Sorry for the bad code and English,
So I was testing out SFML Audio and I was trying to make an audio player,
but It crashes while I tried to run it,
So basically it was supposed to play an audio file and play it.
Also, there's another thing I'm having an issue with that is if the audio is paused it rewinds itself
as though it has been stopped
No arguments were given in and it didn't print anything either it just crashed.
#include <windows.h>
#include <iostream>
#include <SFML/Audio.hpp>
#include <string>
#include <thread>
sf::Music audio_player;
bool looping = false;
/*
*
* audio_state = 2 // Playing
* audio_state = 1 // Paused
* audio_state = 0 // Stopped
*
*/
bool audio_playable() // Checks if the audio is either paused or stopped
{
if(audio_player.getStatus() == 0 ||
audio_player.getStatus() == 1 )
return true;
else return false;
}
void loop()
{
looping = true;
while(1)
{
if(GetKeyState('P') & 0x8000 && audio_player.getStatus() == 2)
{
audio_player.pause();
std::cout << "Paused\n";
}
if(GetKeyState('S') & 0x8000 && audio_player.getStatus() == 2)
{
audio_player.stop();
std::cout << "Stoped\n";
}
if(GetKeyState('L') & 0x8000 && audio_playable() )
{
audio_player.play();
std::cout << "Started\n";
}
if(GetKeyState(VK_ESCAPE) & 0x8000)
{
looping = false;
}
}
}
int main(int argc, char* argv[])
{
std::string file_name = ""; //Initialize the file location
if(argc < 1) // If there are no arguments like the file location ask for the file location
{
std::cout << "File Location: ";
std::cin >> file_name;
if(file_name == "")
{
std::cout << "File Location cannot be null" << std::endl;
main(argc, argv);
}
}
if(file_name == "")file_name = argv[1];
audio_player.openFromFile(file_name);
audio_player.play();
std::thread pauseFunc(loop); // new thread for the pause play function
while(looping)
{
}
return 0;
}
TL;DR
I am trying to capture keyboard events (more specifically, the Ctrl+c command) in my own C++ program. I am attempting this through generic keyboard presses in SDL2.
END TL;DR
I have found links on SO and the internet that cover the subject of handling keyboard events with SDL2. I have a few of them listed here.
https://stackoverflow.com/questions/28105533/sdl2-joystick-dont-capture-pressed-event
https://lazyfoo.net/tutorials/SDL/04_key_presses/index.php
http://www.cplusplus.com/forum/windows/182214/
http://gigi.nullneuron.net/gigilabs/handling-keyboard-and-mouse-events-in-sdl2/
The major issue I think is causing the problem is that I am also using an Xbox-style joystick at the same time. I have had no issues whatsoever with capturing joystick events. I have been doing that for a long time now. I am having issues trying to get anything with the keyboard to throw an event. I have tried if(event.type == SDL_KEYDOWN) and then checking which key it was, but that appears to return nothing. I feel like there is some macro that I need to define to allow this since I keep finding the same solutions on the internet.
I have included the entire script that I am running at the moment.
#include <boost/thread.hpp>
// Time library
#include <chrono>
// vector data structure
#include <vector>
// Thread-safe base variables
#include <atomic>
// std::cout
#include <iostream>
// Joystick library
#include <SDL2/SDL.h>
// Counters for printing
std::atomic_int printcounter{ 0 };
// This is every 3 * 1000 milliseconds
const int printer = 300;
// If an event is found, allow for printing.
std::atomic_bool eventupdate{ false };
// This function converts the raw joystick axis from the SDL library to proper double precision floating-point values.
double intToDouble(int input)
{
return (double) input / 32767.0 ;
}
// Prevent joystick values from going outside the physical limit
double clamp(double input)
{
return (input < -1.0) ? -1.0 : ( (input > 1.0) ? 1.0 : input);
}
// SDL library joystick deadband
const int JOYSTICK_DEAD_ZONE = 5000;
// These are the raw read in values from the joystick in XInput (XBox) mode.
//Normalized direction
int leftX = 0;
int leftY = 0;
int rightX = 0;
int rightY = 0;
int leftTrigger = -32768;
int rightTrigger = -32768;
// Button array
uint buttons[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
// Tbe pov hat is only 4 bits - 1, 2, 4, 8
int povhat = 0;
// These are the rectified joystick values
double leftstickx = 0;
double leftsticky = 0;
double rightstickx = 0;
double rightsticky = 0;
double lefttrigger = 0;
double righttrigger = 0;
// These are the rectified boolean buttons
bool leftstickbut = false;
bool rightstickbut = false;
bool xbutton = false;
bool ybutton = false;
bool abutton = false;
bool bbutton = false;
bool rightbut = false;
bool leftbut = false;
bool startbut = false;
bool backbut = false;
bool centbut = false;
// This is the boolean that controls running the robot.
std::atomic_bool quitrobot{false};
// Joystick values
static double joyvalues[6] = { 0, 0, 0, 0, 0, 0};
static bool joybuttons[11] = { false };
// Sleep function
void wait(int milliseconds)
{
boost::this_thread::sleep_for(boost::chrono::milliseconds{milliseconds});
}
// Now the main code
int main(int argc, char** argv)
{
// Now the robot goes through the looping code until a quit flag is set to true
while ( ! quitrobot)
{
// Now we look for an Xbox-style joystick
std::cout << "Looking for gamepad..." << std::endl;
while(true)
{
// Now the program waits until an Xbox-style joystick is plugged in.
// resetting SDL makes things more stable
SDL_Quit();
// restart SDL with the expectation that a jostick is required.
SDL_Init(SDL_INIT_JOYSTICK);
// SDL_HINT_GRAB_KEYBOARD
// check for a joystick
int res = SDL_NumJoysticks();
if (res > 0) { break; } // Here a joystick has been detected.
if (res < 0)
{
std::cout << "Joystick detection error: " << std::to_string(res) << std::endl;
}
// we don't want the program running super fast when detecting hardware.
wait(20);
}
// Now we check to make sure that the joystick is valid.
// Open the joystick for reading and store its handle in the joy variable
SDL_Joystick *joy = SDL_JoystickOpen(0);
if (joy == NULL) {
/* back to top of while loop */
continue;
}
// Get information about the joystick
const char *name = SDL_JoystickName(joy);
const int num_axes = SDL_JoystickNumAxes(joy);
const int num_buttons = SDL_JoystickNumButtons(joy);
const int num_hats = SDL_JoystickNumHats(joy);
printf("Now reading from joystick '%s' with:\n"
"%d axes\n"
"%d buttons\n"
"%d hats\n\n",
name,
num_axes,
num_buttons,
num_hats);
/* I'm using a logitech F350 wireless in X mode.
If num axis is 4, then gamepad is in D mode, so neutral drive and wait for X mode.
[SAFETY] This means 'D' becomes our robot-disable button.
This can be removed if that's not the goal. */
if (num_axes < 5) {
/* back to top of while loop */
continue;
}
// This is the read joystick and drive robot loop.
while(true)
{
// poll for disconnects or bad things
SDL_Event e;
if (SDL_PollEvent(&e)) {
// SDL generated quit command
if (e.type == SDL_QUIT) { break; }
// Checking for Ctrl+c on the keyboard
// SDL_Keymod modstates = SDL_GetModState();
// if (modstates & KMOD_CTRL)
// {
// One of the Ctrl keys are being held down
// std::cout << "Pressed Ctrl key." << std::endl;
// }
if(e.key.keysym.scancode == SDLK_RCTRL || e.key.keysym.scancode == SDLK_LCTRL || SDL_SCANCODE_RCTRL == e.key.keysym.scancode || e.key.keysym.scancode == SDL_SCANCODE_LCTRL)
{
std::cout << "Pressed QQQQ." << std::endl;
}
if (e.type == SDL_KEYDOWN)
{
switch(e.key.keysym.sym){
case SDLK_UP:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_RCTRL:
std::cout << "Pressed up." << std::endl;
break;
case SDLK_LCTRL:
std::cout << "Pressed up." << std::endl;
break;
}
// Select surfaces based on key press
switch( e.key.keysym.sym )
{
case SDLK_UP:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_DOWN:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_LEFT:
std::cout << "Pressed Up." << std::endl;
break;
case SDLK_RIGHT:
std::cout << "Pressed Up." << std::endl;
break;
}
std::cout << "Pressed blah di blah blah please print me." << std::endl;
}
// Checking which joystick event occured
if (e.jdevice.type == SDL_JOYDEVICEREMOVED) { break; }
// Since joystick is not erroring out, we can
else if( e.type == SDL_JOYAXISMOTION )
{
//Motion on controller 0
if( e.jaxis.which == 0 )
{
// event happened
eventupdate = true;
// Left X axis
if( e.jaxis.axis == 0 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftX = 0;
}
else
{
leftX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 1 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftY = 0;
}
else
{
leftY = e.jaxis.value;
}
}
// Left trigger
else if ( e.jaxis.axis == 2 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
leftTrigger = 0;
}
else
{
leftTrigger = e.jaxis.value;
}
}
// Right X axis
else if( e.jaxis.axis == 3 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightX = 0;
}
else
{
rightX = e.jaxis.value;
}
}
// Right Y axis
else if( e.jaxis.axis == 4 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightY = 0;
}
else
{
rightY = e.jaxis.value;
}
}
// Right trigger
else if( e.jaxis.axis == 5 )
{
// dead zone check
if( e.jaxis.value > -JOYSTICK_DEAD_ZONE && e.jaxis.value < JOYSTICK_DEAD_ZONE)
{
rightTrigger = 0;
}
else
{
rightTrigger = e.jaxis.value;
}
}
}
}
else if ( e.type == SDL_JOYBUTTONUP || e.type == SDL_JOYBUTTONDOWN )
{
// now we are looking for button events.
if (e.jbutton.which == 0)
{
// event happened
eventupdate = true;
// buttons[e.jbutton.button] = e.jbutton.state;
if (e.jbutton.button == 0)
{
buttons[0] = e.jbutton.state;
}
if (e.jbutton.button == 1)
{
buttons[1] = e.jbutton.state;
}
if (e.jbutton.button == 2)
{
buttons[2] = e.jbutton.state;
}
if (e.jbutton.button == 3)
{
buttons[3] = e.jbutton.state;
}
if (e.jbutton.button == 4)
{
buttons[4] = e.jbutton.state;
}
if (e.jbutton.button == 5)
{
buttons[5] = e.jbutton.state;
}
if (e.jbutton.button == 6)
{
buttons[6] = e.jbutton.state;
}
if (e.jbutton.button == 7)
{
buttons[7] = e.jbutton.state;
}
if (e.jbutton.button == 8)
{
buttons[8] = e.jbutton.state;
}
if (e.jbutton.button == 9)
{
buttons[9] = e.jbutton.state;
}
if (e.jbutton.button == 10)
{
buttons[10] = e.jbutton.state;
}
if (e.jbutton.button == 11)
{
buttons[11] = e.jbutton.state;
}
}
}
else if ( e.type == SDL_JOYHATMOTION)
{
if (e.jhat.which == 0)
{
// event happened
eventupdate = true;
povhat = e.jhat.value;
}
}
}
// Now that we have read in the values directly from the joystick we need top convert the values properly.
leftstickx = clamp(intToDouble(leftX));
leftsticky = clamp(intToDouble(leftY));
rightstickx = clamp(intToDouble(rightX));
rightsticky = clamp(intToDouble(rightY));
lefttrigger = clamp(intToDouble(leftTrigger));
righttrigger = clamp(intToDouble(rightTrigger));
// rectify the buttons to become boolean values instead of integers.
abutton = buttons[0] > 0;
bbutton = buttons[1] > 0;
xbutton = buttons[2] > 0;
ybutton = buttons[3] > 0;
//
rightbut = buttons[4] > 0;
leftbut = buttons[5] > 0;
//
centbut = buttons[8] > 0;
startbut = buttons[7] > 0;
backbut = buttons[6] > 0;
//
leftstickbut = buttons[9] > 0;
rightstickbut = buttons[10] > 0;
// Transfer axis to the array.
joyvalues[0] = leftstickx;
joyvalues[1] = leftsticky;
joyvalues[2] = rightstickx;
joyvalues[3] = rightsticky;
joyvalues[4] = lefttrigger;
joyvalues[5] = righttrigger;
// We are using the "B" button to quit the program
if (bbutton)
{
quitrobot = true;
std::cout << "Shutting down program." << std::endl;
break;
}
if (eventupdate)
{
// This section of code is meant for running code that happens when SDL has detected an event.
// This code section can be used for something else as well.
if (e.key.keysym.sym == SDL_SCANCODE_RCTRL || e.key.keysym.sym == SDL_SCANCODE_LCTRL || e.key.keysym.sym == SDLK_LCTRL || e.key.keysym.sym == SDLK_RCTRL)
{
std::cout << "SDL Event: Ctrl pressed.\n" << std::endl;
}
// Simply print the event
eventupdate = false;
} else {}
if ( ! (printcounter = ((printcounter + 1) % printer)))
{
// const Uint8 *state = SDL_GetKeyboardState(NULL);
// if (state[SDL_SCANCODE_RETURN]) {
// printf("<RETURN> is pressed.\n");
// }
}
// Sleep the program for a short bit
wait(5);
}
// Reset SDL since the robot is no longer being actuated.
SDL_JoystickClose(joy);
// We get here only if the joystick has been disconnected.
std::cout << "Gamepad disconnected.\n" << std::endl;
}
// The program then completes.
return 0;
}
The most important part of that huge block of code is lines 129 to 179. I was doing more fooling around trying to get key capture to work but I could not get a response. Everywhere else is logic for the joystick reading (which has worked for me flawlessly). I have been referring to this link for all of the macros available to the programmer. I have not been able to capture the left control button or the right control button. I have also been trying the arrow keys for kicks as well and those are not working either. I know there are remnants of other code snippets thrown in there as I was testing. Given all of my testing, I am just not sure how to capture any keyboard keys, let alone Ctrl+c. None of my desired print statements print.
I am able to run the code on Ubuntu 1804 LTS with the stock GUI manager and window manager. I have a feeling the problem might also have something to do with the operating system not letting SDL2 capture the keyboard, but I don't know what to do to allow only the keyboard or certain keys to be consumed by SDL2.
I am trying to not use platform-specific code since I already have successfully used platform-specific signal interrupts. My goal is to simply make a certain combination of depressed keys result in a program terminating. I figured that, since SDL2 can access all keys on a keyboard, that I should be able to simply
Unless you want to read keyboard input from stdin you need to open a window and focus it to get key events in SDL. Here's an example (note the call to SDL_Init uses SDL_INIT_VIDEO and there's some code in there for rendering a background and handling resize events).
#include <iostream>
#include <SDL2/SDL.h>
int main(int argc, char** argv)
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) { // also initialises the events subsystem
std::cout << "Failed to init SDL.\n";
return -1;
}
SDL_Window *window = SDL_CreateWindow(
"Window", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
680, 480, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
if(!window) {
std::cout << "Failed to create window.\n";
return -1;
}
// Create renderer and select the color for drawing.
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 200, 200, 200, 255);
while(true)
{
// Clear the entire screen and present.
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Event event;
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT) {
SDL_Quit();
return 0;
}
if(event.type == SDL_WINDOWEVENT) {
if (event.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
int width = event.window.data1;
int height = event.window.data2;
std::cout << "resize event: " << width << "," << height << std::endl;
}
}
if (event.type == SDL_KEYDOWN) {
int key = event.key.keysym.sym;
if (key == SDLK_ESCAPE) {
SDL_Quit();
return 0;
}
std::cout << "key event: " << key << std::endl;
}
}
}
return 0;
}
Key events are sent to the currently focused window and SDL uses the underlying OS to handle this. E.g. In Linux this means SDL calls X11 functions.
edit:
As detailed in this question it appears you can also get a snapshot of the state of the keys. In either case I think a window needs to be opened to receive events even though I've edited this multiple times to come to that conclusion (apologies if that caused any confusion). Your OS may provide functions for polling the state of the keyboard without using events or windows, such as GetAsyncKeyState in Windows.
I have a program that turns the screen on and off with xset dpms force on/off and also calls SDL_PollEvent(&e) in a loop. After turning the display off with xset, any call to SDL_PollEvent causes the screen to wake up, even without any input. I can comment out the SDL_PollEvent call and it doesn't happen. Is there something I need to do with an event or something to prevent the screen from turning on? Updated with minimal code to reproduce the problem:
#include <GL/glew.h>
#include <SDL2/SDL.h>
#include <atomic>
#include <iostream>
#include <thread>
using namespace std;
atomic<bool> SCREEN_ON(true);
atomic<bool> RUNNING(true);
atomic<bool> SERVER_CONNECTED(false);
std::string exec(const char *cmd) {
char buffer[128];
std::string result = "";
std::shared_ptr<FILE> pipe(popen(cmd, "r"), pclose);
if (!pipe)
throw std::runtime_error("popen() failed!");
while (!feof(pipe.get())) {
if (fgets(buffer, 128, pipe.get()) != NULL)
result += buffer;
}
return result;
}
double get_time() {
static const Uint64 freq = SDL_GetPerformanceFrequency();
static const Uint64 begin_time = SDL_GetPerformanceCounter();
Uint64 current = SDL_GetPerformanceCounter();
Uint64 elapsed = current - begin_time;
return (double)elapsed / (double)freq;
}
void handle_input() {
SDL_Event e;
while (SDL_PollEvent(&e)){}
}
void monitor_thread() {
while (RUNNING) {
double time = get_time();
if (time < 15)
SERVER_CONNECTED = false;
else if (time < 35)
SERVER_CONNECTED = true;
else
SERVER_CONNECTED = false;
cout << "server status: " << SERVER_CONNECTED << endl;
cout << "screen_on status: " << SCREEN_ON << endl;
handle_input();
SDL_Delay(1000);
if (SCREEN_ON && (!SERVER_CONNECTED)) {
cout << "TURNING SCREEN OFF\n";
SCREEN_ON = false;
exec("sleep 1 && xset -display :0.0 dpms force off");
}
if ((!SCREEN_ON) && SERVER_CONNECTED) {
cout << "TURNING SCREEN ON\n";
SCREEN_ON = true;
exec("sleep 1 && xset -display :0.0 dpms force on");
}
}
}
int main(int argc, char *argv[]) {
Uint32 initflags = SDL_INIT_TIMER | SDL_INIT_VIDEO;
SDL_Init(initflags);
Uint32 window_flags =
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_INPUT_GRABBED;
SDL_Window *window =
SDL_CreateWindow("title", 25, 25, 800, 600, window_flags);
SDL_SetRelativeMouseMode(SDL_TRUE);
SDL_EnableScreenSaver();
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
glewInit();
thread update_thread(monitor_thread);
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
while (RUNNING) {
if (!SCREEN_ON) {
cout << "zzz...\n";
SDL_Delay(2000);
continue;
}
glClear(GL_COLOR_BUFFER_BIT);
SDL_Delay(16);
SDL_GL_SwapWindow(window);
}
return 0;
}
The screen will turn itself back on very shortly after exec("sleep 1 && xset -display :0.0 dpms force off");, before the next call to turn it back on.
Nevermind, SDL_PollEvent can only be called in the main thread.
Call SDL_EnableScreenSaver().
More info:
Why does SDL disable my screensaver by default?
Many applications using SDL are games or screensavers or media players
where the user is either watching something for an extended period of
time or using joystick input which generally does not prevent the
screensaver from kicking on.
You can disable this behavior by setting the environment variable:
SDL_VIDEO_ALLOW_SCREENSAVER=1 This can be set globally for the user or
on a per-application basis in code.
In SDL 2.0.2 this can also be changed by setting the hint
SDL_HINT_VIDEO_ALLOW_SCREENSAVER.
Additionally, SDL 2.0 provides the function SDL_EnableScreenSaver().
I tried to write a program which hooks keyboard messages to pronounce the name of each key whenever it is pressed in Ubuntu (KDE); without interfering with normal action of keyboard in programs (just announcing the key name).
This is my program:
#include <X11/Xlib.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <iostream>
using namespace std;
void SendPressKeyEvent(Display *display, XKeyEvent xkey)
{
Window current_focus_window;
int current_focus_revert;
XGetInputFocus(display, ¤t_focus_window, ¤t_focus_revert);
xkey.type = KeyPress;
xkey.display = display;
xkey.window = current_focus_window;
xkey.root = DefaultRootWindow(display);
xkey.subwindow = None;
xkey.time = 1000 * time(0);
xkey.x = 0;
xkey.y = 0;
xkey.x_root = 0;
xkey.y_root = 0;
xkey.same_screen = True;
XSendEvent(display, InputFocus, True, KeyPressMask, (XEvent *)(&xkey));
}
void SendReleaseKeyEvent(Display *display, XKeyEvent xkey)
{
Window current_focus_window;
int current_focus_revert;
XGetInputFocus(display, ¤t_focus_window, ¤t_focus_revert);
xkey.type = KeyRelease;
xkey.display = display;
xkey.window = current_focus_window;
xkey.root = DefaultRootWindow(display);
xkey.subwindow = None;
xkey.time = 1000 * time(0);
xkey.x = 0;
xkey.y = 0;
xkey.x_root = 0;
xkey.y_root = 0;
xkey.same_screen = True;
XSendEvent(display, InputFocus, True, KeyReleaseMask, (XEvent *)(&xkey));
}
void *TaskCode(void* arg)
{
switch(*(int*)arg)
{
case 38:
system("espeak -v en " "\"a\"");
}
return 0;
}
int main()
{
Display *display = XOpenDisplay(0);
if(display == 0)
exit(1);
XGrabKeyboard(display, DefaultRootWindow(display), True, GrabModeAsync, GrabModeAsync, CurrentTime);
XEvent event;
while(true)
{
XNextEvent(display, &event);
if(event.type == Expose)
{
}
if(event.type == KeyPress)
{
SendPressKeyEvent(display,event.xkey);
if(event.xkey.keycode == 38)
{
pthread_t thread;
int thread_arg = event.xkey.keycode;
pthread_create(&thread,0, TaskCode, (void*) &thread_arg);
}
}
if(event.type == KeyRelease)
SendReleaseKeyEvent(display,event.xkey);
}
XCloseDisplay(display);
}
This program is just for the key a which can be extended to other keys.
But when this program is running, some programs (e.g. Chromium) do not show the blinker (cursor) in their edit boxes. Also all KDE hotkeys become disabled.
How can this be fixed?
Here's my quick and dirty example
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <stdio.h>
#include <ctype.h>
int main ()
{
Display* d = XOpenDisplay(NULL);
Window root = DefaultRootWindow(d);
Window curFocus;
char buf[17];
KeySym ks;
XComposeStatus comp;
int len;
int revert;
XGetInputFocus (d, &curFocus, &revert);
XSelectInput(d, curFocus, KeyPressMask|KeyReleaseMask|FocusChangeMask);
while (1)
{
XEvent ev;
XNextEvent(d, &ev);
switch (ev.type)
{
case FocusOut:
printf ("Focus changed!\n");
printf ("Old focus is %d\n", (int)curFocus);
if (curFocus != root)
XSelectInput(d, curFocus, 0);
XGetInputFocus (d, &curFocus, &revert);
printf ("New focus is %d\n", (int)curFocus);
if (curFocus == PointerRoot)
curFocus = root;
XSelectInput(d, curFocus, KeyPressMask|KeyReleaseMask|FocusChangeMask);
break;
case KeyPress:
printf ("Got key!\n");
len = XLookupString(&ev.xkey, buf, 16, &ks, &comp);
if (len > 0 && isprint(buf[0]))
{
buf[len]=0;
printf("String is: %s\n", buf);
}
else
{
printf ("Key is: %d\n", (int)ks);
}
}
}
}
It's not reliable but most of the time it works. (It is showing keys I'm typing into this box right now). You may investigate why it does fail sometimes ;) Also it cannot show hotkeys in principle. Hotkeys are grabbed keys, and only one client can get a grabbed key. Absolutely nothing can be done here, short of loading a special X11 extension designed for this purpose (e.g. XEvIE).
Thanks to n.m.'s answer and parsa's comment, this is my final code:
#include <X11/Xlib.h>
#include <stdlib.h>
#include <iostream>
using namespace std;
void* TaskCode(void* parg)
{
int keycode = *((int*)parg);
cout<< "\n\n" << keycode << "\n\n";
if(keycode == XKeysymToKeycode(XOpenDisplay(0),'a'))
system("espeak -v en " "\"a\"");
delete (int*)parg;
return 0;
}
void Action(int keycode)
{
pthread_t thread;
pthread_attr_t attrs;
pthread_attr_init(&attrs);
pthread_attr_setdetachstate(&attrs,PTHREAD_CREATE_DETACHED);
pthread_attr_setstacksize(&attrs, 1000);
int* pthread_arg = new int;
*pthread_arg = keycode;
pthread_create(&thread,&attrs, TaskCode, (void*) pthread_arg);
}
int MyX11ErrorHandler(Display *, XErrorEvent *error_event)
{
cout << "\n\n" "An X11-Functions error occured. Probably the focused window was closed.""\n"
"This error will be ignored." "\n";
cout<< "error_code: " << (unsigned)error_event -> error_code << "\n";
cout<< "minor_code: " << (unsigned)error_event -> minor_code << "\n";
cout<< "request_code: " << (unsigned)error_event -> request_code << "\n";
cout<< "resourceid: " << error_event -> resourceid << "\n";
cout<< "serial; " << error_event -> serial << "\n";
cout<< "type: " << error_event -> type << "\n\n";
return 0;
}
int main()
{
Display* display = XOpenDisplay(0);
Window root = DefaultRootWindow(display);
Window current_focus_window;
int revert;
XSetErrorHandler(MyX11ErrorHandler);
XGetInputFocus(display, ¤t_focus_window, &revert);
XSelectInput(display,current_focus_window,KeyPressMask | KeyReleaseMask | FocusChangeMask);
while(true)
{
XEvent event;
XNextEvent(display, &event);
switch (event.type)
{
case FocusOut:
if(current_focus_window != root)
XSelectInput(display, current_focus_window, 0);
XGetInputFocus(display, ¤t_focus_window, &revert);
if(current_focus_window == PointerRoot)
current_focus_window = root;
XSelectInput(display, current_focus_window, KeyPressMask|KeyReleaseMask|FocusChangeMask);
break;
case KeyPress:
Action(event.xkey.keycode);
break;
}
}
}
Add these to a Qt Creator's project .pro file:
LIBS += -lX11
LIBS += -lpthread
LIBS += -lXtst
Any improvement suggestions is appreciated.
To archive I also add my final code with grabbing:
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <iostream>
using namespace std;
void* TaskCode(void* parg)
{
int keycode = *((int*)parg);
cout<< "\n\n" << keycode << "\n\n";
system("espeak -v en " "\"a\"");
delete (int*)parg;
return 0;
}
void SendKeyEvent(Display *display, XEvent event)
{
Window current_focus_window;
XKeyEvent& xkey = event.xkey;
int current_focus_revert;
XGetInputFocus(display, ¤t_focus_window, ¤t_focus_revert);
xkey.state = Mod2Mask;
XSendEvent(display, InputFocus, True, xkey.type, (XEvent *)(&event));
}
int GrabKey(Display* display, Window grab_window, int keycode)
{
unsigned int modifiers = Mod2Mask; // numlock on
//Window grab_window = DefaultRootWindow(display);
Bool owner_events = True;
int pointer_mode = GrabModeAsync;
int keyboard_mode = GrabModeAsync;
XGrabKey(display, keycode, modifiers, grab_window, owner_events, pointer_mode, keyboard_mode);
return keycode;
}
void UngrabKey(Display* display, Window grab_window, int keycode)
{
unsigned int modifiers = Mod2Mask; // numlock on
// Window grab_window = DefaultRootWindow(display);
XUngrabKey(display,keycode,modifiers,grab_window);
}
void Action(int keycode)
{
pthread_t thread;
int* pthread_arg = new int;
*pthread_arg = keycode;
pthread_create(&thread,0, TaskCode, (void*) pthread_arg);
}
int main()
{
Display* display = XOpenDisplay(0);
Window root = DefaultRootWindow(display);
XEvent event;
int keycode = XKeysymToKeycode(display,'a');
GrabKey(display,root,keycode);
XSelectInput(display, root, KeyPressMask | KeyReleaseMask);
while(true)
{
XNextEvent(display, &event);
switch(event.type)
{
case KeyPress:
Action(event.xkey.keycode);
case KeyRelease:
SendKeyEvent(display,event);
default:
break;
}
}
XCloseDisplay(display);
}
Everything is good except that, unlike the code in question, it ignores language layout. Pressing a types a whatever regradless of language layout!
As an alternative to listening to X events, it's also possible to listen to Linux input events directly: https://stackoverflow.com/a/27693340/21501
This has the benefit that it's possible to modify the event stream in-flight, and block, edit or generate input events.
The proper way to listen to all events is using the X Record Extension Library, part of libXtst, apparently installed on pretty much every X system. It is documented here, but as the docs are patchy, you will need to browse previous implementations of this. Here is a nice working demo, and here is a more capable and complete implementation.
A simplified version of the first example is included below.
#include <stdio.h>
#include <X11/XKBlib.h>
#include <X11/extensions/record.h>
void key_pressed_cb(XPointer arg, XRecordInterceptData *d);
int scan(int verbose) {
XRecordRange* rr;
XRecordClientSpec rcs;
XRecordContext rc;
Display *dpy = XOpenDisplay(NULL);
rr = XRecordAllocRange();
rr->device_events.first = KeyPress;
rr->device_events.last = ButtonReleaseMask;
rcs = XRecordAllClients;
rc = XRecordCreateContext (dpy, 0, &rcs, 1, &rr, 1);
XFree (rr);
XRecordEnableContext(dpy, rc, key_pressed_cb, NULL);
}
void key_pressed_cb(XPointer arg, XRecordInterceptData *d) {
if (d->category != XRecordFromServer)
return;
int key = ((unsigned char*) d->data)[1];
int type = ((unsigned char*) d->data)[0] & 0x7F;
int repeat = d->data[2] & 1;
if(!repeat) {
switch (type) {
case KeyPress:
printf("key press %d\n", key);
break;
case KeyRelease:
printf("key release %d\n", key);
break;
case ButtonPress:
printf("button press %d\n", key);
break;
case ButtonRelease:
printf("button release %d\n", key);
break;
default:
break;
}
}
XRecordFreeData (d);
}
int main() {
scan(True);
return 0;
}
gcc -o x1 x1.c -lX11 -lXtst
I am very new to C++. In my code i am using readline to get the user input which is a command and that input will be processed accordingly. When user enters a command named "setflag", i should set a flag to TRUE in all the active sessions of my processes.
The code works just fine. I am able to update the flag in all the processes simultaneously using signals.
Problem:
Please compile the code as: g++ -lreadline -lncurses alex123.cpp -o alex123
Spawn three processes (am refering to them as P1, P2, P3) by executing the binary "alex123" on separate terminals. In P1 issue "setflag" command. You can see that "MYFLAG" is set to TRUE in P1. Also you can see that P2 and P3 are able to receive the signal. But in P2 and P3 you wont see the command prompt. Only if you press the "enter" key on P2 and P3, you will get the command prompt back.
I want this in such a way that command prompt should automatically come. Pls help me.
alex123.cpp
## Heading ##
#include "stdio.h"
#include "iostream"
#include "signal.h"
#include "sys/time.h"
#include "string"
#include "stdlib.h"
#include "sstream"
#include "sys/types.h"
#include "unistd.h"
#include "/usr/include/readline/readline.h"
#include "/usr/include/readline/history.h"
using namespace std;
bool myFlag = false;
void updateFlag(int i)
{
cout << "\nGot the signal.";
myFlag= true;
//To give line feed from within the code itself. I need the fix here.
putc(10,stdout); // This doesn't work.
}
int getOtherPids(string &pidList)
{
char pid[10];
string pidStr;
FILE *stream;
//Command the search the process alex123
std::string cmd = "pgrep -x alex123";
stream = popen(cmd.c_str(),"r");
if (stream == NULL)
{
cout << "\nWhat the hell\n";
return 0;
}
while (fgets(pid, 10, stream) != NULL)
{
for(int i=0;i<10;i++)
{
int p = (int)pid[i] - 48;
if ((p >= 0) && (p <= 9))
pidStr.append(1,pid[i]);
}
pidStr.append(1,' ');
pidList.append(pidStr);
pidStr.clear();
}
int status = pclose(stream);
if (status == -1)
{
cout << "\nWhat the hell!! AGAIN !!\n"; return 0;
}
return 1;
}
void notifyOthers()
{
string pidList;
string notifyCmd;
//Convert pid of type int to a string
int my_pid = getpid();
ostringstream os;
os << my_pid;
string myPid = os.str();
//Get other existing alex123 process list to which notification has to be sent.
if (!getOtherPids(pidList))
{
cout << "!!WARNING!! Couldn't get active pids\n";
return;
}
size_t pos = pidList.find(myPid.c_str());
if (pos == string::npos)
{
cout << "!!WARNING!! Other Active process list is empty.\n";
return;
}
//Remove current session pid from the pid list string.
pidList.replace(pos,myPid.length()+1,"");
//If there are no other existing alex123 processes, return from the function.
if(strcmp(pidList.c_str(),"") == 0) return;
pidList.replace(pidList.length()-1,1,"\0");
//Send SIGUSR1 signal to others.
notifyCmd = "kill -SIGUSR1 " + pidList;
system(notifyCmd.c_str());
}
int main()
{
char *foo;
for(;;)
{
//If SIGUSR1 is caught it means that some other process has set the myFlag to TRUE by issuing a "setflag" command.
//So it should be set here also.
signal(SIGUSR1, updateFlag);
cout << "\nMYFLAG:"<< myFlag <<endl;
foo = readline("<alex> ");
if(strcmp(foo,"exit") ==0) { return 0; }
if(strcmp(foo,"setflag") == 0)
{
//Set myFlag to TRUE in the current process from where "setflag" command was issued.
myFlag= true;
//Inform all other processes that myFlag has been updated.
notifyOthers();
}
}
return 0;
}