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1990-01-26
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(c) Copyright 1989 Commodore-Amiga, Inc. All rights reserved.
The information contained herein is subject to change without notice, and
is provided "as is" without warranty of any kind, either expressed or implied.
The entire risk as to the use of this information is assumed by the user.
Amiga Keyboard Input and Keymaps
by Bryce Nesbitt
There are at least 15 different keyboard configurations for the Amiga.
If you want your application to be internationally compatible, it will
have to work properly with all of these. Supporting the various keyboards
is not difficult - here are the main points to keep in mind.
RAWKEY
If your program processes Intuition RAWKEY messages, it is written
incorrectly. Raw key codes give physical positions, they do not tell you
anything about what is marked on the top of the key. With 15 different
keyboard configurations available for the Amiga, the chances are good
that your program will not be accepting the input you thought when it
processes raw key codes.
It is okay to use RAWKEY messages directly for positional control like the
up, down, left, and right controls for a game. But do not use RAWKEYs
for entering any sort of text. RAWKEY messages can be converted to the
proper codes with the DeadKeyConvert() function. See the program listed
below for more on this.
VANILLAKEY
If you don't want the problems of RAWKEYS, just change RAWKEY to VANILLAKEY
in your program. The keys will be converted to the values in the current
keymap. The disadvantage is that you will only get the keys that map to a
single character. This eliminates the function, help, and cursor keys.
CONSOLE DEVICE, CON:, RAW:, CLI, String Gadgets
The console device, CON:, RAW:, CLI, and String Gadgets all provide
automatic keymap conversion. Nothing else is needed.
DEAD KEYS
Dead keys are a feature of V 1.2 Kickstart. They are used to add accents
to letters. To try this out, click into a CLI. Press and release "ALT-K".
Now press a letter key such as "a". The video display should show an "a"
with an umlaut. This is an automatic feature of the keymap conversion
process. Be sure to test to see if accented characters work in your
application.
CUSTOM KEYMAPS
Custom keymaps must be placed in the "devs:keymaps" drawer, and activated
with the SetMap command. If your program needs to change a keymap during
execution, it must copy the current map, modifiy it, then use the modification.
THE NEW MACHINES
The A500 and A2000 computers add 5 new keys to the keyboard, all on the
numeric keypad. The symbols on these 5 keys will vary depending on what
country the machine is sold in. For the United States, the "usa1" keymap
supports all the extra keys. The "usa2" keymap provides the same features
with a Dvorak layout. As of V1.2, Kickstart itself had not been updated
to support the extra keys, or to return the "NUMERICPAD" quailifer when
the extra keys are pressed.
DISTRIBUTION DISKS
If you distribute your program on a Workbench disk, it should contain the
SetMap program and the devs:keymaps drawer. This allows a person to
set up the keymaps to match their keyboard. Better yet, allow the user to
boot up with their normal Workbench, and click on your icon to start.
Some of the old international A1000 keyboards do not have the same symbols
on the tops of keycaps as the new international A500/A2000 keyboards. Owners
of these machines will need to copy their keymap over to your application
disk.
-------Setup needed to use DeadKeyConvert--------
/* Manx users must remove the "ConsoleDevice" line from functions.h */
struct Device *ConsoleDevice;
struct IOStdReq console_IO; /* empty, zeroed IOStdReq */
....
if ( OpenDevice("console.device",-1L,(struct IORequest *)&console_IO,0L) )
cleanexit(21);
ConsoleDevice=(struct Device *)console_IO.io_Device;
....
if (ConsoleDevice) CloseDevice ((struct IORequest *)&console_IO);
....
----------------DeadKeyConvert.c----------------
#include "exec/types.h"
#include "devices/inputevent.h"
#include "intuition/intuition.h"
/*
* DeadKeyConvert(). Adapted from the Amiga Enhancer Manual
* by Bryce Nesbitt.
*
* Takes an Intuition RAWKEY message and processes it.
* The result will be "cooked" keys and key conversions in
* your buffer.
*
* The console.device must be open to use this function.
*
* The message passed to this must be of Class RAWKEY.
* Returns -1 if the buffer overflowed, or the
* number of characters converted if all was ok.
*
*/
long DeadKeyConvert(msg,kbuffer,kbsize,kmap)
struct IntuiMessage *msg; /* Message to be converted */
UBYTE *kbuffer; /* Pointer to your buffer */
long kbsize; /* Size of your buffer */
struct KeyMap *kmap; /* Custom keymap, or Zero */
{
struct InputEvent ievent;
/* if (msg->Class != RAWKEY) return(-2); */
if (msg->Code & IECODE_UP_PREFIX)
return(0); /* Nothing to do for key up messages */
/* pack message into an input event */
ievent.ie_NextEvent =0;
ievent.ie_SubClass =0;
ievent.ie_Class =IECLASS_RAWKEY;
ievent.ie_Code =msg->Code;
ievent.ie_Qualifier =msg->Qualifier;
/* get previous codes from location pointed to by IAddress
* this "magic" pointer is valid intil the IntuiMessage is
* replied */
ievent.ie_position.ie_addr =*((APTR*)msg->IAddress);
return(RawKeyConvert(&ievent,kbuffer,kbsize,kmap));
}
----------------Complete example-----------------
/*
* 29-Jan-88 Bryce Nesbitt
*
* WARNING: In order to compile this program, Manx Aztec C needs to have the
* line in functions.h that declares "ConsoleDevice();" removed.
*
*/
#undef LATTICE_4 /* Change to #undef for Manx */
#ifdef LATTICE_4
#include "proto/exec.h"
#include "proto/intuition.h"
#else
#include "functions.h"
extern int Enable_Abort;
#endif
#include "exec/types.h"
#include "intuition/intuition.h"
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
struct Device *ConsoleDevice;
static char buffer[16]; /* buffer to convert into */
struct IOStdReq console_IO; /* empty, zeroed IOStdReq */
struct NewWindow MyNewWindow=
{
0,11,200,32,
1,3,
RAWKEY|CLOSEWINDOW,
WINDOWCLOSE|WINDOWDEPTH|WINDOWDRAG|
SIMPLE_REFRESH|NOCAREREFRESH|ACTIVATE,
0,0,
(UBYTE *)"Keymapper",
0,0,
64,64,
-1,-1, /* No need to limit window growth */
WBENCHSCREEN,
};
struct Window *MyWindow;
struct IntuiMessage *message;
#ifdef LATTICE_4
CXBREAK() /* Disable break for Lattice C */
{
return(0);
}
#endif
void cleanexit(value)
int value;
{
if (MyWindow) CloseWindow (MyWindow);
if (IntuitionBase) CloseLibrary ((struct Library *)IntuitionBase);
if (GfxBase) CloseLibrary ((struct Library *)GfxBase);
if (ConsoleDevice) CloseDevice ((struct IORequest *)&console_IO);
exit(value);
}
void main()
{
long temp;
#ifndef LATTICE_4
Enable_Abort=0;
#endif
if (!( IntuitionBase=(struct IntuitionBase *)OpenLibrary("intuition.library",33L) ))
cleanexit(20);
if (!( GfxBase=(struct GfxBase *)OpenLibrary("graphics.library",33L) ))
cleanexit(20);
if (!( MyWindow=OpenWindow(&MyNewWindow) ))
cleanexit(20);
/*
*
* It is not mentioned in the manuals, but the console.device may be
* opened without attaching it to a window. To do this, open the device
* with a unit of -1 and zeroed IOStdReq block. The console.device
* pointer will be returned in io_Device.
*
* The console.device is also a library... the returned pointer will
* be used to make calls to it.
*
*/
if ( OpenDevice("console.device",-1L,(struct IORequest *)&console_IO,0L) )
cleanexit(21);
ConsoleDevice=(struct Device *)console_IO.io_Device;
for(;;)
{
WaitPort(MyWindow->UserPort); /* Wait for one or more messages */
while( message=(struct IntuiMessage *)GetMsg(MyWindow->UserPort) )
{
switch (message->Class)
{
case RAWKEY:
strcpy(&buffer," "); /* clear out buffer */
temp=DeadKeyConvert(message,&buffer,15L,0L);
Move(MyWindow->RPort,66L,22L);
Text(MyWindow->RPort,&buffer,15L);
break;
case CLOSEWINDOW:
cleanexit(0);
}
ReplyMsg((struct Message *)message);
}
}
}