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/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.android.inputmethod.event;
import com.android.inputmethod.latin.Constants;
/**
* Class representing a generic input event as handled by Latin IME.
*
* This contains information about the origin of the event, but it is generalized and should
* represent a software keypress, hardware keypress, or d-pad move alike.
* Very importantly, this does not necessarily result in inputting one character, or even anything
* at all - it may be a dead key, it may be a partial input, it may be a special key on the
* keyboard, it may be a cancellation of a keypress (e.g. in a soft keyboard the finger of the
* user has slid out of the key), etc. It may also be a batch input from a gesture or handwriting
* for example.
* The combiner should figure out what to do with this.
*/
public class Event {
// Should the types below be represented by separate classes instead? It would be cleaner
// 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 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 = 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 = 3;
// An event corresponding to a gesture.
final public static int EVENT_GESTURE = 4;
// 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 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;
// Coordinates of the touch event, if relevant. If useful, we may want to replace this with
// a MotionEvent or something in the future. This is only relevant when the keypress is from
// a software keyboard obviously, unless there are touch-sensitive hardware keyboards in the
// future or some other awesome sauce.
final public int mX;
final public int mY;
// 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 int keyCode, final int x, final int y,
final int flags, final Event next) {
mType = type;
mCodePoint = codePoint;
mKeyCode = keyCode;
mX = x;
mY = y;
mFlags = flags;
mNextEvent = next;
}
public static Event createSoftwareKeypressEvent(final int codePoint, final int keyCode,
final int x, final int y) {
return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode, x, y, FLAG_NONE, null);
}
public static Event createHardwareKeypressEvent(final int codePoint, final int keyCode,
final Event next) {
return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode,
Constants.EXTERNAL_KEYBOARD_COORDINATE, Constants.EXTERNAL_KEYBOARD_COORDINATE,
FLAG_NONE, 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) {
// TODO: add an argument or something if we ever create a software layout with dead keys.
return new Event(EVENT_INPUT_KEYPRESS, codePoint, keyCode,
Constants.EXTERNAL_KEYBOARD_COORDINATE, Constants.EXTERNAL_KEYBOARD_COORDINATE,
FLAG_DEAD, next);
}
/**
* Create an input event with nothing but a code point. This is the most basic possible input
* event; it contains no information on many things the IME requires to function correctly,
* so avoid using it unless really nothing is known about this input.
* @param codePoint the code point.
* @return an event for this code point.
*/
public static Event createEventForCodePointFromUnknownSource(final int codePoint) {
// TODO: should we have a different type of event for this? After all, it's not a key press.
return new Event(EVENT_INPUT_KEYPRESS, codePoint, NOT_A_KEY_CODE,
Constants.NOT_A_COORDINATE, Constants.NOT_A_COORDINATE, FLAG_NONE, null /* next */);
}
/**
* Creates an input event with a code point and x, y coordinates. This is typically used when
* resuming a previously-typed word, when the coordinates are still known.
* @param codePoint the code point to input.
* @param x the X coordinate.
* @param y the Y coordinate.
* @return an event for this code point and coordinates.
*/
public static Event createEventForCodePointFromAlreadyTypedText(final int codePoint,
final int x, final int y) {
// TODO: should we have a different type of event for this? After all, it's not a key press.
return new Event(EVENT_INPUT_KEYPRESS, codePoint, NOT_A_KEY_CODE, x, y, FLAG_NONE,
null /* next */);
}
public static Event createNotHandledEvent() {
return new Event(EVENT_NOT_HANDLED, NOT_A_CODE_POINT, NOT_A_KEY_CODE,
Constants.NOT_A_COORDINATE, Constants.NOT_A_COORDINATE, FLAG_NONE, null);
}
// Returns whether this event is for a dead character. @see {@link #FLAG_DEAD}
public boolean isDead() {
return 0 != (FLAG_DEAD & mFlags);
}
// Returns whether this is a fake key press from the suggestion strip. This happens with
// punctuation signs selected from the suggestion strip.
public boolean isSuggestionStripPress() {
return EVENT_INPUT_KEYPRESS == mType && Constants.SUGGESTION_STRIP_COORDINATE == mX;
}
// 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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