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SubjectRe: Using EV_MSC or extending KEY_*
On Fri, Sep 18, 2009 at 10:56:01AM -0300, Henrique de Moraes Holschuh wrote:
> On Thu, 17 Sep 2009, Dmitry Torokhov wrote:
> > On Thu, Sep 17, 2009 at 02:57:07PM -0300, Henrique de Moraes Holschuh wrote:
> > > On Wed, 16 Sep 2009, Rick L. Vinyard, Jr. wrote:
> > > > The M* keys are intended to provide a quick way to switch between key
> > > > mappings, with each mode having their own user-defined mappings.
> > >
> > > What I'd do in this case would be this:
> > >
> > > 1. Initially have the M* level-shift keys assigned KEY_RESERVED
> > >
> > > 2. Have a big enough keymap to map all keys in all M*-level shift states
> > > possible.
> > >
> > > Eg:
> > > START OF KEYMAP
> > > M* keys
> > > 1st set of G* keys
> > > 2nd set of G* keys
> > > 3rd set of G* keys...
> > > ...
> > > last set of G* keys
> > > END OF KEYMAP
> > >
> > > 3. Have the driver special-process M* level-shift keys *as long as they are
> > > still set to KEY_RESERVED* to select which part of the keymap is used to
> > > translate the other keys. Note that this likely means pressing a M* key
> > > would be transparent to userspace in this case, i.e. no events would be
> > > issued when a M* key is doing a level shift.
> > >
> > > So, you'd be able to set all mappings you want in the driver, and the M*
> > > keys would do what they're expected to do without any userland help at all,
> > > but you'd still be able to program the M* keys to be normal keys if you
> > > want.
> > >
> > > Of course, this assumes you don't do chording on multiple M* keys to end up
> > > with a huge number of keymaps :p
> >
> > Actually I think that the device should just emit KEY_PROG1..KEY_PROG4
> > for the M keys and have userspace daemon load alternate keymaps on the
> > fly in resaponse to KEY_PROGx. The device is just a set of completely
> > generic buttons... User will have to tell the kernel what to map them
> > to.
>
> It would work, but it is a big trip through userspace. If quickly pressing
> M#+G# is a common use pattern (and it will be, for gaming), i.e. you often
> want to access quickly a function on one level then another on a different
> level, asking userspace to upload a new keymap to switch levels at every M#
> press is going to be way too racy.

I'd say it should be pretty quick, compared to what a game needs to do
to render a single frame.

--
Dmitry


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