keybindings-parser

Crates.iokeybindings-parser
lib.rskeybindings-parser
version0.1.0
sourcesrc
created_at2023-11-13 20:31:32.487591
updated_at2023-11-13 20:31:32.487591
descriptionlibrary for parsing human keyboard shortcuts
homepagehttps://github.com/milchinskiy/keybindings-parser
repositoryhttps://github.com/milchinskiy/keybindings-parser.git
max_upload_size
id1034006
size22,851
Alexander Milchinskiy (milchinskiy)

documentation

https://github.com/milchinskiy/keybindings-parser

README

keybindings-parser

Rust

Tiny library for parsing keybindings from a string. And handle them via keysym & mod mask.

// init with default configuration
let mut keyb = Keybindings::default();

// add human readable keybinding
keyb.add("command + a", Box::new(TestAction::Kill))?;

// handle keybinging
if let Some(handler) = keyb.handle(ModMask::MOD4, keysymdefs::keys::XK_a) {
    assert_eq!(handler.modifier(), ModMask::MOD4);
    assert_eq!(handler.key(), keys::XK_a);
    assert_eq!(handler.origin(), "command + a");

    // action that you provide  early
    let action = handler.action();
    action.run()?;
}

Where action object is an object that implements KeyAction trait.

pub trait KeyAction {
    fn run(&self) -> Result<(), Box<dyn std::error::Error>>;
}

In real life keybindings handler will be placed somewhere in event loop, e.g.

// just for example, there are no event::next_event() constructions :)
loop {
    let (mask, key) = event::next_event()?;
    if let Some(handler) = keyb.handle(mask, key) {
        handler.action().run()?;
    }
}

Acceptable Modificator keys

MOD4 known as super key can be described like:

  • super
  • mod4
  • win
  • windows
  • cmd
  • command

MOD1 known as alt key can be described like:

  • alt
  • mod1
  • meta
  • alt_l
  • alt_r
  • meta_l
  • meta_r

MOD3 known as AltGr (does not exist on modern keyboards) key can be described like:

  • alt_gr
  • altgr
  • mod3
  • meta_gr
  • metagr

CONTROL key can be described like:

  • ctrl
  • control
  • ctrl_l
  • ctrl_r

SHIFT key can be described like:

  • shift
  • shift_l
  • shift_r

All modificator keys are described in ModMask enum. All modificator keys are u32 value. All modificator keys are bit flags. All modificator keys are case insensitive. Modificators bitmasks are compatible with X11 KeyPress Event value detail().

Main key

Main key of a keybinding. For example, mod4 + a, where a is the main key. Accepts all cleared names from keysymdefs::keys. For example:

  • keys::XK_a is just a
  • keys::XF86XK_MonBrightnessUp is just MonBrightnessUp
  • etc.

You free to use full canonical name of keys, like XK_a, XF86XK_MonBrightnessUp, etc.

Unlike modificator keys, main key is not case insensitive. In other words, mod4 + a is NOT the same as mod4 + A. Moreover mod4 + A does not make much sense in context of a keybinding. Because A is already has modificator SHIFT. Instead of this mod4 + A, more correct way is handling mod4 + shift + a. Nevertheless, library will accept this as valid and you should handle such cases yourself, depending on your goals.

Change defaults

let delimiter_char = '/';
let ghost_modifiers = ModMask::MOD4;

let keyb = Keybindings::new(delimiter_char, ghost_modifiers);

keyb.add("command / a", Box::new(TestAction::Kill))?;

// ...
// and then handle
let handler = keyb.handle(ModMask::MOD4, keysymdefs::keys::XK_a)?;
handler.run()?;

Custom KeyAction implementation, used in examples

enum TestAction {
    Kill,
    ToggleFloat,
    ToggleFullscreen,
    ToggleTabBar,
    SwapWindows,
    Spawn(String),
}

impl KeyAction for TestAction {
    fn run(&self) -> Result<(), Box<dyn std::error::Error>> {
        match self {
            TestAction::Kill => {}
            TestAction::Spawn(_) => {}
            TestAction::SwapWindows => {}
            TestAction::ToggleFloat => {}
            TestAction::ToggleFullscreen => {}
            TestAction::ToggleTabBar => {}
        };
        Ok(())
    }
}

You are free to use as many KeyAction implementations as you need for your purposes. The above example is for demonstration purposes only.

Ghost modifiers

There are keyboard switches that should not affect behavior of keybindings in a general purposes. Among them:

  • CAPS_LOCK
  • MOD2 better known as NumLock
  • MOD5 better known as ScrollLock

All of them are ignored by default in Keybindings::default(). If you want to change these preset options, use new() instead of default(), e.g.:

let key_delimiter = '/';
let ghost_modifiers = ModMask::MOD4 | ModMask::MOD5;

let keyb = Keybindings::new(key_delimiter, ghost_modifiers);

Limitations and cautions

  • There are no limitations on the number of keybindings. You can add as many as you want.
  • There are no limitations on the number of actions. You can add as many as you want.
  • Keyboard shortcuts may not contain modifiers at all (e.g. Print key).
  • But the keyboard shortcuts can't be without the main key (e.g. "super")
  • Modificator keys are case insensitive, main key is not
  • Сomplete duplication of keyboard shortcuts will cause an error when adding
  • Although, it is possible to add keybindings with the same main key and different modificator keys
  • Shortcuts like super + XK_A or super + A are supported but does not make much sense, most likely you need super + shift + a or super + shift + XK_a respectively
  • There is no support for key combinations like mod4 + a + b, there are should be single main key

where should I get keysym?

short summary of a long story about keysym: You must exchange the keycode from the keypress event with a keysym, which can be obtained from the device details and information about the keyboard key mapping on a specific device. There is no static keycode to keysym mapping table.

Commit count: 5

cargo fmt