/// <summary> /// Add a key to the sequence currently being built. If necessary, output /// the finished sequence or trigger actions for invalid sequences. /// </summary> private static bool AddToSequence(Key key) { KeySequence old_sequence = new KeySequence(m_sequence); m_sequence.Add(key); // We try the following, in this order: // 1. if m_sequence + key is a valid prefix, it means the user // could type other characters to build a longer sequence, // so just append key to m_sequence. // 2. if m_sequence + key is a valid sequence, we can't go further, // we append key to m_sequence and output the result. // 3. if m_sequence is a valid sequence, the user didn't type a // valid key, so output the m_sequence result _and_ process key. // 4. (optionally) try again 1. 2. and 3. ignoring case. // 5. none of the characters make sense, output all of them as if // the user didn't press Compose. foreach (bool ignore_case in Settings.CaseInsensitive.Value ? new bool[] { false, true } : new bool[] { false }) { if (Settings.IsValidPrefix(m_sequence, ignore_case)) { // Still a valid prefix, continue building sequence return(true); } if (Settings.IsValidSequence(m_sequence, ignore_case)) { string tosend = Settings.GetSequenceResult(m_sequence, ignore_case); Stats.AddSequence(m_sequence); ResetSequence(); SendString(tosend); return(true); } // Some code duplication with the above block, but this way // what we are doing is more clear. if (Settings.IsValidSequence(old_sequence, ignore_case)) { string tosend = Settings.GetSequenceResult(old_sequence, ignore_case); Stats.AddSequence(old_sequence); ResetSequence(); SendString(tosend); return(false); } } // Unknown characters for sequence, print them if necessary if (!Settings.DiscardOnInvalid.Value) { foreach (Key k in m_sequence) { // FIXME: what if the key is e.g. left arrow? if (k.IsPrintable()) { SendString(k.ToString()); } } } if (Settings.BeepOnInvalid.Value) { SystemSounds.Beep.Play(); } ResetSequence(); return(true); }
/// <summary> /// Add a key to the sequence currently being built. If necessary, output /// the finished sequence or trigger actions for invalid sequences. /// </summary> private static bool AddToSequence(Key key) { KeySequence old_sequence = new KeySequence(m_sequence); m_sequence.Add(key); // We try the following, in this order: // 1. if m_sequence + key is a valid sequence, we don't go further, // we append key to m_sequence and output the result. // 2. if m_sequence + key is a valid prefix, it means the user // could type other characters to build a longer sequence, // so just append key to m_sequence. // 3. if m_sequence + key is a valid generic prefix, continue as well. // 4. if m_sequence + key is a valid sequence, send it. // 5. (optionally) try again 1. and 2. ignoring case. // 6. none of the characters make sense, output all of them as if // the user didn't press Compose. foreach (bool ignore_case in Settings.CaseInsensitive.Value ? new bool[] { false, true } : new bool[] { false }) { if (Settings.IsValidSequence(m_sequence, ignore_case)) { string tosend = Settings.GetSequenceResult(m_sequence, ignore_case); SendString(tosend); Log.Debug("Valid sequence! Sent “{0}”", tosend); Stats.AddSequence(m_sequence); ResetSequence(); return(true); } if (Settings.IsValidPrefix(m_sequence, ignore_case)) { // Still a valid prefix, continue building sequence return(true); } if (!ignore_case) { if (Settings.IsValidGenericPrefix(m_sequence)) { return(true); } if (Settings.GetGenericSequenceResult(m_sequence, out var tosend)) { SendString(tosend); Log.Debug("Valid generic sequence! Sent “{0}”", tosend); Stats.AddSequence(m_sequence); ResetSequence(); return(true); } } // Try to swap characters if the corresponding option is set if (m_sequence.Count == 2 && Settings.SwapOnInvalid.Value) { var other_sequence = new KeySequence() { m_sequence[1], m_sequence[0] }; if (Settings.IsValidSequence(other_sequence, ignore_case)) { string tosend = Settings.GetSequenceResult(other_sequence, ignore_case); SendString(tosend); Log.Debug("Found swapped sequence! Sent “{0}”", tosend); Stats.AddSequence(other_sequence); ResetSequence(); return(true); } } } // FIXME: At this point we know the key can’t be part of a valid // sequence, but this should not be a hard error if the key is a // modifier key. OnInvalidSequence(); return(true); }
private static bool OnKeyInternal(WM ev, VK vk, SC sc, LLKHF flags) { //CheckKeyboardLayout(); bool is_keydown = (ev == WM.KEYDOWN || ev == WM.SYSKEYDOWN); bool is_keyup = !is_keydown; bool is_capslock_hack = false; bool has_shift = (NativeMethods.GetKeyState(VK.SHIFT) & 0x80) != 0; bool has_altgr = (NativeMethods.GetKeyState(VK.LCONTROL) & NativeMethods.GetKeyState(VK.RMENU) & 0x80) != 0; bool has_lrshift = (NativeMethods.GetKeyState(VK.LSHIFT) & NativeMethods.GetKeyState(VK.RSHIFT) & 0x80) != 0; bool has_capslock = NativeMethods.GetKeyState(VK.CAPITAL) != 0; // Guess what the system would print if we weren’t interfering. If // a printable representation exists, use that. Otherwise, default // to its virtual key code. Key key = VkToKey(vk, sc, flags, has_shift, has_altgr, has_capslock); // If Caps Lock is on, and the Caps Lock hack is enabled, we check // whether this key without Caps Lock gives a non-ASCII alphabetical // character. If so, we replace “result” with the lowercase or // uppercase variant of that character. if (has_capslock && Settings.CapsLockCapitalizes.Value) { Key alt_key = VkToKey(vk, sc, flags, has_shift, has_altgr, false); if (alt_key.IsPrintable() && alt_key.ToString()[0] > 0x7f) { string str_upper = alt_key.ToString().ToUpper(); string str_lower = alt_key.ToString().ToLower(); if (str_upper != str_lower) { key = new Key(has_shift ? str_lower : str_upper); is_capslock_hack = true; } } } // Update statistics if (is_keydown) { // Update single key statistics Stats.AddKey(key); // Update key pair statistics if applicable if (DateTime.Now < m_last_key_time.AddMilliseconds(2000) && m_last_key != null) { Stats.AddPair(m_last_key, key); } // Remember when we pressed a key for the last time m_last_key_time = DateTime.Now; m_last_key = key; } // FIXME: we don’t properly support compose keys that also normally // print stuff, such as `. if (key == Settings.ComposeKey.Value) { // If we receive a keyup for the compose key while in emulation // mode, we’re done. Send a KeyUp event and exit emulation mode. if (is_keyup && CurrentState == State.Combination) { Log.Debug("Combination Off"); CurrentState = State.Idle; m_compose_down = false; // If relevant, send an additional KeyUp for the opposite // key; experience indicates that it helps unstick some // applications such as mintty.exe. switch (Settings.ComposeKey.Value.VirtualKey) { case VK.LMENU: SendKeyUp(VK.RMENU); break; case VK.RMENU: SendKeyUp(VK.LMENU); break; case VK.LSHIFT: SendKeyUp(VK.RSHIFT); break; case VK.RSHIFT: SendKeyUp(VK.LSHIFT); break; case VK.LCONTROL: SendKeyUp(VK.RCONTROL); break; case VK.RCONTROL: SendKeyUp(VK.LCONTROL); break; } return(false); } if (is_keydown && !m_compose_down) { // FIXME: we don't want compose + compose to disable composing, // since there are compose sequences that use Multi_key. switch (CurrentState) { case State.Sequence: // FIXME: also, if a sequence was in progress, print it! CurrentState = State.Idle; m_sequence.Clear(); break; case State.Idle: CurrentState = State.Sequence; // Lauch the sequence reset expiration thread // FIXME: do we need to launch a new thread each time the // compose key is pressed? Let's have a dormant thread instead if (Settings.ResetDelay.Value > 0) { new Thread(() => { while (CurrentState == State.Sequence && DateTime.Now < m_last_key_time.AddMilliseconds(Settings.ResetDelay.Value)) { Thread.Sleep(50); } ResetSequence(); }).Start(); } break; } Log.Debug("{0} Composing", IsComposing() ? "Now" : "No Longer"); } m_compose_down = is_keydown; return(true); } // Feature: emulate capslock key with both shift keys, and optionally // disable capslock using only one shift key. if (key.VirtualKey == VK.LSHIFT || key.VirtualKey == VK.RSHIFT) { if (is_keyup && has_lrshift && Settings.EmulateCapsLock.Value) { SendKeyPress(VK.CAPITAL); return(false); } if (is_keydown && has_capslock && Settings.ShiftDisablesCapsLock.Value) { SendKeyPress(VK.CAPITAL); return(false); } } // If we are not currently composing a sequence, do nothing unless // one of our hacks forces us to send the key as a string (for // instance the Caps Lock capitalisation feature). if (CurrentState != State.Sequence) { if (is_capslock_hack && is_keydown) { SendString(key.ToString()); return(true); } // If this was a dead key, it will be completely ignored. But // it’s okay since we stored it. return(false); } // If the compose key is down and the user pressed a new key, maybe // they want to do a key combination instead of composing, such as // Alt+Tab or Windows+Up. So we abort composing and send the KeyDown // event for the Compose key that we previously discarded. // // Never do this if the event is KeyUp. // Never do this if we already started a sequence // Never do this if the key is a modifier key such as shift or alt. if (m_compose_down && is_keydown && m_sequence.Count == 0 && !key.IsModifier() && (Settings.KeepOriginalKey.Value || !key.IsUsable())) { Log.Debug("Combination On"); ResetSequence(); SendKeyDown(Settings.ComposeKey.Value.VirtualKey); CurrentState = State.Combination; return(false); } // If the key can't be used in a sequence, just ignore it. if (!key.IsUsable()) { return(false); } // If we reached this point, everything else ignored this key, so it // is a key we must add to the current sequence. if (is_keydown) { Log.Debug("Adding To Sequence: {0}", key.FriendlyName); return(AddToSequence(key)); } return(true); }
private static bool OnKeyInternal(WM ev, VK vk, SC sc, LLKHF flags) { bool is_keydown = (ev == WM.KEYDOWN || ev == WM.SYSKEYDOWN); bool is_keyup = !is_keydown; bool add_to_sequence = is_keydown; bool is_capslock_hack = false; bool has_shift = (NativeMethods.GetKeyState(VK.SHIFT) & 0x80) != 0; bool has_altgr = (NativeMethods.GetKeyState(VK.LCONTROL) & NativeMethods.GetKeyState(VK.RMENU) & 0x80) != 0; bool has_lrshift = (NativeMethods.GetKeyState(VK.LSHIFT) & NativeMethods.GetKeyState(VK.RSHIFT) & 0x80) != 0; bool has_capslock = NativeMethods.GetKeyState(VK.CAPITAL) != 0; // Guess what the system would print if we weren’t interfering. If // a printable representation exists, use that. Otherwise, default // to its virtual key code. Key key = KeyboardLayout.VkToKey(vk, sc, flags, has_shift, has_altgr, has_capslock); // Special handling of Left Control on keyboards with AltGr if (KeyboardLayout.HasAltGr && key.VirtualKey == VK.LCONTROL) { bool is_altgr = false; // If this is a key down event with LLKHF_ALTDOWN but no Alt key // is down, it is actually AltGr. is_altgr |= is_keydown && (flags & LLKHF.ALTDOWN) != 0 && ((NativeMethods.GetKeyState(VK.LMENU) | NativeMethods.GetKeyState(VK.RMENU)) & 0x80) == 0; // If this is a key up event but Left Control is not down, it is // actually AltGr. is_altgr |= is_keyup && m_control_down_was_altgr; m_control_down_was_altgr = is_altgr && is_keydown; if (is_altgr) { // Eat the key if one of our compose keys is AltGr if (Settings.ComposeKeys.Value.Contains(new Key(VK.RMENU))) { goto exit_discard_key; } // Otherwise the keypress is not for us, ignore it goto exit_forward_key; } } // If Caps Lock is on, and the Caps Lock hack is enabled, we check // whether this key without Caps Lock gives a non-ASCII alphabetical // character. If so, we replace “result” with the lowercase or // uppercase variant of that character. if (has_capslock && Settings.CapsLockCapitalizes.Value) { Key alt_key = KeyboardLayout.VkToKey(vk, sc, flags, has_shift, has_altgr, false); if (alt_key.IsPrintable && alt_key.PrintableResult[0] > 0x7f) { string str_upper = alt_key.PrintableResult.ToUpper(); string str_lower = alt_key.PrintableResult.ToLower(); // Hack for German keyboards: it seems that ToUpper() does // not properly change ß into ẞ. if (str_lower == "ß") { str_upper = "ẞ"; } if (str_upper != str_lower) { key = new Key(has_shift ? str_lower : str_upper); is_capslock_hack = true; } } } // If we are being used to capture a key, send the resulting key. if (Captured != null) { if (is_keyup) { Captured.Invoke(key); } goto exit_discard_key; } // Update statistics if (is_keydown) { // Update single key statistics Stats.AddKey(key); // Update key pair statistics if applicable if (DateTime.Now < m_last_key_time.AddMilliseconds(2000) && m_last_key != null) { Stats.AddPair(m_last_key, key); } // Remember when we pressed a key for the last time m_last_key_time = DateTime.Now; m_last_key = key; } // If the special Synergy window has focus, we’re actually sending // keystrokes to another computer; disable WinCompose. Same if it is // a Cygwin X window. if (KeyboardLayout.Window.IsOtherDesktop) { goto exit_forward_key; } // Sanity check in case the configuration changed between two // key events. if (CurrentComposeKey.VirtualKey != VK.NONE && !Settings.ComposeKeys.Value.Contains(CurrentComposeKey)) { CurrentState = State.Idle; CurrentComposeKey = new Key(VK.NONE); } // Magic sequence handling. If the exact sequence is typed, we // enter compose state. if (m_magic_pos < m_magic_sequence.Count && m_magic_sequence[m_magic_pos].Key == key.VirtualKey && m_magic_sequence[m_magic_pos].Value == is_keydown) { ++m_magic_pos; Log.Debug($"Magic key {m_magic_pos}/{m_magic_sequence.Count}"); if (CurrentState == State.Idle && m_magic_pos == m_magic_sequence.Count) { CurrentState = State.Sequence; CurrentComposeKey = new Key(VK.NONE); Log.Debug($"Magic sequence entered (state: {m_state})"); m_magic_pos = 0; goto exit_forward_key; } } else { m_magic_pos = 0; } // If we receive a keyup for the compose key while in emulation // mode, we’re done. Send a KeyUp event and exit emulation mode. if (is_keyup && CurrentState == State.KeyCombination && key == CurrentComposeKey) { bool compose_key_was_altgr = m_compose_key_is_altgr; Key old_compose_key = CurrentComposeKey; CurrentState = State.Idle; CurrentComposeKey = new Key(VK.NONE); m_compose_key_is_altgr = false; m_compose_counter = 0; Log.Debug("KeyCombination ended (state: {0})", m_state); // If relevant, send an additional KeyUp for the opposite // key; experience indicates that it helps unstick some // applications such as mintty.exe. switch (old_compose_key.VirtualKey) { case VK.LMENU: SendKeyUp(VK.RMENU); break; case VK.RMENU: SendKeyUp(VK.LMENU); // If keyup is RMENU and we have AltGr on this // keyboard layout, send LCONTROL up too. if (compose_key_was_altgr) { SendKeyUp(VK.LCONTROL); } break; case VK.LSHIFT: SendKeyUp(VK.RSHIFT); break; case VK.RSHIFT: SendKeyUp(VK.LSHIFT); break; case VK.LCONTROL: SendKeyUp(VK.RCONTROL); break; case VK.RCONTROL: SendKeyUp(VK.LCONTROL); break; } goto exit_forward_key; } // If this is the compose key and we’re idle, enter Sequence mode if (m_compose_counter == 0 && CurrentState == State.Idle && is_keydown && Settings.ComposeKeys.Value.Contains(key)) { CurrentState = State.Sequence; CurrentComposeKey = key; m_compose_key_is_altgr = key.VirtualKey == VK.RMENU && KeyboardLayout.HasAltGr; ++m_compose_counter; Log.Debug("Now composing (state: {0}) (altgr: {1})", m_state, m_compose_key_is_altgr); // Lauch the sequence reset expiration timer if (Settings.ResetTimeout.Value > 0) { m_timeout.Interval = TimeSpan.FromMilliseconds(Settings.ResetTimeout.Value); m_timeout.Start(); } return(true); } // If this is a compose key KeyDown event and it’s already down, or it’s // a KeyUp and it’s already up, eat this event without forwarding it. if (key == CurrentComposeKey && is_keydown == ((m_compose_counter & 1) != 0)) { return(true); } // Escape and backspace cancel the current sequence if (is_keydown && CurrentState == State.Sequence && (key.VirtualKey == VK.ESCAPE || key.VirtualKey == VK.BACK)) { // FIXME: if a sequence was in progress, maybe print it! ResetSequence(); Log.Debug("No longer composing (state: {0})", m_state); return(true); } // Feature: emulate capslock key with both shift keys, and optionally // disable capslock using only one shift key. if (key.VirtualKey == VK.LSHIFT || key.VirtualKey == VK.RSHIFT) { if (is_keyup && has_lrshift && Settings.EmulateCapsLock.Value) { SendKeyPress(VK.CAPITAL); goto exit_forward_key; } if (is_keydown && has_capslock && Settings.ShiftDisablesCapsLock.Value) { SendKeyPress(VK.CAPITAL); goto exit_forward_key; } } // If we are not currently composing a sequence, do nothing unless // one of our hacks forces us to send the key as a string (for // instance the Caps Lock capitalisation feature). if (CurrentState != State.Sequence) { if (is_capslock_hack && is_keydown) { SendString(key.PrintableResult); return(true); } // If this was a dead key, it will be completely ignored. But // it’s okay since we stored it. goto exit_forward_key; } // // From this point we know we are composing // if (m_timeout.IsEnabled) { // Extend the expiration timer due date m_timeout.Stop(); m_timeout.Start(); } // If this is the compose key again, replace its value with our custom // virtual key. // FIXME: we don’t properly support compose keys that also normally // print stuff, such as `. if (key == CurrentComposeKey || (Settings.AlwaysCompose.Value && Settings.ComposeKeys.Value.Contains(key))) { ++m_compose_counter; key = new Key(VK.COMPOSE); // If the compose key is AltGr, we only add it to the sequence when // it’s a KeyUp event, otherwise we may be adding Multi_key to the // sequence while the user actually wants to enter an AltGr char. if (m_compose_key_is_altgr && m_compose_counter > 2) { add_to_sequence = is_keyup; } } // If the compose key is down and the user pressed a new key, maybe // instead of composing they want to do a key combination, such as // Alt+Tab or Windows+Up. So we abort composing and send the KeyDown // event for the Compose key that we previously discarded. The same // goes for characters that need AltGr when AltGr is the compose key. // // Never do this if the event is KeyUp. // Never do this if we already started a sequence // Never do this if the key is a modifier key such as shift or alt. if (m_compose_counter == 1 && is_keydown && m_sequence.Count == 0 && !key.IsModifier) { bool keep_original = Settings.KeepOriginalKey.Value; bool key_unusable = !key.IsUsable; bool altgr_combination = m_compose_key_is_altgr && KeyboardLayout.KeyToAltGrVariant(key) != null; if (keep_original || key_unusable || altgr_combination) { bool compose_key_was_altgr = m_compose_key_is_altgr; ResetSequence(); if (compose_key_was_altgr) { // It’s necessary to use KEYEVENTF_EXTENDEDKEY otherwise the system // does not understand that we’re sending AltGr. SendKeyDown(VK.LCONTROL); SendKeyDown(VK.RMENU, KEYEVENTF.EXTENDEDKEY); } else { SendKeyDown(CurrentComposeKey.VirtualKey); } CurrentState = State.KeyCombination; Log.Debug("KeyCombination started (state: {0})", m_state); goto exit_forward_key; } } // If the compose key is AltGr and it’s down, check whether the current // key needs translating. if (m_compose_key_is_altgr && (m_compose_counter & 1) != 0) { Key altgr_variant = KeyboardLayout.KeyToAltGrVariant(key); if (altgr_variant != null) { key = altgr_variant; // Do as if we already released Compose, otherwise the next KeyUp // event will cause VK.COMPOSE to be added to the sequence… ++m_compose_counter; } } // If the key can't be used in a sequence, just ignore it. if (!key.IsUsable) { goto exit_forward_key; } // If we reached this point, everything else ignored this key, so it // is a key we should add to the current sequence. if (add_to_sequence) { Log.Debug("Adding to sequence: “{0}”", key.FriendlyName); return(AddToSequence(key)); } exit_discard_key: return(true); exit_forward_key: Log.Debug("Forwarding {0} “{1}” to system (state: {2})", is_keydown ? "⭝" : "⭜", key.FriendlyName, m_state); return(false); }