dillon@cory.Berkeley.EDU (02/11/88)
[This is Bryce Nesbitt, posting via remote-control] ---------------------------------------------------------------------------- Technical Note #8 All about keymaps and getting input from the keyboard SUMMARY $ 8/0 All about keymaps and getting input from the keyboard $ release $ 29-Jan-88 Bryce Nesbitt / TVD $ RAWKEY, VANILLAKEY, setmap, keymap, international, DeadKeyConvert() $ See Also: AmigaMail July/August 1987, AmigaLine #9 There are at least 16 different keyboard configurations for the Amiga. If your application expects to work on all of these, it must handle the keyboard properly. Complete, working examples are included. ---------------------------------------------------------------------------- RAWKEY If your program processes Intuition RAWKEY messages, it is only half baked! Raw key codes give physical positions; they do not imply *anything* about what might be marked on the top of the key. There are a *least* 16 different keyboard configurations available for the Amiga. RAWKEY messages are ok to use directly for positional control (say, up, down, left, and right controls for a game). They are not acceptable for entering *any* sort of text. RAWKEY messages must be converted with the DeadKeyConvert() function. A tutorial is provided. VANILLAKEY If you don't want the hassle of RAWKEYS, just change "RAWKEY" to "VANILLAKEY" in your program. The keys will come through already cooked. The disadvantage is you only get the keys that map to a single character. This eliminates the function, help, and cursor keys. CONSOLE DEVICE, CON:, RAW:, CLI, String Gadgets The console device, CON:, RAW:, CLI, and String Gadgets all provide automatic keymap conversion. Nothing else needed. DEAD KEYS Dead keys are a feature of V.2 Kickstart. They are used to add accents to letters. To try this out, click into a CLI. Press and release "ALT K". Now press a letter key such as "a". It should come out with an umlaut. This is an automatic feature of the keymap conversion process. Be sure to test to see if accented characters work in your application. CUSTOM KEYMAPS If you wish to build a custom keymap, example source code is provided In AmigaLine #9. This must be put in the "devs:keymaps" drawer, and activated with "SetMap". If your program needs to change a keymap during execution, it must copy the current map, modifiy it, then use the modification. THE NEW MACHINES The A500 and A2000 machines add 5 extra keys to the keyboard. What's on top of these keys depends on what country the machine is sold in. For the United States the "usa1" keymap knows about the extra keys. "usa2" provides the same features with a DVORAK layout. As of V1.2, Kickstart itself had not been updated to know about the keys, or to return the "NUMERICPAD" quailifer when they are pressed. DISTRIBUTION DISKS If you distribute a bootable Workbench disk, it should contain the "SetMap" program and the "devs:keymaps" drawer. This allows a person to set up the keymaps to match their keyboard. Better yet, allow the user to boot up with their normal Workbench, and click on your icon to start. Some of the old international A1000 keyboards do not have the same stuff on the tops of the keys as the new international A500/A2000 keyboards. Owners of these machines will need to copy their keymap over to your disk. -------Setup needed to use DeadKeyConvert-------- /* Manx users must remove the "ConsoleDevice" line from functions.h */ struct Device *ConsoleDevice; struct IOStdReq console_IO; /* empty, zeroed IOStdReq */ .... if ( OpenDevice("console.device",-1L,(struct IORequest *)&console_IO,0L) ) cleanexit(21); ConsoleDevice=(struct Device *)console_IO.io_Device; .... if (ConsoleDevice) CloseDevice ((struct IORequest *)&console_IO); .... ----------------DeadKeyConvert.c---------------- #include "exec/types.h" #include "devices/inputevent.h" #include "intuition/intuition.h" /* * DeadKeyConvert(). Adapted from the Amiga Enhancer Manual * by Bryce Nesbitt. * * Takes an Intuition RAWKEY message and processes it. * The result will be "cooked" keys and key conversions in * your buffer. * * The console.device must be open to use this function. * * The message passed to this must be of Class RAWKEY. * Returns -1 if the buffer overflowed, or the * number of characters converted if all was ok. * */ long DeadKeyConvert(msg,kbuffer,kbsize,kmap) struct IntuiMessage *msg; /* Message to be converted */ UBYTE *kbuffer; /* Pointer to your buffer */ long kbsize; /* Size of your buffer */ struct KeyMap *kmap; /* Custom keymap, or Zero */ { struct InputEvent ievent; /* if (msg->Class != RAWKEY) return(-2); */ if (msg->Code & IECODE_UP_PREFIX) return(0); /* Nothing to do for key up messages */ /* pack message into an input event */ ievent.ie_NextEvent =0; ievent.ie_SubClass =0; ievent.ie_Class =IECLASS_RAWKEY; ievent.ie_Code =msg->Code; ievent.ie_Qualifier =msg->Qualifier; /* get previous codes from location pointed to by IAddress * this "magic" pointer is valid intil the IntuiMessage is * replied */ ievent.ie_position.ie_addr =*((APTR*)msg->IAddress); return(RawKeyConvert(&ievent,kbuffer,kbsize,kmap)); } ----------------Complete example----------------- /* * 29-Jan-88 Bryce Nesbitt * * WARNING: In order to compile this program, Manx Aztec C needs to have the * line in functions.h that declares "ConsoleDevice();" removed. * */ #undef LATTICE_4 /* Change to #undef for Manx */ #ifdef LATTICE_4 #include "proto/exec.h" #include "proto/intuition.h" #else #include "functions.h" extern int Enable_Abort; #endif #include "exec/types.h" #include "intuition/intuition.h" struct IntuitionBase *IntuitionBase; struct GfxBase *GfxBase; struct Device *ConsoleDevice; static char buffer[16]; /* buffer to convert into */ struct IOStdReq console_IO; /* empty, zeroed IOStdReq */ struct NewWindow MyNewWindow= { 0,11,200,32, 1,3, RAWKEY|CLOSEWINDOW, WINDOWCLOSE|WINDOWDEPTH|WINDOWDRAG| SIMPLE_REFRESH|NOCAREREFRESH|ACTIVATE, 0,0, (UBYTE *)"Keymapper", 0,0, 64,64, -1,-1, /* No need to limit window growth */ WBENCHSCREEN, }; struct Window *MyWindow; struct IntuiMessage *message; #ifdef LATTICE_4 CXBREAK() /* Disable break for Lattice C */ { return(0); } #endif void cleanexit(value) int value; { if (MyWindow) CloseWindow (MyWindow); if (IntuitionBase) CloseLibrary ((struct Library *)IntuitionBase); if (GfxBase) CloseLibrary ((struct Library *)GfxBase); if (ConsoleDevice) CloseDevice ((struct IORequest *)&console_IO); exit(value); } void main() { long temp; #ifndef LATTICE_4 Enable_Abort=0; #endif if (!( IntuitionBase=(struct IntuitionBase *)OpenLibrary("intuition.library",33L) )) cleanexit(20); if (!( GfxBase=(struct GfxBase *)OpenLibrary("graphics.library",33L) )) cleanexit(20); if (!( MyWindow=OpenWindow(&MyNewWindow) )) cleanexit(20); /* * * It is not mentioned in the manuals, but the console.device may be * opened without attaching it to a window. To do this, open the device * with a unit of -1 and zeroed IOStdReq block. The console.device * pointer will be returned in io_Device. * * The console.device is also a library... the returned pointer will * be used to make calls to it. * */ if ( OpenDevice("console.device",-1L,(struct IORequest *)&console_IO,0L) ) cleanexit(21); ConsoleDevice=(struct Device *)console_IO.io_Device; for(;;) { WaitPort(MyWindow->UserPort); /* Wait for one or more messages */ while( message=(struct IntuiMessage *)GetMsg(MyWindow->UserPort) ) { switch (message->Class) { case RAWKEY: strcpy(&buffer," "); /* clear out buffer */ temp=DeadKeyConvert(message,&buffer,15L,0L); Move(MyWindow->RPort,66L,22L); Text(MyWindow->RPort,&buffer,15L); break; case CLOSEWINDOW: cleanexit(0); } ReplyMsg((struct Message *)message); } } }