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Merge "[CB01] Reset some old assumptions about dead keys"
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66dce6003f
@ -43,19 +43,19 @@ public class DeadKeyCombiner implements Combiner {
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final int resultingCodePoint =
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KeyCharacterMap.getDeadChar(deadCodePoint, event.mCodePoint);
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if (0 == resultingCodePoint) {
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// We can't combine both characters. We need to commit the dead key as a committable
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// We can't combine both characters. We need to commit the dead key as a separate
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// character, and the next char too unless it's a space (because as a special case,
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// dead key + space should result in only the dead key being committed - that's
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// how dead keys work).
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// If the event is a space, we should commit the dead char alone, but if it's
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// not, we need to commit both.
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return Event.createCommittableEvent(deadCodePoint,
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return Event.createInputKeypressEvent(deadCodePoint, event.mKeyCode,
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Constants.CODE_SPACE == event.mCodePoint ? null : event /* next */);
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} else {
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// We could combine the characters.
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return Event.createCommittableEvent(resultingCodePoint, null /* next */);
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return Event.createInputKeypressEvent(resultingCodePoint, event.mKeyCode,
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null /* next */);
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}
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}
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}
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}
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@ -33,61 +33,83 @@ public class Event {
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// but probably a bit too much
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// An event we don't handle in Latin IME, for example pressing Ctrl on a hardware keyboard.
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final public static int EVENT_NOT_HANDLED = 0;
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// A character that is already final, for example pressing an alphabetic character on a
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// hardware qwerty keyboard.
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final public static int EVENT_COMMITTABLE = 1;
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// A dead key, which means a character that should combine with what is coming next. Examples
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// include the "^" character on an azerty keyboard which combines with "e" to make "ê", or
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// AltGr+' on a dvorak international keyboard which combines with "e" to make "é". This is
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// true regardless of the language or combining mode, and should be seen as a property of the
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// key - a dead key followed by another key with which it can combine should be regarded as if
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// the keyboard actually had such a key.
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final public static int EVENT_DEAD = 2;
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// A key press that is part of input, for example pressing an alphabetic character on a
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// hardware qwerty keyboard. It may be part of a sequence that will be re-interpreted later
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// through combination.
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final public static int EVENT_INPUT_KEYPRESS = 1;
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// A toggle event is triggered by a key that affects the previous character. An example would
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// be a numeric key on a 10-key keyboard, which would toggle between 1 - a - b - c with
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// repeated presses.
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final public static int EVENT_TOGGLE = 3;
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final public static int EVENT_TOGGLE = 2;
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// A mode event instructs the combiner to change modes. The canonical example would be the
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// hankaku/zenkaku key on a Japanese keyboard, or even the caps lock key on a qwerty keyboard
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// if handled at the combiner level.
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final public static int EVENT_MODE_KEY = 4;
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final public static int EVENT_MODE_KEY = 3;
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// An event corresponding to a gesture.
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final public static int EVENT_GESTURE = 4;
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final private static int NOT_A_CODE_POINT = 0;
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// 0 is a valid code point, so we use -1 here.
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final public static int NOT_A_CODE_POINT = -1;
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// -1 is a valid key code, so we use 0 here.
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final public static int NOT_A_KEY_CODE = 0;
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final private static int FLAG_NONE = 0;
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// This event is a dead character, usually input by a dead key. Examples include dead-acute
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// or dead-abovering.
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final private static int FLAG_DEAD = 0x1;
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final private int mType; // The type of event - one of the constants above
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// The code point associated with the event, if relevant. This is a unicode code point, and
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// has nothing to do with other representations of the key. It is only relevant if this event
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// is the right type: COMMITTABLE or DEAD or TOGGLE, but for a mode key like hankaku/zenkaku or
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// ctrl, there is no code point associated so this should be NOT_A_CODE_POINT to avoid
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// unintentional use of its value when it's not relevant.
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// is of KEYPRESS type, but for a mode key like hankaku/zenkaku or ctrl, there is no code point
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// associated so this should be NOT_A_CODE_POINT to avoid unintentional use of its value when
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// it's not relevant.
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final public int mCodePoint;
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// The key code associated with the event, if relevant. This is relevant whenever this event
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// has been triggered by a key press, but not for a gesture for example. This has conceptually
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// no link to the code point, although keys that enter a straight code point may often set
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// this to be equal to mCodePoint for convenience. If this is not a key, this must contain
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// NOT_A_KEY_CODE.
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final public int mKeyCode;
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// Some flags that can't go into the key code. It's a bit field of FLAG_*
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final private int mFlags;
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// The next event, if any. Null if there is no next event yet.
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final public Event mNextEvent;
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// This method is private - to create a new event, use one of the create* utility methods.
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private Event(final int type, final int codePoint, final Event next) {
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private Event(final int type, final int codePoint, final int keyCode, final int flags,
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final Event next) {
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mType = type;
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mCodePoint = codePoint;
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mKeyCode = keyCode;
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mFlags = flags;
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mNextEvent = next;
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}
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public static Event createDeadEvent(final int codePoint, final Event next) {
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return new Event(EVENT_DEAD, codePoint, next);
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public static Event createInputKeypressEvent(final int codePoint, final int keyCode,
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final Event next) {
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return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode, FLAG_NONE, next);
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}
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public static Event createCommittableEvent(final int codePoint, final Event next) {
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return new Event(EVENT_COMMITTABLE, codePoint, next);
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// This creates an input event for a dead character. @see {@link #FLAG_DEAD}
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public static Event createDeadEvent(final int codePoint, final int keyCode, final Event next) {
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return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode, FLAG_DEAD, next);
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}
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public static Event createNotHandledEvent() {
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return new Event(EVENT_NOT_HANDLED, NOT_A_CODE_POINT, null);
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}
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public boolean isCommittable() {
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return EVENT_COMMITTABLE == mType;
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return new Event(EVENT_NOT_HANDLED, NOT_A_CODE_POINT, NOT_A_KEY_CODE, FLAG_NONE, null);
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}
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// Returns whether this event is for a dead character. @see {@link #FLAG_DEAD}
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public boolean isDead() {
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return EVENT_DEAD == mType;
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return 0 != (FLAG_DEAD & mFlags);
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}
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// TODO: remove this method - we should not have to test this
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public boolean isCommittable() {
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return EVENT_INPUT_KEYPRESS == mType || EVENT_MODE_KEY == mType || EVENT_TOGGLE == mType;
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}
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}
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@ -47,27 +47,33 @@ public class HardwareKeyboardEventDecoder implements HardwareEventDecoder {
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// the key for 'A' or Space, but also Backspace or Ctrl or Caps Lock.
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final int keyCode = keyEvent.getKeyCode();
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if (KeyEvent.KEYCODE_DEL == keyCode) {
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return Event.createCommittableEvent(Constants.CODE_DELETE, null /* next */);
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return Event.createInputKeypressEvent(Event.NOT_A_CODE_POINT, Constants.CODE_DELETE,
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null /* next */);
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}
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if (keyEvent.isPrintingKey() || KeyEvent.KEYCODE_SPACE == keyCode
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|| KeyEvent.KEYCODE_ENTER == keyCode) {
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if (0 != (codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT)) {
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// A dead key.
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return Event.createDeadEvent(
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codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT_MASK, null /* next */);
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codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT_MASK, keyCode,
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null /* next */);
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}
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if (KeyEvent.KEYCODE_ENTER == keyCode) {
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// The Enter key. If the Shift key is not being pressed, this should send a
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// CODE_ENTER to trigger the action if any, or a carriage return otherwise. If the
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// Shift key is being pressed, this should send a CODE_SHIFT_ENTER and let
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// Latin IME decide what to do with it.
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return Event.createCommittableEvent(keyEvent.isShiftPressed()
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? Constants.CODE_SHIFT_ENTER : Constants.CODE_ENTER,
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null /* next */);
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if (keyEvent.isShiftPressed()) {
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return Event.createInputKeypressEvent(Event.NOT_A_CODE_POINT,
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Constants.CODE_SHIFT_ENTER, null /* next */);
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} else {
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return Event.createInputKeypressEvent(Constants.CODE_ENTER, keyCode,
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null /* next */);
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}
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}
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// If not Enter, then we have a committable character. This should be committed
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// right away, taking into account the current state.
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return Event.createCommittableEvent(codePointAndFlags, null /* next */);
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// If not Enter, then this is just a regular keypress event for a normal character
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// that can be committed right away, taking into account the current state.
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return Event.createInputKeypressEvent(keyCode, codePointAndFlags, null /* next */);
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}
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return Event.createNotHandledEvent();
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}
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