/// <summary> /// Initialize the composer. /// </summary> public static void Init() { KeyboardLeds.StartMonitoring(); KeyboardLayout.CheckForChanges(); m_timeout = new DispatcherTimer(); m_timeout.Tick += (o, e) => ResetSequence(); }
/// <summary> /// Get input from the keyboard hook; return true if the key was handled /// and needs to be removed from the input chain. /// </summary> public static bool OnKey(WM ev, VK vk, SC sc, LLKHF flags) { // Remember when the user touched a key for the last time m_last_key_time = DateTime.Now; // We need to check the keyboard layout before we save the dead // key, otherwise we may be saving garbage. KeyboardLayout.CheckForChanges(); KeyboardLayout.SaveDeadKey(); bool ret = OnKeyInternal(ev, vk, sc, flags); KeyboardLayout.RestoreDeadKey(); return(ret); }
/// <summary> /// Get input from the keyboard hook; return true if the key was handled /// and needs to be removed from the input chain. /// </summary> public static bool OnKey(WM ev, VK vk, SC sc, LLKHF flags) { // Remember when the user touched a key for the last time m_last_key_time = DateTime.Now; // Do nothing if we are disabled; NOTE: this disables stats, too if (Settings.Disabled.Value) { return(false); } // We need to check the keyboard layout before we save the dead // key, otherwise we may be saving garbage. KeyboardLayout.CheckForChanges(); KeyboardLayout.SaveDeadKey(); bool ret = OnKeyInternal(ev, vk, sc, flags); KeyboardLayout.RestoreDeadKey(); return(ret); }
/// <summary> /// Initialize the composer. /// </summary> public static void Init() { StartMonitoringKeyboardLeds(); KeyboardLayout.CheckForChanges(); }
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); // 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.ToString()[0] > 0x7f) { string str_upper = alt_key.ToString().ToUpper(); string str_lower = alt_key.ToString().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_keydown) { Captured.Invoke(key); } return(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; } // 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) { return(false); } // Sanity check in case the configuration changed between two // key events. if (m_current_compose_key.VirtualKey != VK.NONE && !Settings.ComposeKeys.Value.Contains(m_current_compose_key)) { CurrentState = State.Idle; m_current_compose_key = new Key(VK.NONE); } // 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 == m_current_compose_key) { bool compose_key_was_altgr = m_compose_key_is_altgr; Key old_compose_key = m_current_compose_key; CurrentState = State.Idle; m_current_compose_key = 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; } return(false); } // If this is the compose key and we’re idle, enter Sequence mode if (is_keydown && Settings.ComposeKeys.Value.Contains(key) && m_compose_counter == 0 && CurrentState == State.Idle) { CurrentState = State.Sequence; m_current_compose_key = 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.ResetDelay.Value > 0) { m_timeout.Change(TimeSpan.FromMilliseconds(Settings.ResetDelay.Value), NEVER); } 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 == m_current_compose_key && 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); 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. Log.Debug("Forwarding {0} “{1}” to system (state: {2})", is_keydown ? "⭝" : "⭜", key.FriendlyName, m_state); return(false); } // // From this point we know we are composing // // 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(m_current_compose_key.VirtualKey); } CurrentState = State.KeyCombination; Log.Debug("KeyCombination started (state: {0})", m_state); return(false); } } // If this is the compose key again, use our custom virtual key // FIXME: we don’t properly support compose keys that also normally // print stuff, such as `. if (key == m_current_compose_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 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()) { Log.Debug("Forwarding unusable {0} “{1}” to system (state: {2})", is_keydown ? "⭝" : "⭜", key.FriendlyName, m_state); 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 (add_to_sequence) { Log.Debug("Adding to sequence: {0}", key.FriendlyName); return(AddToSequence(key)); } return(true); }