I need a function that, given a character, returns the CGKeyCode
associated with the position of that character on the current keyboard layout. E.g., given "b", it should return kVK_ANSI_B
if using U.S. QWERTY, or kVK_ANSI_N
if using Dvorak.
The Win32 API has the function VkKeyScan()
for this purpose; X11 has the function XStringToKeySym()
. Is there such a function in the CG API?
I need this in order to pass a parameter to CGEventCreateKeyboardEvent()
. I've tried using CGEventKeyboardSetUnicodeString()
instead, but that apparently does not support modifier flags (which I need).
I have searched extensively for this but cannot find a decent answer. Currently I am using the following code (found online), which works, but is not exactly elegant (and rather difficult to decipher how to simplify) and I would prefer not to use it in production code:
#include <stdint.h>
#include <stdio.h>
#include <ApplicationServices/ApplicationServices.h>
CGKeyCode keyCodeForCharWithLayout(const char c,
const UCKeyboardLayout *uchrHeader);
CGKeyCode keyCodeForChar(const char c)
{
CFDataRef currentLayoutData;
TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource();
if (currentKeyboard == NULL) {
fputs("Could not find keyboard layout\n", stderr);
return UINT16_MAX;
}
currentLayoutData = TISGetInputSourceProperty(currentKeyboard,
kTISPropertyUnicodeKeyLayoutData);
CFRelease(currentKeyboard);
if (currentLayoutData == NULL) {
fputs("Could not find layout data\n", stderr);
return UINT16_MAX;
}
return keyCodeForCharWithLayout(c,
(const UCKeyboardLayout *)CFDataGetBytePtr(currentLayoutData));
}
/* Beware! Messy, incomprehensible code ahead!
* TODO: XXX: FIXME! Please! */
CGKeyCode keyCodeForCharWithLayout(const char c,
const UCKeyboardLayout *uchrHeader)
{
uint8_t *uchrData = (uint8_t *)uchrHeader;
UCKeyboardTypeHeader *uchrKeyboardList = uchrHeader->keyboardTypeList;
/* Loop through the keyboard type list. */
ItemCount i, j;
for (i = 0; i < uchrHeader->keyboardTypeCount; ++i) {
/* Get a pointer to the keyToCharTable structure. */
UCKeyToCharTableIndex *uchrKeyIX = (UCKeyToCharTableIndex *)
(uchrData + (uchrKeyboardList[i].keyToCharTableIndexOffset));
/* Not sure what this is for but it appears to be a safeguard... */
UCKeyStateRecordsIndex *stateRecordsIndex;
if (uchrKeyboardList[i].keyStateRecordsIndexOffset != 0) {
stateRecordsIndex = (UCKeyStateRecordsIndex *)
(uchrData + (uchrKeyboardList[i].keyStateRecordsIndexOffset));
if ((stateRecordsIndex->keyStateRecordsIndexFormat) !=
kUCKeyStateRecordsIndexFormat) {
stateRecordsIndex = NULL;
}
} else {
stateRecordsIndex = NULL;
}
/* Make sure structure is a table that can be searched. */
if ((uchrKeyIX->keyToCharTableIndexFormat) != kUCKeyToCharTableIndexFormat) {
continue;
}
/* Check the table of each keyboard for character */
for (j = 0; j < uchrKeyIX->keyToCharTableCount; ++j) {
UCKeyOutput *keyToCharData =
(UCKeyOutput *)(uchrData + (uchrKeyIX->keyToCharTableOffsets[j]));
/* Check THIS table of the keyboard for the character. */
UInt16 k;
for (k = 0; k < uchrKeyIX->keyToCharTableSize; ++k) {
/* Here's the strange safeguard again... */
if ((keyToCharData[k] & kUCKeyOutputTestForIndexMask) ==
kUCKeyOutputStateIndexMask) {
long keyIndex = (keyToCharData[k] & kUCKeyOutputGetIndexMask);
if (stateRecordsIndex != NULL &&
keyIndex <= (stateRecordsIndex->keyStateRecordCount)) {
UCKeyStateRecord *stateRecord = (UCKeyStateRecord *)
(uchrData +
(stateRecordsIndex->keyStateRecordOffsets[keyIndex]));
if ((stateRecord->stateZeroCharData) == c) {
return (CGKeyCode)k;
}
} else if (keyToCharData[k] == c) {
return (CGKeyCode)k;
}
} else if (((keyToCharData[k] & kUCKeyOutputTestForIndexMask)
!= kUCKeyOutputSequenceIndexMask) &&
keyToCharData[k] != 0xFFFE &&
keyToCharData[k] != 0xFFFF &&
keyToCharData[k] == c) {
return (CGKeyCode)k;
}
}
}
}
return UINT16_MAX;
}
Is there a.) (preferably) a standard function I am overlooking, or b.) (almost certainly) a more elegant way write my own?
This is what I ended up using. Much cleaner.
#include <CoreFoundation/CoreFoundation.h>
#include <Carbon/Carbon.h> /* For kVK_ constants, and TIS functions. */
/* Returns string representation of key, if it is printable.
* Ownership follows the Create Rule; that is, it is the caller's
* responsibility to release the returned object. */
CFStringRef createStringForKey(CGKeyCode keyCode)
{
TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource();
CFDataRef layoutData =
TISGetInputSourceProperty(currentKeyboard,
kTISPropertyUnicodeKeyLayoutData);
const UCKeyboardLayout *keyboardLayout =
(const UCKeyboardLayout *)CFDataGetBytePtr(layoutData);
UInt32 keysDown = 0;
UniChar chars[4];
UniCharCount realLength;
UCKeyTranslate(keyboardLayout,
keyCode,
kUCKeyActionDisplay,
0,
LMGetKbdType(),
kUCKeyTranslateNoDeadKeysBit,
&keysDown,
sizeof(chars) / sizeof(chars[0]),
&realLength,
chars);
CFRelease(currentKeyboard);
return CFStringCreateWithCharacters(kCFAllocatorDefault, chars, 1);
}
/* Returns key code for given character via the above function, or UINT16_MAX
* on error. */
CGKeyCode keyCodeForChar(const char c)
{
static CFMutableDictionaryRef charToCodeDict = NULL;
CGKeyCode code;
UniChar character = c;
CFStringRef charStr = NULL;
/* Generate table of keycodes and characters. */
if (charToCodeDict == NULL) {
size_t i;
charToCodeDict = CFDictionaryCreateMutable(kCFAllocatorDefault,
128,
&kCFCopyStringDictionaryKeyCallBacks,
NULL);
if (charToCodeDict == NULL) return UINT16_MAX;
/* Loop through every keycode (0 - 127) to find its current mapping. */
for (i = 0; i < 128; ++i) {
CFStringRef string = createStringForKey((CGKeyCode)i);
if (string != NULL) {
CFDictionaryAddValue(charToCodeDict, string, (const void *)i);
CFRelease(string);
}
}
}
charStr = CFStringCreateWithCharacters(kCFAllocatorDefault, &character, 1);
/* Our values may be NULL (0), so we need to use this function. */
if (!CFDictionaryGetValueIfPresent(charToCodeDict, charStr,
(const void **)&code)) {
code = UINT16_MAX;
}
CFRelease(charStr);
return code;
}