_virtualKeyMap.end()) {
m_deadKeyState = 0;
ids.push_back(i->second);
return mapVirtualKeyToKeyButton(vkCode);
}
// check for character keys
if (m_uchrResource != NULL) {
// FIXME -- implement this
}
else if (m_KCHRResource != NULL) {
// get the event modifiers and remove the command and control
// keys.
UInt32 modifiers;
GetEventParameter(event, kEventParamKeyModifiers, typeUInt32,
NULL, sizeof(modifiers), NULL, &modifiers);
modifiers &= ~(cmdKey | controlKey | rightControlKey);
// build keycode
UInt16 keycode =
static_cast<UInt16>((modifiers & 0xff00u) | (vkCode & 0x00ffu));
// translate key
UInt32 result = KeyTranslate(m_KCHRResource, keycode, &m_deadKeyState);
// get the characters
UInt8 c1 = static_cast<UInt8>((result >> 16) & 0xffu);
UInt8 c2 = static_cast<UInt8>( result & 0xffu);
if (c2 != 0) {
m_deadKeyState = 0;
if (c1 != 0) {
ids.push_back(charToKeyID(c1));
}
ids.push_back(charToKeyID(c2));
return mapVirtualKeyToKeyButton(vkCode);
}
}
return 0;
}
void
COSXKeyState::addKeyButton(KeyButtons& keys, KeyID id) const
{
CKeyIDMap::const_iterator keyIndex = m_keyMap.find(id);
if (keyIndex == m_keyMap.end()) {
return;
}
keys.push_back(keyIndex->second[0].m_button);
}
void
COSXKeyState::handleModifierKeys(void* target,
KeyModifierMask oldMask, KeyModifierMask newMask)
{
// compute changed modifiers
KeyModifierMask changed = (oldMask ^ newMask);
// synthesize changed modifier keys
if ((changed & KeyModifierShift) != 0) {
handleModifierKey(target, kKeyShift_L,
(newMask & KeyModifierShift) != 0);
}
if ((changed & KeyModifierControl) != 0) {
handleModifierKey(target, kKeyControl_L,
(newMask & KeyModifierControl) != 0);
}
if ((changed & KeyModifierAlt) != 0) {
handleModifierKey(target, kKeyAlt_L,
(newMask & KeyModifierAlt) != 0);
}
if ((changed & KeyModifierSuper) != 0) {
handleModifierKey(target, kKeySuper_L,
(newMask & KeyModifierSuper) != 0);
}
if ((changed & KeyModifierCapsLock) != 0) {
handleModifierKey(target, kKeyCapsLock,
(newMask & KeyModifierCapsLock) != 0);
}
}
void
COSXKeyState::handleModifierKey(void* target, KeyID id, bool down)
{
CKeyIDMap::const_iterator keyIndex = m_keyMap.find(id);
if (keyIndex == m_keyMap.end()) {
return;
}
KeyButton button = keyIndex->second[0].m_button;
setKeyDown(button, down);
sendKeyEvent(target, down, false, id, getActiveModifiers(), 0, button);
}
void
COSXKeyState::checkKeyboardLayout()
{
SInt16 currentKeyScript = GetScriptManagerVariable(smKeyScript);
SInt16 keyboardLayoutID = GetScriptVariable(currentKeyScript, smScriptKeys);
if (keyboardLayoutID != m_keyboardLayoutID) {
// layout changed
setKeyboardLayout(keyboardLayoutID);
doUpdateKeys();
}
}
void
COSXKeyState::setKeyboardLayout(SInt16 keyboardLayoutID)
{
m_keyboardLayoutID = keyboardLayoutID;
m_deadKeyState = 0;
m_KCHRHandle = GetResource('KCHR', m_keyboardLayoutID);
m_uchrHandle = GetResource('uchr', m_keyboardLayoutID);
m_KCHRResource = NULL;
m_uchrResource = NULL;
/* FIXME -- don't use uchr resource yet
if (m_uchrHandle != NULL) {
m_uchrResource = reinterpret_cast<UCKeyboardLayout*>(*m_uchrHandle);
}
else */if (m_KCHRHandle != NULL) {
m_KCHRResource = reinterpret_cast<CKCHRResource*>(*m_KCHRHandle);
}
}
void
COSXKeyState::fillSpecialKeys(CKeyIDMap& keyMap,
CVirtualKeyMap& virtualKeyMap) const
{
// FIXME -- would like to avoid hard coded tables
CKeyEventInfo info;
for (UInt32 i = 0; i < sizeof(s_controlKeys) /
sizeof(s_controlKeys[0]); ++i) {
const CKeyEntry& entry = s_controlKeys[i];
KeyID keyID = entry.m_keyID;
info.m_button = mapVirtualKeyToKeyButton(entry.m_virtualKey);
info.m_requiredMask = 0;
info.m_requiredState = 0;
if (keyMap.count(keyID) == 0) {
keyMap[keyID].push_back(info);
}
if (virtualKeyMap.count(entry.m_virtualKey) == 0) {
virtualKeyMap[entry.m_virtualKey] = entry.m_keyID;
}
}
}
bool
COSXKeyState::fillKCHRKeysMap(CKeyIDMap& keyMap) const
{
assert(m_KCHRResource != NULL);
CKCHRResource* r = m_KCHRResource;
// build non-composed keys to virtual keys mapping
std::map<UInt8, CKeyEventInfo> vkMap;
for (SInt32 i = 0; i < r->m_numTables; ++i) {
// determine the modifier keys for table i
KeyModifierMask mask =
maskForTable(static_cast<UInt8>(i), r->m_tableSelectionIndex);
// build the KeyID to virtual key map
for (SInt32 j = 0; j < 128; ++j) {
// get character
UInt8 c = r->m_characterTables[i][j];
// save key info
// FIXME -- should set only those bits in m_requiredMask that
// correspond to modifiers that are truly necessary to
// generate the character. this mostly works as-is, though.
CKeyEventInfo info;
info.m_button = mapVirtualKeyToKeyButton(j);
info.m_requiredMask = mask;
info.m_requiredState = mask;
// save character to virtual key mapping
if (keyMap.count(c) == 0) {
vkMap[c] = info;
}
// skip non-glyph character
if (c < 32 || c == 127) {
continue;
}
// map character to KeyID
KeyID keyID = charToKeyID(c);
// if we've seen this character already then do nothing
if (keyMap.count(keyID) != 0) {
continue;
}
// save entry for character
keyMap[keyID].push_back(info);
}
}
// build composed keys to virtual keys mapping
CKCHRDeadKeys* dkp =
reinterpret_cast<CKCHRDeadKeys*>(r->m_characterTables[r->m_numTables]);
CKCHRDeadKeyRecord* dkr = dkp->m_records;
for (SInt32 i = 0; i < dkp->m_numRecords; ++i) {
// determine the modifier keys for table i
KeyModifierMask mask =
maskForTable(dkr->m_tableIndex, r->m_tableSelectionIndex);
// map each completion
for (SInt32 j = 0; j < dkr->m_numCompletions; ++j) {
// get character
UInt8 c = dkr->m_completion[j][1];
// skip non-glyph character
if (c < 32 || c == 127) {
continue;
}
// map character to KeyID
KeyID keyID = charToKeyID(c);
// if we've seen this character already then do nothing
if (keyMap.count(keyID) != 0) {
continue;
}
// map keyID, first to the dead key then to uncomposed
// character. we must find a virtual key that maps to
// to the uncomposed character.
if (vkMap.count(dkr->m_completion[j][0]) != 0) {
CKeySequence& sequence = keyMap[keyID];
// save key info
// FIXME -- should set only those bits in m_requiredMask that
// correspond to modifiers that are truly necessary to
// generate the character. this mostly works as-is, though.
CKeyEventInfo info;
info.m_button = mapVirtualKeyToKeyButton(
dkr->m_virtualKey);
info.m_requiredMask = mask;
info.m_requiredState = mask;
sequence.push_back(info);
sequence.push_back(vkMap[dkr->m_completion[j][0]]);
}
}
// next table. skip all the completions and the no match
// pair to get the next table.
dkr = reinterpret_cast<CKCHRDeadKeyRecord*>(
dkr->m_completion[dkr->m_numCompletions + 1]);
}
return true;
}
bool
COSXKeyState::filluchrKeysMap(CKeyIDMap&) const
{
// FIXME -- implement this
return false;
}
KeyButton
COSXKeyState::mapVirtualKeyToKeyButton(UInt32 keyCode)
{
// 'A' maps to 0 so shift every id
return static_cast<KeyButton>(keyCode + KeyButtonOffset);
}
UInt32
COSXKeyState::mapKeyButtonToVirtualKey(KeyButton keyButton)
{
return static_cast<UInt32>(keyButton - KeyButtonOffset);
}
KeyID
COSXKeyState::charToKeyID(UInt8 c)
{
if (c == 0) {
return kKeyNone;
}
else if (c >= 32 && c < 127) {
// ASCII
return static_cast<KeyID>(c);
}
else {
// create string with character
char str[2];
str[0] = static_cast<char>(c);
str[1] = 0;
// convert to unicode
CFStringRef cfString =
CFStringCreateWithCStringNoCopy(kCFAllocatorDefault,
str, GetScriptManagerVariable(smKeyScript),
kCFAllocatorNull);
// convert to precomposed
CFMutableStringRef mcfString =
CFStringCreateMutableCopy(kCFAllocatorDefault, 0, cfString);
CFRelease(cfString);
CFStringNormalize(mcfString, kCFStringNormalizationFormC);
// check result
int unicodeLength = CFStringGetLength(mcfString);
if (unicodeLength == 0) {
return kKeyNone;
}
if (unicodeLength > 1) {
// FIXME -- more than one character, we should handle this
return kKeyNone;
}
// get unicode character
UniChar uc = CFStringGetCharacterAtIndex(mcfString, 0);
CFRelease(mcfString);
// convert to KeyID
return static_cast<KeyID>(uc);
}
}
KeyID
COSXKeyState::unicharToKeyID(UniChar c)
{
return static_cast<KeyID>(c);
}
KeyModifierMask
COSXKeyState::maskForTable(UInt8 i, UInt8* tableSelectors)
{
// this is a table of 0 to 255 sorted by the number of 1 bits then
// numerical order.
static const UInt8 s_indexTable[] = {
0, 1, 2, 4, 8, 16, 32, 64, 128, 3, 5, 6, 9, 10, 12, 17,
18, 20, 24, 33, 34, 36, 40, 48, 65, 66, 68, 72, 80, 96, 129, 130,
132, 136, 144, 160, 192, 7, 11, 13, 14, 19, 21, 22, 25, 26, 28, 35,
37, 38, 41, 42, 44, 49, 50, 52, 56, 67, 69, 70, 73, 74, 76, 81,
82, 84, 88, 97, 98, 100, 104, 112, 131, 133, 134, 137, 138, 140, 145, 146,
148, 152, 161, 162, 164, 168, 176, 193, 194, 196, 200, 208, 224, 15, 23, 27,
29, 30, 39, 43, 45, 46, 51, 53, 54, 57, 58, 60, 71, 75, 77, 78,
83, 85, 86, 89, 90, 92, 99, 101, 102, 105, 106, 108, 113, 114, 116, 120,
135, 139, 141, 142, 147, 149, 150, 153, 154, 156, 163, 165, 166, 169, 170, 172,
177, 178, 180, 184, 195, 197, 198, 201, 202, 204, 209, 210, 212, 216, 225, 226,
228, 232, 240, 31, 47, 55, 59, 61, 62, 79, 87, 91, 93, 94, 103, 107,
109, 110, 115, 117, 118, 121, 122, 124, 143, 151, 155, 157, 158, 167, 171, 173,
174, 179, 181, 182, 185, 186, 188, 199, 203, 205, 206, 211, 213, 214, 217, 218,
220, 227, 229, 230, 233, 234, 236, 241, 242, 244, 248, 63, 95, 111, 119, 123,
125, 126, 159, 175, 183, 187, 189, 190, 207, 215, 219, 221, 222, 231, 235, 237,
238, 243, 245, 246, 249, 250, 252, 127, 191, 223, 239, 247, 251, 253, 254, 255
};
// find first entry in tableSelectors that maps to i. this is the
// one that uses the fewest modifier keys.
for (UInt32 j = 0; j < 256; ++j) {
if (tableSelectors[s_indexTable[j]] == i) {
// convert our mask to a traditional mac modifier mask
// (which just means shifting it left 8 bits).
UInt16 macMask = (static_cast<UInt16>(s_indexTable[j]) << 8);
// convert the mac modifier mask to our mask.
KeyModifierMask mask = 0;
if ((macMask & (shiftKey | rightShiftKey)) != 0) {
mask |= KeyModifierShift;
}
if ((macMask & (controlKey | rightControlKey)) != 0) {
mask |= KeyModifierControl;
}
if ((macMask & cmdKey) != 0) {
mask |= KeyModifierAlt;
}
if ((macMask & (optionKey | rightOptionKey)) != 0) {
mask |= KeyModifierSuper;
}
if ((macMask & alphaLock) != 0) {
mask |= KeyModifierCapsLock;
}
return mask;
}
}
// should never get here since we've tried every 8 bit number
return 0;
}