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prosperon/emacs.cm
2026-01-16 20:56:16 -06:00

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// Emacs-style input handler
// Converts raw input with modifiers to standard emacs notation
// Valid keys for emacs bindings - only process these
var valid_keys = [
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
'return', 'enter', 'space', 'escape', 'tab', 'backspace', 'delete',
'up', 'down', 'left', 'right', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9'
]
var action = {}
action.prefix_key = null // Current prefix key (C-x or C-c)
action.on_input = function(action_id, action_data)
{
if (!action_data.pressed) return
if (find(valid_keys, action_id) == null)
return
// Only process key events with modifiers or if we're waiting for a prefix continuation
if (!action_data.ctrl && !action_data.alt && !this.prefix_key)
return
var emacs_notation = ""
// Build emacs notation
if (action_data.ctrl)
emacs_notation += "C-"
if (action_data.alt)
emacs_notation += "M-"
// Convert action_id to emacs key notation
var key = action_id
if (key.length == 1) {
// Single character keys
emacs_notation += lower(key)
} else {
// Handle special keys
switch (key) {
case 'return':
case 'enter':
emacs_notation += "RET"
break
case 'space':
emacs_notation += "SPC"
break
case 'escape':
emacs_notation += "ESC"
break
case 'tab':
emacs_notation += "TAB"
break
case 'backspace':
emacs_notation += "DEL"
break
case 'delete':
emacs_notation += "delete"
break
case 'up':
emacs_notation += "up"
break
case 'down':
emacs_notation += "down"
break
case 'left':
emacs_notation += "left"
break
case 'right':
emacs_notation += "right"
break
default:
emacs_notation += key
break
}
}
// Handle prefix keys C-x and C-c
if (emacs_notation == "C-x" || emacs_notation == "C-c") {
this.prefix_key = emacs_notation
return
}
// If we have a prefix key, build the full command
if (this.prefix_key) {
var full_command = this.prefix_key + " " + emacs_notation
this.prefix_key = null // Reset prefix key
// scene.recurse(game.root, 'on_input', full_command, action_data)
} else {
// scene.recurse(game.root, 'on_input', emacs_notation, action_data)
}
}
return function()
{
var obj = meme(action)
return obj
}