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gKeyMapper/daemon/uinput_keyboard.h

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// gKeyMapper daemon - virtual keyboard for replaying "key" mappings.
#ifndef GKEYMAPPER_DAEMON_UINPUT_KEYBOARD_H
#define GKEYMAPPER_DAEMON_UINPUT_KEYBOARD_H
#include <vector>
#include "mapping.h"
namespace gkeymapper::daemon {
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// Key code for a single modifier bit (the "left" variants are enough), 0 when
// the bit is not a modifier.
unsigned short modifier_key_code(unsigned bit);
// Expands one shortcut step into the key codes to press: the modifiers first,
// then the key itself. Used by play() and by the KeyHold action, which has to
// release exactly the codes it pressed.
std::vector<unsigned short> step_key_codes(const gkeymapper::ShortcutStep& step);
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// A virtual keyboard created through /dev/uinput. It is only used to replay
// shortcuts; the daemon never reads from it.
class UinputKeyboard {
public:
UinputKeyboard() = default;
~UinputKeyboard();
UinputKeyboard(const UinputKeyboard&) = delete;
UinputKeyboard& operator=(const UinputKeyboard&) = delete;
bool open();
void close();
bool is_open() const { return fd_ >= 0; }
// Presses and releases every step of the shortcut in order.
void play(const std::vector<gkeymapper::ShortcutStep>& steps);
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// Presses and releases a single Linux key code. The media keys are replayed
// with this: the keyboard reports them on its own (see README), so the daemon
// passes them on unchanged instead of turning them into a mapping.
void tap(unsigned short code);
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// Presses, respectively releases, all codes in one EV_SYN block (release in
// reverse order). Splitting press and release is what "keyhold" needs: the
// caller keeps the list and releases it when the G key comes up.
void press(const std::vector<unsigned short>& codes);
void release(const std::vector<unsigned short>& codes);
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private:
void emit(unsigned short type, unsigned short code, int value);
void sync();
void key_event(unsigned short code, bool down);
int fd_ = -1;
};
} // namespace gkeymapper::daemon
#endif // GKEYMAPPER_DAEMON_UINPUT_KEYBOARD_H