Files
galaxy/crates/computer_use/src/mac/keyboard.rs
T

212 lines
8.5 KiB
Rust

use std::collections::HashMap;
use objc2_core_graphics::{CGEvent, CGEventFlags, CGEventSource, CGEventSourceStateID, CGKeyCode};
use super::post::PostTarget;
use super::{activation, keycode_cache, window};
use crate::{Key, Target};
/// Manages keyboard state and posts keyboard events to the system.
pub struct Keyboard {
/// Cache of character-to-keycode mappings for the current keyboard layout.
cache: HashMap<char, CGKeyCode>,
/// Where synthesized events are delivered.
post_target: PostTarget,
/// The window id and pid of the current window target, used to activate the window before
/// keyboard events are posted. `None` when targeting the HID tap (screen/frontmost behavior).
///
/// Mouse events activate the target window lazily from the event location; keyboard events
/// carry no coordinates, so activation must be triggered explicitly here instead.
window_context: Option<(u32, libc::pid_t)>,
/// The currently-held modifier flags, accumulated from modifier key-down/up events.
///
/// Synthetic modifier key events posted via `CGEventPostToPid` do not update the session's
/// modifier state, so we track it ourselves and stamp it onto every key event. Without this,
/// a shortcut sent as discrete events (e.g. Command-down, n-down, n-up, Command-up) arrives as
/// a plain "n" and is treated as text rather than as Cmd+N.
current_flags: CGEventFlags,
}
impl Keyboard {
pub fn new(target: PostTarget) -> Self {
Self {
cache: keycode_cache::build_cache(),
post_target: target,
window_context: None,
current_flags: CGEventFlags::empty(),
}
}
/// Sets where subsequent synthesized key events are delivered. Called per-action so typing
/// can be routed to a specific background process.
pub fn set_target(&mut self, target: Target) {
self.post_target = match target {
Target::Screen => PostTarget::HidTap,
Target::Window { pid, .. } => PostTarget::Pid(pid as libc::pid_t),
};
self.window_context = match target {
Target::Window { window_id, pid } => Some((window_id, pid as libc::pid_t)),
Target::Screen => None,
};
}
/// Sends a key down event for the given key.
///
/// If the key is a modifier, its mask is folded into the held-modifier flags first so the
/// key-down itself carries the now-active modifier; the flags are then stamped on the event.
pub fn key_down(&mut self, key: &Key) -> Result<(), String> {
self.ensure_window_activated();
let keycode = self.resolve_keycode(key)?;
if let Some(mask) = modifier_mask(keycode) {
self.current_flags |= mask;
}
post_key_event(keycode, true, self.current_flags, self.post_target)
}
/// Sends a key up event for the given key.
///
/// If the key is a modifier, its mask is removed from the held-modifier flags so the key-up
/// reflects the modifier being released; the updated flags are then stamped on the event.
///
/// Activation is not triggered here: `KeyUp` always follows a `KeyDown` that already
/// activated the window, and a lone `KeyUp` with no prior `KeyDown` is a no-op regardless.
pub fn key_up(&mut self, key: &Key) -> Result<(), String> {
let keycode = self.resolve_keycode(key)?;
if let Some(mask) = modifier_mask(keycode) {
self.current_flags &= !mask;
}
post_key_event(keycode, false, self.current_flags, self.post_target)
}
/// Simulates typing text by sending Quartz events.
pub fn type_text(&self, text: &str) -> Result<(), String> {
self.ensure_window_activated();
let source = CGEventSource::new(CGEventSourceStateID::CombinedSessionState);
// Send one character at a time for better compatibility with various applications.
for ch in text.chars() {
// For now, send each character using the unicode method. This is easier than using
// virtual key codes, but may not be supported in all applications.
//
// TODO(vorporeal): when sending an ASCII character, send it using virtual key codes
// for better compatibility.
type_unicode_char(ch, source.as_deref(), self.post_target)?;
}
Ok(())
}
/// Ensures the target window is activated before keyboard events are posted.
///
/// Mouse events activate the target window lazily from the event location (see
/// [`super::mouse::Mouse`]); keyboard events carry no coordinates, so activation must be
/// triggered here instead. The call is idempotent per `(pid, window)` pair, so calling it
/// before each keyboard event is cheap and never re-sends the activation primer.
fn ensure_window_activated(&self) {
let Some((window_id, pid)) = self.window_context else {
return;
};
if let Some(info) = window::window_by_id(window_id) {
activation::ensure_activated(pid, &info);
}
}
/// Resolves a Key to a CGKeyCode.
///
/// The key can be:
/// - A keycode (platform-specific virtual keycode)
/// - A character (looked up via the current keyboard layout)
fn resolve_keycode(&self, key: &Key) -> Result<CGKeyCode, String> {
match key {
Key::Keycode(code) => CGKeyCode::try_from(*code).map_err(|_| {
format!(
"Invalid keycode {code}: must be in range 0..={}",
CGKeyCode::MAX
)
}),
Key::Char(ch) => self
.cache
.get(ch)
.copied()
.ok_or_else(|| format!("No keycode found for character '{}'", ch)),
}
}
}
/// Maps a modifier virtual keycode to its `CGEventFlags` mask, handling both the left and right
/// variants. Returns `None` for non-modifier keys.
fn modifier_mask(keycode: CGKeyCode) -> Option<CGEventFlags> {
Some(match keycode {
// Command: left 0x37 (55), right 0x36 (54).
54 | 55 => CGEventFlags::MaskCommand,
// Shift: left 0x38 (56), right 0x3C (60).
56 | 60 => CGEventFlags::MaskShift,
// Control: left 0x3B (59), right 0x3E (62).
59 | 62 => CGEventFlags::MaskControl,
// Option/Alt: left 0x3A (58), right 0x3D (61).
58 | 61 => CGEventFlags::MaskAlternate,
// Fn: 0x3F (63).
63 => CGEventFlags::MaskSecondaryFn,
// Caps Lock: 0x39 (57).
57 => CGEventFlags::MaskAlphaShift,
_ => return None,
})
}
/// Posts a key event (down or up) for the given virtual keycode, stamping the currently-held
/// modifier flags so shortcuts route through the app's key-equivalent handling.
fn post_key_event(
keycode: CGKeyCode,
is_down: bool,
flags: CGEventFlags,
target: PostTarget,
) -> Result<(), String> {
let source = CGEventSource::new(CGEventSourceStateID::CombinedSessionState);
let event =
CGEvent::new_keyboard_event(source.as_deref(), keycode, is_down).ok_or_else(|| {
let direction = if is_down { "down" } else { "up" };
format!("Failed to create key {direction} event for keycode {keycode}")
})?;
CGEvent::set_flags(Some(&event), flags);
target.post(&event);
Ok(())
}
/// Generates a Quartz event signifying the typing of a single Unicode character.
fn type_unicode_char(
ch: char,
source: Option<&CGEventSource>,
target: PostTarget,
) -> Result<(), String> {
let mut buf = [0u16; 2];
let encoded = ch.encode_utf16(&mut buf);
// Create a key down event (virtual key code 0 is used as a placeholder).
let key_down = CGEvent::new_keyboard_event(source, 0, true)
.ok_or("Failed to create key down event for TypeText.")?;
// Set the unicode string on the event.
// Safety: encoded is a valid UTF-16 buffer with the correct length.
unsafe {
CGEvent::keyboard_set_unicode_string(
Some(&key_down),
encoded.len() as u64,
encoded.as_ptr(),
);
}
// Clear any modifier flags that might interfere.
CGEvent::set_flags(Some(&key_down), CGEventFlags::empty());
// Post the key down event.
target.post(&key_down);
// Create and post a corresponding key up event.
let key_up = CGEvent::new_keyboard_event(source, 0, false)
.ok_or("Failed to create key up event for TypeText.")?;
CGEvent::set_flags(Some(&key_up), CGEventFlags::empty());
target.post(&key_up);
Ok(())
}