Re: [hatari-devel] Suggestion for enhanced keymap table format

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Hi Eero



1. Adding support for modmask, instead of just always masking out lock modifiers.  Are PC numlock & capslock likely to be modifiers that user needs when adding ST key mappings?

My only intent for this was that most should behave the same, regardless of the numlock (as the ST has no "numlock"), so I needed to mask it out. I have to think again about CAPS LOCK though.


2. Need for array[4] of ST scancodes per keyboard mapping, which is mainly used for handling modifiers.    It seems strange half-way solution.

My intent was never to support macros, but only be able to support the PC->ST keyboard translation, that's why this array is limited in length. I agree that your pseudo code which works with bits rather than full scancodes should be sufficient to achieve that. The only difference is that with it you won't have flexibility in controlling the order in which extra modifiers will be pressed/released, but I can't immediately think why this should have any importance.

This applies to PressedModifiers only. STScanCodes still needs to be an array so we can specify ALT-xxx sequences.


Thanks for the tip about Python UI extra buttons !


Vincent


Le 14/10/2021 à 01:48, Eero Tamminen a écrit :
Hi Vincent,

Could you provide reasoning for following:

1. Adding support for modmask, instead of just always masking out lock modifiers.  Are PC numlock & capslock likely to be modifiers that user needs when adding ST key mappings?

2. Need for array[4] of ST scancodes per keyboard mapping, which is mainly used for handling modifiers.    It seems strange half-way solution.

I mean, if the intention is to map single PC keybinding to multiple ST key presses, not just support modifiers, why that would be limited to measly 4 keys (minus any needed modifiers), instead of supporting arbitrary sized keyboard macros? [1]

Or if the intention is just to support modifiers, why not just use bitmask, similarly to the PC key info, like in this pseudo-code:
-----------------
insert_modifiers(mods, state):
    if mods & ST_ALT_BIT:
        insert_key(ST_ALT, state)
    if mods & ST_SHIFT_BIT:
        insert_key(ST_SHIFT, state)

key_down(sdlkey):
    ...
    insert_modifiers(mapping.mods, KEY_DOWN)
    insert_key(mapping.key, KEY_DOWN)

key_up(sdlkey):
    ...
    insert_key(mapping.key, KEY_UP)
    insert_modifiers(mapping.mods, KEY_UP)
-----------------


    - Eero

[1] IMHO such functionality should remain outside of Hatari as it's unnecessary complication.

Users can ask Hatari Python UI to provide buttons that inject specified strings into Hatari emulation.

Try for example this:
./hatariui.py --embed --panel "Keys,F1=59,F2=60,F3=61,F4=62,F5=63,F6=64,F7=65,F8=66,F9=67,F10=68,>,Macro=Test,Undo=97,Help=98,Enter=114,>,close" --top "about,|,run,pause,|,Keys,|,reset,debug,|,quit"

That tells the GUI to create additional panel/dialog called "Keys", which has 2 rows of buttons that have individual ST keys and text strings bound to them, and which opens from the "Keys" button on middle of the (specified) GUI top panel.


On 11.10.2021 14.01, Eero Tamminen wrote:
Hi,

On 11.10.2021 9.59, Vincent Barrilliot wrote:
Thanks for having a look. It's a bit early Monday morning here and I'm not quite awake yet so I don't understand why I wrote that and your code looks better at first sight.

Thanks, I'll continue working based on that
assumption, unless you'll mail me later otherwise.


The situation I know a situation that we have to handle is that, for exemple on French PC there are some keys that you can just press to get a character, while on the ST it requires shift or alt.

For example, '_' you can get directly on the French PC but on the Atari it requires shift+'-'.

So pressing _ results in a shift+'_'+unshift written to the IKBD.

But if you press hold shift and press '_' on the PC then what shoud happen ? We have to  write shift+'_' **but not 'unshift' because shift is still maintained**.

This or the fact that if you keep "_" down

I guess the trace message is there to flag up that case.

That's why we have to keep track of how many times we "pressed" modifiers.

I'll document that somewhere in the code
(in function or file comment, not inside
function).


I don't have enough time this morning to reread the code in detail but if you read it along the lines of what I just explained, it may make more sense. I'll take a closer look tonight if you haven't told me it's all clear in the meantime.

I've already pushed several smaller commits
based on your changes, but those do not have
any functional changes yet.

Rest I'm going to split / rewrite into following
kind of commits:

* Add your new ST scancode defines

* Introduce the new structures & arrays, where SDL
   and ST codes are separate and have different
   array sizes, without multi-scancode support

* Add multi-scancode support on top of that,
   plus parsing of the new mapping file format

* Add examples

I'll mail them here so that you and others can
check/test that the code still works OK (I have
not broken anything), before I push them to
the repository.


(Then I'll sync the ikbd.c & keymap.c ST scancode
array sizes.)


     - Eero

Le 11/10/2021 à 01:39, Eero Tamminen a écrit :
Hi Vincent,

I've been going through changes in your pull request, splitting them into separate commits
and updating / improving things.

However, there's one thing that I do not understand in your Keymap_KeyUp() changes:
---------------------------------
if (Keyboard.KeyStates[scancode])
{
    LOG_TRACE(TRACE_KEYMAP,"  %02x was down, will be up'ed\n",scancode);

    Keyboard.KeyStates[scancode]--;
    IKBD_PressSTKey(scancode, false);
}
else
    LOG_TRACE(TRACE_KEYMAP,"  %02x will be kept down (presses: %d)\n",scancode,Keyboard.KeyStates[scancode]);
----------------------------------

You've changed Keyboard.KeyStates[] to keep status
of how many presses each key ST key has gotten,
not just whether it's down.

But if it's zero (i.e. should be up), why you're
outputting a trace message that says the key will still be kept down?

Shouldn't it be rather:
----------------------------------
if (!Keyboard.KeyStates[scancode])
{
    Log_Printf(LOG_WARN, "key %02x got up event, although it's not down\n", scancode);
    continue;
}

if (--Keyboard.KeyStates[scancode])
{
    LOG_TRACE(TRACE_KEYMAP,"  %02x will be kept down (remaining presses: %d)\n",
              scancode, Keyboard.KeyStates[scancode]);
    continue;
}
LOG_TRACE(TRACE_KEYMAP,"key %02x was down, will be up'ed\n", scancode);
IKBD_PressSTKey(scancode, false);
----------------------------------
?

    - Eero

On 12.1.2021 22.57, Vincent Barrilliot wrote:
Hello


I have refreshed my forked repo from the reference one, resolved conflicts, tested and created patch file again after having rebased..

Kind regards


Vinz


On 10/01/2021 23:05, Eero Tamminen wrote:
Hi,

On 1/10/21 7:15 PM, Vincent Barrilliot wrote:
Here is a quick demo:

https://youtu.be/4qWL23X77aI

To enable that, I selected the "keymap" Keyboard option with the updated doc/fr/clavier-exemple.txt


The patch is attached. I produced it using

git format-patch master --stdout > improved-kbd-support.patch

I'm not sure how to split that though, sorry! For next changes I will try to split things better.

That's easiest if you commit your changes in small logical steps. It's much easier to afterwards
group small changes to larger ones, and skip
ones that turned out to be non-relevant ones,
with:
    git rebase -i <start commit>

Than to split large changes into smaller ones
afterwards.


For this change I think it's much easier to read the keymap.c file as a whole.

It still contains remains of SDL v1 support.

Please rebase the changes to the latest Hatari code.


    - Eero


On 01/01/2021 10:15, Thomas Huth wrote:
Am Tue, 3 Nov 2020 14:39:05 +0100
schrieb Nicolas Pomarède <npomarede@xxxxxxxxxxxx>:

Le 03/11/2020 à 14:24, Eero Tamminen a écrit :
Hi,

I did a diff between your and current keymap.c
version (attached).
Hi

thanks for posting the diff

For your intended change to be reviewable, please
split all non-functional & unrelated code changes
(white space/indenting, const, ! -> ==0, type
changes, commenting out trace outputs) to
a separate patch, or remove them.

Then either rebase your changes to latest Hatari
git version of keymap.c, or otherwise make sure
they apply and still work with it, before posting
a patch / "git diff" against it.
looking at the diff you posted, I don't see that much unrelated
changes, there're a few indents changes here and there, but seeing the patch is rather big it looks ok to me if some indents or some log
levels are changed to fit the patch, but nothing that seems to
prevent from reviewing the changes.

Also, keymap.c was last modified in dec 2019, so I guess the patch
should apply to dev version without loosing code.

As for reviewing/testing the patch itself, unfortunately I don't have time at the moment. Maybe Thomas can have a look at it if he got time.
I just had a quick look, but the patch is indeed rather big. Any chance that you could split it up logically into more digestible parts (i.e. multiple patches)? Also, there are still cosmetic changes in here (like the last hunk that changes "if (!keycode)" into "if (keycode == 0)" etc.) ... that really should either be dropped or put into separate
clean-up patches.

As a french user of Hatari, this looks like an interesting patch
anyway, as some characters are indeed "hard" to enter by default.
I have to say that I hardly use the keymapping stuff on my own, since the German keyboard layout is pretty similar to the US layout anyway and since I normally only edit my files on the host side and avoid text editors in the emulated environment. So Nicolas, it would be great if you could have a look at these modifications if they make sense from a
French keyboard user perspective.

  Thomas


PS: Would it help if we'd remove the SDL1.2 support first? I guess
keymap.c would be simplified quite a bit by that removal...













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