173 lines
5.4 KiB
Go
173 lines
5.4 KiB
Go
package keybind
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/*
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keybind/xutil.go contains a collection of functions that modify the
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Keybinds and Keygrabs state of an XUtil value.
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They could have been placed inside the core xgbutil package, but they would
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have to be exported for use by the keybind package. In which case, the API
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would become cluttered with functions that should not be used.
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*/
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import (
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"github.com/jezek/xgb/xproto"
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"github.com/jezek/xgbutil"
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)
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// attachKeyBindCallback associates an (event, window, mods, keycode)
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// with a callback.
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// This is exported for use in the keybind package. It should not be used.
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func attachKeyBindCallback(xu *xgbutil.XUtil, evtype int, win xproto.Window,
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mods uint16, keycode xproto.Keycode, fun xgbutil.CallbackKey) {
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xu.KeybindsLck.Lock()
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defer xu.KeybindsLck.Unlock()
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// Create key
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key := xgbutil.KeyKey{evtype, win, mods, keycode}
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// Do we need to allocate?
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if _, ok := xu.Keybinds[key]; !ok {
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xu.Keybinds[key] = make([]xgbutil.CallbackKey, 0)
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}
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xu.Keybinds[key] = append(xu.Keybinds[key], fun)
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xu.Keygrabs[key] += 1
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}
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// addKeyString adds a new key binding string to XUtil.Keystrings.
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// The invariant is that each key string appears once and only once.
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func addKeyString(xu *xgbutil.XUtil, callback xgbutil.CallbackKey,
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evtype int, win xproto.Window, keyStr string, grab bool) {
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xu.KeybindsLck.Lock()
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defer xu.KeybindsLck.Unlock()
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k := xgbutil.KeyString{
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Str: keyStr,
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Callback: callback,
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Evtype: evtype,
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Win: win,
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Grab: grab,
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}
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xu.Keystrings = append(xu.Keystrings, k)
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}
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// keyBindKeys returns a copy of all the keys in the 'keybinds' map.
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func keyKeys(xu *xgbutil.XUtil) []xgbutil.KeyKey {
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xu.KeybindsLck.RLock()
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defer xu.KeybindsLck.RUnlock()
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keys := make([]xgbutil.KeyKey, len(xu.Keybinds))
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i := 0
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for key, _ := range xu.Keybinds {
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keys[i] = key
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i++
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}
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return keys
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}
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// runKeyBindCallbacks executes every callback corresponding to a
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// particular event/window/mod/key tuple.
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// This is exported for use in the keybind package. It should not be used.
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func runKeyBindCallbacks(xu *xgbutil.XUtil, event interface{}, evtype int,
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win xproto.Window, mods uint16, keycode xproto.Keycode) {
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key := xgbutil.KeyKey{evtype, win, mods, keycode}
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for _, cb := range keyCallbacks(xu, key) {
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cb.Run(xu, event)
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}
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}
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// keyBindCallbacks returns a slice of callbacks for a particular key.
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func keyCallbacks(xu *xgbutil.XUtil,
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key xgbutil.KeyKey) []xgbutil.CallbackKey {
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xu.KeybindsLck.RLock()
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defer xu.KeybindsLck.RUnlock()
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cbs := make([]xgbutil.CallbackKey, len(xu.Keybinds[key]))
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copy(cbs, xu.Keybinds[key])
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return cbs
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}
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// ConnectedKeyBind checks to see if there are any key binds for a particular
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// event type already in play.
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func connectedKeyBind(xu *xgbutil.XUtil, evtype int, win xproto.Window) bool {
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xu.KeybindsLck.RLock()
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defer xu.KeybindsLck.RUnlock()
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// Since we can't create a full key, loop through all key binds
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// and check if evtype and window match.
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for key, _ := range xu.Keybinds {
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if key.Evtype == evtype && key.Win == win {
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return true
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}
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}
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return false
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}
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// detachKeyBindWindow removes all callbacks associated with a particular
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// window and event type (either KeyPress or KeyRelease)
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// Also decrements the counter in the corresponding 'keygrabs' map
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// appropriately.
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// This is exported for use in the keybind package. It should not be used.
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// To detach a window from a key binding callbacks, please use keybind.Detach.
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// (This method will issue an Ungrab requests, while keybind.Detach will.)
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func detachKeyBindWindow(xu *xgbutil.XUtil, evtype int, win xproto.Window) {
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xu.KeybindsLck.Lock()
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defer xu.KeybindsLck.Unlock()
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// Since we can't create a full key, loop through all key binds
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// and check if evtype and window match.
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for key, _ := range xu.Keybinds {
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if key.Evtype == evtype && key.Win == win {
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xu.Keygrabs[key] -= len(xu.Keybinds[key])
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delete(xu.Keybinds, key)
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}
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}
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}
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// keyBindGrabs returns the number of grabs on a particular
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// event/window/mods/keycode combination. Namely, this combination
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// uniquely identifies a grab. If it's repeated, we get BadAccess.
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// The idea is that if there are 0 grabs on a particular (modifiers, keycode)
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// tuple, then we issue a grab request. Otherwise, we don't.
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// This is exported for use in the keybind package. It should not be used.
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func keyBindGrabs(xu *xgbutil.XUtil, evtype int, win xproto.Window, mods uint16,
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keycode xproto.Keycode) int {
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xu.KeybindsLck.RLock()
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defer xu.KeybindsLck.RUnlock()
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key := xgbutil.KeyKey{evtype, win, mods, keycode}
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return xu.Keygrabs[key] // returns 0 if key does not exist
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}
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// KeyMapGet accessor.
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func KeyMapGet(xu *xgbutil.XUtil) *xgbutil.KeyboardMapping {
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return xu.Keymap
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}
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// KeyMapSet updates XUtil.keymap.
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// This is exported for use in the keybind package. You probably shouldn't
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// use this. (You may need to use this if you're rolling your own event loop,
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// and still want to use the keybind package.)
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func KeyMapSet(xu *xgbutil.XUtil, keyMapReply *xproto.GetKeyboardMappingReply) {
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xu.Keymap = &xgbutil.KeyboardMapping{keyMapReply}
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}
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// ModMapGet accessor.
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func ModMapGet(xu *xgbutil.XUtil) *xgbutil.ModifierMapping {
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return xu.Modmap
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}
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// ModMapSet updates XUtil.modmap.
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// This is exported for use in the keybind package. You probably shouldn't
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// use this. (You may need to use this if you're rolling your own event loop,
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// and still want to use the keybind package.)
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func ModMapSet(xu *xgbutil.XUtil, modMapReply *xproto.GetModifierMappingReply) {
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xu.Modmap = &xgbutil.ModifierMapping{modMapReply}
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}
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