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koreader/frontend/ui/inputevent.lua

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require "ui/event"
require "ui/device"
require "settings"
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-- constants from <linux/input.h>
EV_SYN = 0
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EV_KEY = 1
EV_ABS = 3
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-- Synchronization events (SYN.code).
SYN_REPORT = 0
SYN_CONFIG = 1
SYN_MT_REPORT = 2
-- For multi-touch events (ABS.code).
ABS_MT_SLOT = 47
ABS_MT_POSITION_X = 53
ABS_MT_POSITION_Y = 54
ABS_MT_TRACKING_ID = 57
ABS_MT_PRESSURE = 58
-- key press event values (KEY.value)
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EVENT_VALUE_KEY_PRESS = 1
EVENT_VALUE_KEY_REPEAT = 2
EVENT_VALUE_KEY_RELEASE = 0
--[[
an interface for key presses
]]
Key = {}
function Key:new(key, modifiers)
local o = { key = key, modifiers = modifiers }
-- we're a hash map, too
o[key] = true
for mod, pressed in pairs(modifiers) do
if pressed then
o[mod] = true
end
end
setmetatable(o, self)
self.__index = self
return o
end
function Key:__tostring()
return table.concat(self:getSequence(), "-")
end
--[[
get a sequence that can be matched against later
use this to let the user press a sequence and then
store this as configuration data (configurable
shortcuts)
]]
function Key:getSequence()
local seq = {}
for mod, pressed in pairs(self.modifiers) do
if pressed then
table.insert(seq, mod)
end
end
table.insert(seq, self.key)
end
--[[
this will match a key against a sequence
the sequence should be a table of key names that
must be pressed together to match.
if an entry in this table is itself a table, at
least one key in this table must match.
E.g.:
Key:match({ "Alt", "K" }) -- match Alt-K
Key:match({ "Alt", { "K", "L" }}) -- match Alt-K _or_ Alt-L
]]
function Key:match(sequence)
local mod_keys = {} -- a hash table for checked modifiers
for _, key in ipairs(sequence) do
if type(key) == "table" then
local found = false
for _, variant in ipairs(key) do
if self[variant] then
found = true
break
end
end
if not found then
-- one of the needed keys is not pressed
return false
end
elseif not self[key] then
-- needed key not pressed
return false
elseif self.modifiers[key] ~= nil then
-- checked key is a modifier key
mod_keys[key] = true
end
end
for mod, pressed in pairs(self.modifiers) do
if pressed and not mod_keys[mod] then
-- additional modifier keys are pressed, don't match
return false
end
end
return true
end
--[[
an interface to get input events
]]
Input = {
event_map = {
[2] = "1", [3] = "2", [4] = "3", [5] = "4", [6] = "5", [7] = "6", [8] = "7", [9] = "8", [10] = "9", [11] = "0",
[16] = "Q", [17] = "W", [18] = "E", [19] = "R", [20] = "T", [21] = "Y", [22] = "U", [23] = "I", [24] = "O", [25] = "P",
[30] = "A", [31] = "S", [32] = "D", [33] = "F", [34] = "G", [35] = "H", [36] = "J", [37] = "K", [38] = "L", [14] = "Del",
[44] = "Z", [45] = "X", [46] = "C", [47] = "V", [48] = "B", [49] = "N", [50] = "M", [52] = ".", [53] = "/", -- only KDX
[28] = "Enter",
[29] = "ScreenKB", -- K[4]
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[42] = "Shift",
[56] = "Alt",
[57] = " ",
[90] = "AA", -- KDX
[91] = "Back", -- KDX
[92] = "Press", -- KDX
[94] = "Sym", -- KDX
[98] = "Home", -- KDX
[102] = "Home", -- K[3] & k[4]
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[104] = "LPgBack", -- K[3] only
[103] = "Up", -- K[3] & k[4]
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[105] = "Left",
[106] = "Right",
[108] = "Down", -- K[3] & k[4]
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[109] = "RPgBack",
[114] = "VMinus",
[115] = "VPlus",
[122] = "Up", -- KDX
[123] = "Down", -- KDX
[124] = "RPgFwd", -- KDX
[126] = "Sym", -- K[3]
[139] = "Menu",
[158] = "Back", -- K[3] & K[4]
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[190] = "AA", -- K[3]
[191] = "RPgFwd", -- K[3] & k[4]
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[193] = "LPgFwd", -- K[3] only
[194] = "Press", -- K[3] & k[4]
[10000] = "IntoSS", -- go into screen saver
[10001] = "OutOfSS", -- go out of screen saver
[10020] = "Charging",
[10021] = "NotCharging",
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},
sdl_event_map = {
[10] = "1", [11] = "2", [12] = "3", [13] = "4", [14] = "5", [15] = "6", [16] = "7", [17] = "8", [18] = "9", [19] = "0",
[24] = "Q", [25] = "W", [26] = "E", [27] = "R", [28] = "T", [29] = "Y", [30] = "U", [31] = "I", [32] = "O", [33] = "P",
[38] = "A", [39] = "S", [40] = "D", [41] = "F", [42] = "G", [43] = "H", [44] = "J", [45] = "K", [46] = "L",
[52] = "Z", [53] = "X", [54] = "C", [55] = "V", [56] = "B", [57] = "N", [58] = "M",
[22] = "Back", -- Backspace
[36] = "Enter", -- Enter
[50] = "Shift", -- left shift
[60] = ".",
[61] = "/",
[62] = "Sym", -- right shift key
[64] = "Alt", -- left alt
[65] = " ", -- Spacebar
[67] = "Menu", -- F[1]
[72] = "LPgBack", -- F[6]
[73] = "LPgFwd", -- F[7]
[95] = "VPlus", -- F[11]
[96] = "VMinus", -- F[12]
[105] = "AA", -- right alt key
[110] = "Home", -- Home
[111] = "Up", -- arrow up
[112] = "RPgBack", -- normal PageUp
[113] = "Left", -- arrow left
[114] = "Right", -- arrow right
[115] = "Press", -- End (above arrows)
[116] = "Down", -- arrow down
[117] = "RPgFwd", -- normal PageDown
[119] = "Del", -- Delete
},
rotation = 0,
rotation_map = {
[0] = {},
[1] = { Up = "Right", Right = "Down", Down = "Left", Left = "Up" },
[2] = { Up = "Down", Right = "Left", Down = "Up", Left = "Right" },
[3] = { Up = "Left", Right = "Up", Down = "Right", Left = "Down" }
},
modifiers = {
Alt = false,
Shift = false
},
-- these groups are just helpers:
group = {
Cursor = { "Up", "Down", "Left", "Right" },
PgFwd = { "RPgFwd", "LPgFwd" },
PgBack = { "RPgBack", "LPgBack" },
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Alphabet = {
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
},
AlphaNumeric = {
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
},
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Numeric = {
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9"
},
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Text = {
" ", ".", "/",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"
},
Any = {
" ", ".", "/",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9",
"A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M",
"N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
"Up", "Down", "Left", "Right", "Press",
"Back", "Enter", "Sym", "AA", "Menu", "Home", "Del",
"LPgBack", "RPgBack", "LPgFwd", "RPgFwd"
}
},
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}
function Input:init()
if util.isEmulated()==1 then
-- dummy call that will initialize SDL input handling
input.open("")
-- SDL key codes
self.event_map = self.sdl_event_map
else
input.open("fake_events")
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local dev_mod = Device:getModel()
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input.open("/dev/input/event0")
if dev_mod ~= "KindlePaperWhite" then
-- we don't have event1 in KindlePaperWhite
input.open("/dev/input/event1")
elseif dev_mod == "KindlePaperWhite" then
print("Auto-detected Kindle PaperWhite")
elseif dev_mod == "Kindle4" then
print("Auto-detected Kindle 4")
self:adjustKindle4EventMap()
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elseif dev_mod == "Kindle3" then
input.open("/dev/input/event2")
print("Auto-detected Kindle 3")
elseif dev_mod == "KindleDXG" then
print("Auto-detected Kindle DXG")
elseif dev_mod == "Kindle2" then
print("Auto-detected Kindle 2")
else
print("Not supported device model!")
os.exit(-1)
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end
end
end
function Input:adjustKindle4EventMap()
self.event_map[193] = "LPgBack"
self.event_map[104] = "LPgFwd"
end
function Input:waitEvent(timeout_us, timeout_s)
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-- wrapper for input.waitForEvents that will retry for some cases
local ok, ev
while true do
ok, ev = pcall(input.waitForEvent, timeout_us, timeout_s)
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if ok then
break
end
if ev == "Waiting for input failed: timeout\n" then
-- don't report an error on timeout
ev = nil
break
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elseif ev == "application forced to quit" then
os.exit(0)
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end
DEBUG("got error waiting for events:", ev)
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if ev ~= "Waiting for input failed: 4\n" then
-- we abort if the error is not EINTR
break
end
end
if ok and ev then
if ev.type == EV_KEY then
local keycode = self.event_map[ev.code]
if not keycode then
-- do not handle keypress for keys we don't know
return
end
-- take device rotation into account
if self.rotation_map[self.rotation][keycode] then
keycode = self.rotation_map[self.rotation][keycode]
end
if keycode == "IntoSS" then
Device:intoScreenSaver()
return
elseif keycode == "OutOfSS" then
Device:outofScreenSaver()
return
elseif keycode == "Charging" then
Device:usbPlugIn()
return
elseif keycode == "NotCharging" then
Device:usbPlugOut()
return
end
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-- handle modifier keys
if self.modifiers[keycode] ~= nil then
if ev.value == EVENT_VALUE_KEY_PRESS then
self.modifiers[keycode] = true
elseif ev.value == EVENT_VALUE_KEY_RELEASE then
self.modifiers[keycode] = false
end
return
end
local key = Key:new(keycode, self.modifiers)
if ev.value == EVENT_VALUE_KEY_PRESS then
return Event:new("KeyPress", key)
elseif ev.value == EVENT_VALUE_KEY_RELEASE then
return Event:new("KeyRelease", key)
end
elseif ev.type == EV_ABS then
if ev.code == ABS_MT_SLOT then
DEBUG("MT_SLOT:", ev.value)
elseif ev.code == ABS_MT_TRACKING_ID then
DEBUG("MT_TRACK_ID:", ev.value)
elseif ev.code == ABS_MT_POSITION_X then
DEBUG("MT_X:", ev.value)
elseif ev.code == ABS_MT_POSITION_Y then
DEBUG("MT_Y:", ev.value)
else
DEBUG("unknown touch event!", ev)
return Event:new("UnkonwnTouchEvent", ev)
end
elseif ev.type == EV_SYN then
if ev.code == SYN_REPORT then
DEBUG("SYN REPORT")
elseif ev.code == SYN_MT_REPORT then
DEBUG("SYN MT_REPORT")
elseif ev.code == SYN_CONFIG then
DEBUG("SYN CONFIG")
else
DEBUG(ev)
end
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else
-- some other kind of event that we do not know yet
return Event:new("GenericInput", ev)
end
elseif not ok and ev then
return Event:new("InputError", ev)
end
end
--[[
helper function for formatting sequence definitions for output
]]
function Input:sequenceToString(sequence)
local modifiers = {}
local keystring = {"",""} -- first entries reserved for modifier specification
for _, key in ipairs(sequence) do
if type(key) == "table" then
local alternatives = {}
for _, alternative in ipairs(key) do
table.insert(alternatives, alternative)
end
table.insert(keystring, "{")
table.insert(keystring, table.concat(alternatives, "|"))
table.insert(keystring, "}")
elseif self.modifiers[key] ~= nil then
table.insert(modifiers, key)
else
table.insert(keystring, key)
end
end
if #modifiers then
keystring[1] = table.concat(modifiers, "-")
keystring[2] = "-"
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end
return table.concat(keystring)
end