Merge "[CB01] Reset some old assumptions about dead keys"

main
Jean Chalard 2014-03-13 08:53:29 +00:00 committed by Android (Google) Code Review
commit 66dce6003f
3 changed files with 67 additions and 39 deletions

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@ -43,19 +43,19 @@ public class DeadKeyCombiner implements Combiner {
final int resultingCodePoint =
KeyCharacterMap.getDeadChar(deadCodePoint, event.mCodePoint);
if (0 == resultingCodePoint) {
// We can't combine both characters. We need to commit the dead key as a committable
// We can't combine both characters. We need to commit the dead key as a separate
// character, and the next char too unless it's a space (because as a special case,
// dead key + space should result in only the dead key being committed - that's
// how dead keys work).
// If the event is a space, we should commit the dead char alone, but if it's
// not, we need to commit both.
return Event.createCommittableEvent(deadCodePoint,
return Event.createInputKeypressEvent(deadCodePoint, event.mKeyCode,
Constants.CODE_SPACE == event.mCodePoint ? null : event /* next */);
} else {
// We could combine the characters.
return Event.createCommittableEvent(resultingCodePoint, null /* next */);
return Event.createInputKeypressEvent(resultingCodePoint, event.mKeyCode,
null /* next */);
}
}
}
}

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@ -33,61 +33,83 @@ public class Event {
// but probably a bit too much
// An event we don't handle in Latin IME, for example pressing Ctrl on a hardware keyboard.
final public static int EVENT_NOT_HANDLED = 0;
// A character that is already final, for example pressing an alphabetic character on a
// hardware qwerty keyboard.
final public static int EVENT_COMMITTABLE = 1;
// A dead key, which means a character that should combine with what is coming next. Examples
// include the "^" character on an azerty keyboard which combines with "e" to make "ê", or
// AltGr+' on a dvorak international keyboard which combines with "e" to make "é". This is
// true regardless of the language or combining mode, and should be seen as a property of the
// key - a dead key followed by another key with which it can combine should be regarded as if
// the keyboard actually had such a key.
final public static int EVENT_DEAD = 2;
// A key press that is part of input, for example pressing an alphabetic character on a
// hardware qwerty keyboard. It may be part of a sequence that will be re-interpreted later
// through combination.
final public static int EVENT_INPUT_KEYPRESS = 1;
// A toggle event is triggered by a key that affects the previous character. An example would
// be a numeric key on a 10-key keyboard, which would toggle between 1 - a - b - c with
// repeated presses.
final public static int EVENT_TOGGLE = 3;
final public static int EVENT_TOGGLE = 2;
// A mode event instructs the combiner to change modes. The canonical example would be the
// hankaku/zenkaku key on a Japanese keyboard, or even the caps lock key on a qwerty keyboard
// if handled at the combiner level.
final public static int EVENT_MODE_KEY = 4;
final public static int EVENT_MODE_KEY = 3;
// An event corresponding to a gesture.
final public static int EVENT_GESTURE = 4;
final private static int NOT_A_CODE_POINT = 0;
// 0 is a valid code point, so we use -1 here.
final public static int NOT_A_CODE_POINT = -1;
// -1 is a valid key code, so we use 0 here.
final public static int NOT_A_KEY_CODE = 0;
final private static int FLAG_NONE = 0;
// This event is a dead character, usually input by a dead key. Examples include dead-acute
// or dead-abovering.
final private static int FLAG_DEAD = 0x1;
final private int mType; // The type of event - one of the constants above
// The code point associated with the event, if relevant. This is a unicode code point, and
// has nothing to do with other representations of the key. It is only relevant if this event
// is the right type: COMMITTABLE or DEAD or TOGGLE, but for a mode key like hankaku/zenkaku or
// ctrl, there is no code point associated so this should be NOT_A_CODE_POINT to avoid
// unintentional use of its value when it's not relevant.
// is of KEYPRESS type, but for a mode key like hankaku/zenkaku or ctrl, there is no code point
// associated so this should be NOT_A_CODE_POINT to avoid unintentional use of its value when
// it's not relevant.
final public int mCodePoint;
// The key code associated with the event, if relevant. This is relevant whenever this event
// has been triggered by a key press, but not for a gesture for example. This has conceptually
// no link to the code point, although keys that enter a straight code point may often set
// this to be equal to mCodePoint for convenience. If this is not a key, this must contain
// NOT_A_KEY_CODE.
final public int mKeyCode;
// Some flags that can't go into the key code. It's a bit field of FLAG_*
final private int mFlags;
// The next event, if any. Null if there is no next event yet.
final public Event mNextEvent;
// This method is private - to create a new event, use one of the create* utility methods.
private Event(final int type, final int codePoint, final Event next) {
private Event(final int type, final int codePoint, final int keyCode, final int flags,
final Event next) {
mType = type;
mCodePoint = codePoint;
mKeyCode = keyCode;
mFlags = flags;
mNextEvent = next;
}
public static Event createDeadEvent(final int codePoint, final Event next) {
return new Event(EVENT_DEAD, codePoint, next);
public static Event createInputKeypressEvent(final int codePoint, final int keyCode,
final Event next) {
return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode, FLAG_NONE, next);
}
public static Event createCommittableEvent(final int codePoint, final Event next) {
return new Event(EVENT_COMMITTABLE, codePoint, next);
// This creates an input event for a dead character. @see {@link #FLAG_DEAD}
public static Event createDeadEvent(final int codePoint, final int keyCode, final Event next) {
return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode, FLAG_DEAD, next);
}
public static Event createNotHandledEvent() {
return new Event(EVENT_NOT_HANDLED, NOT_A_CODE_POINT, null);
}
public boolean isCommittable() {
return EVENT_COMMITTABLE == mType;
return new Event(EVENT_NOT_HANDLED, NOT_A_CODE_POINT, NOT_A_KEY_CODE, FLAG_NONE, null);
}
// Returns whether this event is for a dead character. @see {@link #FLAG_DEAD}
public boolean isDead() {
return EVENT_DEAD == mType;
return 0 != (FLAG_DEAD & mFlags);
}
// TODO: remove this method - we should not have to test this
public boolean isCommittable() {
return EVENT_INPUT_KEYPRESS == mType || EVENT_MODE_KEY == mType || EVENT_TOGGLE == mType;
}
}

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@ -47,27 +47,33 @@ public class HardwareKeyboardEventDecoder implements HardwareEventDecoder {
// the key for 'A' or Space, but also Backspace or Ctrl or Caps Lock.
final int keyCode = keyEvent.getKeyCode();
if (KeyEvent.KEYCODE_DEL == keyCode) {
return Event.createCommittableEvent(Constants.CODE_DELETE, null /* next */);
return Event.createInputKeypressEvent(Event.NOT_A_CODE_POINT, Constants.CODE_DELETE,
null /* next */);
}
if (keyEvent.isPrintingKey() || KeyEvent.KEYCODE_SPACE == keyCode
|| KeyEvent.KEYCODE_ENTER == keyCode) {
if (0 != (codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT)) {
// A dead key.
return Event.createDeadEvent(
codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT_MASK, null /* next */);
codePointAndFlags & KeyCharacterMap.COMBINING_ACCENT_MASK, keyCode,
null /* next */);
}
if (KeyEvent.KEYCODE_ENTER == keyCode) {
// The Enter key. If the Shift key is not being pressed, this should send a
// CODE_ENTER to trigger the action if any, or a carriage return otherwise. If the
// Shift key is being pressed, this should send a CODE_SHIFT_ENTER and let
// Latin IME decide what to do with it.
return Event.createCommittableEvent(keyEvent.isShiftPressed()
? Constants.CODE_SHIFT_ENTER : Constants.CODE_ENTER,
if (keyEvent.isShiftPressed()) {
return Event.createInputKeypressEvent(Event.NOT_A_CODE_POINT,
Constants.CODE_SHIFT_ENTER, null /* next */);
} else {
return Event.createInputKeypressEvent(Constants.CODE_ENTER, keyCode,
null /* next */);
}
// If not Enter, then we have a committable character. This should be committed
// right away, taking into account the current state.
return Event.createCommittableEvent(codePointAndFlags, null /* next */);
}
// If not Enter, then this is just a regular keypress event for a normal character
// that can be committed right away, taking into account the current state.
return Event.createInputKeypressEvent(keyCode, codePointAndFlags, null /* next */);
}
return Event.createNotHandledEvent();
}