I'm implementing a scripting language where the user might be causing an endless loop by accident. I want to give the user the opportunity to cancel such a runaway loop by holding down the command key while typing the period (".") key.
Currently, once for every line, I check for cancellation with this code:
NSEvent * evt = [[NSApplication sharedApplication] nextEventMatchingMask: NSKeyDownMask untilDate: [NSDate date] inMode: WILDScriptExecutionEventLoopMode dequeue: YES];
if( evt )
{
NSString * theKeys = [evt charactersIgnoringModifiers];
if( (evt.modifierFlags & NSCommandKeyMask) && theKeys.length > 0 && [theKeys characterAtIndex: 0] == '.' )
{
// +++ cancel script execution here.
}
}
The problem with this is that it eats any keyboard events that the user might be typing while the script is running, even though scripts should be able to check for keypresses. Also, it doesn't dequeue the corresponding NSKeyUp events. But if I tell it to dequeue key up events as well, it might dequeue the keyUp for a keypress that was being held before my script started and my application might never find out the key was released.
Also, I would like to not dequeue any events until I know it is actually a cancel event, but there is no separate dequeue call, and it feels unreliable to just assume the frontmost event on a second call will be the same one. And even if it is guaranteed to be the first, that would mean that the user typing an 'a' and then Cmd-. would mean I only ever see the 'a' and never the Cmd-. behind it if I don't dequeue events.
Is there a better option than going to the old Carbon stand-by GetKeys()? Fortunately, that seems to be available in 64 bit.
Also, I'm thinking about adding an NSStatusItem that adds a button to cancel the script to the menu bar or so. But how would I process events in a way that doesn't let the user e.g. select a menu while a script expects to be ruler of the main thread?
Any suggestions? Recommendations?
Using -addLocalMonitorForEventsMatchingMask: as Dave suggests is probably the easiest way to go about this, yes.
I just wanted to add that despite your unreliable feeling, the event queue is really a queue, and events don't change order. It is perfectly safe (and standard practice in event loops) to call -nextEventMatchingMask:inMode:dequeue:NO, examine the event, determine that it is one you want to deal with, and then call -nextEventMatchingMask:inMode:dequeue:YES in order to consume it. Just make sure that your mask and mode are identical between the two calls.
I would suggest using an event monitor. Since you're asking NSApp for events, it would seem that you're running the script in the current process, so you only have to monitor events in your own process (and not globally).
There are several ways to do this (subclassing NSApplication and overriding -sendEvent:, putting in an event tap, etc), but the easiest way to do this would be with a local event monitor:
id eventHandler = [NSEvent addLocalMonitorForEventsMatchingMask:NSKeyDown handler:^(NSEvent *event) {
// check the runloop mode
// check for cmd-.
// abort the script if necessary
return event;
}];
When you're all done monitoring for events, don't forget to unregister your monitor:
[NSEvent removeMonitor:eventHandler];
So there's +[NSEvent modifierFlags] which is intended as a replacement for GetKeys(). It doesn't cover your use case of the period key though, sadly.
The core problem here with the event queue is you want to be able to search it, which isn't something the API exposes. The only workaround to that I can think of is to dequeue all events into an array, checking for a Command-. event, and then re-queue them all using postEvent:atStart:. Not pretty.
Perhaps as an optimisation you could use +[NSEvent modifierFlags] to only check the event queue when the command key is held down, but that sounds open to race conditions to me.
So final suggestion, override -postEvent:atStart: (on either NSApplication or NSWindow) and see if you can fish out the desired info there. I think at worst it could be interesting for debugging.
Related
As an experiment, I am trying to achieve the following:
Let spacebar work as a modifier key - like the Shift key - where holding the spacebar key down and typing keys print different letters. Releasing the spacebar would set the state back to normal, and just pressing it behaves like a normal space key.
I was thinking of handling the keydown and keyup event, but apparently handleEvent:client: in IMKServerInput Protocol seems to only catch key down and mouse events.
Without much experience with cocoa, I’ve tried some methods with no success:
went through the Technical Note 2128 via internet archive, which gave me the suitable explanations of plist items. Still, nothing about keyup.
tried adding NSKeyUpMask to recognizedEvents: in IMKStateSetting Protocol, but that didn’t seem to catch the event either.
tested a bit with addLocalMonitorForEventsMatchingMask:handler: but nothing happens.
failed to find a way to make NSFlagsChanged event fire with spacebar.
read about Quartz Event Service and CGEventTap which seems to handle user inputs in lower level. Didn’t go further to this route, yet.
IOHIDManager?
I reached to a conclusion that IMKit is only capable of passively receiving events.
Since it is not an application, there is no keyUp: method to override - AFAIK, IMKit does not inherit NSResponder class.
Unfortunately cocoa is way too broad and has much less (or overflowed with non-helping) documentations for a novice like me to dive in.
Can anyone help me to the right direction?
I tried all possible alternatives one by one, and eventually achieved it by creating a global EventTap
with CGEventTap.
The code basically looks like this:
// Create an event tap.
CGEventMask eventMask = ((1 << kCGEventKeyDown) | (1 << kCGEventKeyUp));
CFMachPortRef eventTap = CGEventTapCreate(kCGSessionEventTap,
kCGHeadInsertEventTap,
0,
eventMask,
myCGEventCallback,
NULL);
if (!eventTap) {
NSLog(#"failed to create event tap\n");
return NO;
} else {
// Create a run loop source.
runLoopSource = CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0);
// Add to the current run loop.
CFRunLoopAddSource(CFRunLoopGetCurrent(), runLoopSource, kCFRunLoopCommonModes);
// Enable the event tap.
CGEventTapEnable(eventTap, true);
return YES;
}
where myCGEventCallback handles the global states.
Meanwhile here are some of what I've found out:
According to The Key-Input Message Sequence document, the application only passes the keydown event to the Input Method Kit, after trying other bunch of handlers in the chain. You cannot let IMKServerInput 'catch' the NSKeyUp event. Just adding an NSKeyUpMask to recognizedEvents: would not work.
addLocalMonitorForEventsMatchingMask:handler: and CGEventTapCreateForPSN would not catch the event. I suppose this is because though an Input Method may run as a separate process, the event itself is fired from the application, like TextEdit, and handed over to the Input `Method.
IOHIDManager: is for adding new hardware devices and making drivers.
Creating a global EventTap requires either running the process with sudo privilege -- copying the Input Method to /Library/Input Methods does not run with sudo privilege --, or registering the application to the Accessibility control. That's in System Preferences → Security & Privacy → Privacy tab → Accessibility, in Mavericks.
IMKStateSetting protocol's recognizedEvents: method should enable NSKeyUp events:
- (NSUInteger)recognizedEvents:(id)sender {
return NSKeyDownMask | NSKeyUpMask;
}
A client calls this method to check whether an input method supports an event. The default implementation returns NSKeyDownMask.
However, in testing my Input Method still does not catch NSKeyUp events. This seems like a bug.
I've filed the following Radar, and hope others will duplicate it:
rdar://21376535
I’m working on an application that uses the great MASShortcut repository by Shpakovski. I reference this to ask if there is a way to register a shortcut for Capslock in the same way that Shpakovski does in his repository?
It seems that I can’t register 0xffff (Key Codes shows this as Capslock) as a valid shortcut. Even if I combine it with the modifier keys. I also want to catch the press before it toggles the system’s Capslock functionality.
I’m aware that I could listen to all keystrokes and just catch the Capslock when it occurs but I want to avoid this behaviour since I feel it’s potentially insecure and will also decrease the overall system performance.
Edit: I already took a look at some working C++ / C# libraries for Windows which implement this feature. They seem to override the system’s Capslock flag continuously which I found pretty odd. I’m basically having 2 problems here:
1. How to catch the Capslock press without having a keystroke listener all the time
2. How to do so without triggering the system’s Capslock functionality.
One possibility could be to overwrite sendEvent: in your NSApplication delegate. From Apples documentation:
You rarely invoke sendEvent: directly, although you might want to
override this method to perform some action on every event. sendEvent:
messages are sent from the main event loop (the run method).
sendEvent: is the method that dispatches events to the appropriate
responders—NSApp handles application events, the NSWindow object
indicated in the event record handles window-related events, and mouse
and key events are forwarded to the appropriate NSWindow object for
further dispatching.
You could evaluate if the current event has the modifier key pressed and act upon that.
Edit:
For background processing Quartz event taps can be used. If that leads to a rejection, I don't know.
For a long time I have been wondering how modal dialog is implemented.
Let me take Qt as an example. (Nearly all GUI toolkit has this mechanism)
In the main event loop, a slot is called, and in this slot a modal dialog is opened. Before the dialog is closed, the slot doesn't return control to the main event loop. So I thought that the main event loop is blocked and become unresponsive. Apparently this is not true, since when you open a modal dialog, the background main window is still working, like repainting its UI or keep displaying a curve or some graph. It just becomes not to accept any user input.
I did an experiment. I didn't open a modal dialog in the slot, but start a new thread there, and wait for the thread to finish in that slot. This definitely blocked the main event loop.
How modal dialog is implemented after all? How does it keep main event loop unblocked but at the same time blocked the calling slot?
There is only ever a need for a single event loop, and it does not block when a modal dialog appears. Though, I suppose, different toolkits may handle this differently. You would need to consult the documentation to know for sure. Conceptually, however, it all works in the same way.
Every event has a source where the event occured. When a modal dialog appears, the event loop either ignores or redirects all events that originate outside of the dialog. There's really no magic to it. Generally speaking, it's like an if statement in the event loop code that says "if (modal_is_shown() and !event_is_in_modal_window()) {ignore_and_wait_for_next_event()}". Of course, the logic is a bit more complicated, but that's the gist of it.
If you're looking for examples here's another one:
In Tk, there is only ever one event loop. Modal behavior (doesn't have to be dialog, can also be tooltips, textbox etc) is simply implemented by making the main window ignore mouse and keyboard events. All other events like redraws etc. can still be serviced because the event loop is still running.
Tk implements this via the [grab] function. Calling grab on a UI object makes it the only object able to respond to keyboard and mouse events. Essentially blocking all other objects. This doesn't mess with the event loop. It merely temporarily disables event handlers until the grab is released.
It should be noted that Unix-like operating systems running X also has grab built in to the windowing system. So it's not necessarily implemented merely by UI toolkit libraries but is sometimes also a built in feature of the OS. Again, this is implemented by simple blocking/disabling of events instead of instantiating separate event loops. I believe this also used to be the case for the older MacOS before OSX. Not sure about OSX or Windows though. Even though modality is often implemented by the OS itself, toolkits like Qt and Tk often implement their own mechanisms to standardize behaviors across different platforms.
So the conclusion is, it is not necessary to block the main event loop to implement modality. You just need to block the events and/or event handlers.
The answer by https://stackoverflow.com/users/893/greg-hewgill is correct.
However, reading the follow-up discussion between him and https://stackoverflow.com/users/188326/solotim , I feel that there is room for further clarification, by means of prose and some pseudo-code.
I'll handle the prose part with a fact-list:
The main message loop does not run until the modal activity is finished
However, events are still delivered while the modal activity is running
This is because there is a nested event loop within the modal activity.
So far I just repeated Greg's answer, please bear with me as it is for continuity's sake. Below is where I hope to contribute additional, useful info.
The nested event loop is part of the GUI toolkit, and as such, it knows the callback functions related to every window in existence
When the nested event loop raises an event (such as a repaint event directed to the main window), it invokes the callback function associated with that event. Note that "callback" here may refer to a method of a class representing a window, in object-oriented systems.
the callback function does what is needed (e.g., repaint), and returns right back to the nested message loop (the one within the modal activity)
Last, but not least, here's pseudo-code to hopefully illustrate further, using a fictitious "GuiToolkit":
void GuiToolkit::RunModal( ModalWindow *m )
{
// main event loop
while( !GuiToolkit::IsFinished() && m->IsOpen() )
{
GuiToolkit::ProcessEvent(); // this will call
// MainWindow::OnRepaint
// as needed, via the virtual
// method of the base class
// NonModalWindow::OnRepaint
}
}
class AboutDialog: public ModalWindow
{
}
class MainWindow: public NonModalWindow
{
virtual void OnRepaint()
{
...
}
virtual void OnAboutBox()
{
AboutDialog about;
GuiToolkit::RunModal(&about); // blocks here!!
}
}
main()
{
MainWindow window;
GuiToolkit::Register( &window ) // GuiToolkit knows how to
// invoke methods of window
// main event loop
while( !GuiToolkit::IsFinished() )
{
GuiToolkit::ProcessEvent(); // this will call
// MainWindow::OnAboutBox
// at some point
}
}
In general, a modal dialog box of this type is implemented by running its own message loop instead of your application's message loop. Messages directed to your main window (such as timer or paint messages) will still get delivered, even during the modal operation.
In some situations, you may have to be careful that you don't recursively do the same thing repeatedly. For example, if you trigger a modal dialog box on a timer message combined with some persistent flag, you'll want to make sure you don't keep bringing up the same dialog box repeatedly whenever the timer message fires.
I'm trying to use CGAssociateMouseAndMouseCursorPosition(NO) in a program. This disconnects the mouse from the on screen cursor when your application is "in the foreground". Unfortunately it also disconnects it when Mission Control or the application switcher or who knows what else comes up.
So far I know:
The application is still active.
The window is still key.
Nothing is sent to the default notification center when these things come up.
The application stops receiving mouse moved events, but an NSEvent addGlobalMonitorForEventsMatchingMask:handler: also does not receive them, which is strange to say the least. It should receive any events not delivered to my application. (I was planning to detect the missing events to know when to associate the mouse again.
So, is there a way to detect when my application is no longer in control, specifically because Mission Control or the switch has taken over? They really expect the mouse to work and I need to restore that association for them.
I share your surprise that a global event monitor isn't seeing the events. In a similar situation, I used a Quartz Event Tap for a similar purpose. The Cocoa global event monitor is quite similar to event taps, so I figured it would work.
I put the tap on kCGAnnotatedSessionEventTap and compared the result from CGEventGetIntegerValueField(event, kCGEventTargetUnixProcessID) to getpid() to determine when the events were going to another app (e.g. Mission Control or Exposé). (I disable the tab when my app resigns active status, so it should only receive events destined for another app when this sort of overlay UI is presented.)
By the way, you mentioned monitoring the default notification center, but, if there's a notification about Mission Control or the like, it's more likely to come to the distributed notification center (NSDistributedNotificationCenter). So, it's worth checking that.
I needed to check for mission control being active and ended up with an approach along the lines of Ken's answer.
Sharing is caring so here is the smallest sensible complete code that worked for me: (Swift 5)
import Foundation
import AppKit
let dockPid = NSRunningApplication.runningApplications(withBundleIdentifier: "com.apple.dock").first?.processIdentifier
var eventTargetPid: Int32?
let eventTap = CGEvent.tapCreate(
tap: .cgAnnotatedSessionEventTap,
place: .headInsertEventTap,
options: .listenOnly,
eventsOfInterest: CGEventMask(
(1 << CGEventType.mouseMoved.rawValue)
| (1 << CGEventType.keyDown.rawValue)
),
callback: { (tapProxy, type, event, _:UnsafeMutableRawPointer?) -> Unmanaged<CGEvent>? in
// Now, each time the mouse moves this var will receive the event's target pid
eventTargetPid = Int32(event.getIntegerValueField(.eventTargetUnixProcessID))
return nil
},
userInfo: nil
)!
// Add the event tap to our runloop
CFRunLoopAddSource(
CFRunLoopGetCurrent(),
CFMachPortCreateRunLoopSource(kCFAllocatorDefault, eventTap, 0),
.commonModes
)
let periodSeconds = 1.0
// Add a timer for periodic checking
CFRunLoopAddTimer(CFRunLoopGetCurrent(), CFRunLoopTimerCreateWithHandler(
kCFAllocatorDefault,
CFAbsoluteTimeGetCurrent() + periodSeconds, periodSeconds, 0, 0,
{ timer in
guard eventTargetPid != dockPid else {
print("Dock")
return
}
print("Not dock")
// Do things. This code will not run if the dock is getting events, which seems to always be the case if mission control or command switcher are active
}), .commonModes)
CFRunLoopRun()
This simply checks whether the dock was the one to receive the last event of interest (here that includes mouse movement and key-downs).
It covers most cases, but will report the wrong value between the command switcher or mission-control hiding and the first event being sent to a non-dock app. This is fine in my use-case but could be an issue for other ones.
Also, of course, when the dock at the bottom is active, this will detect that too.
Have you tried asking NSRunningApplication?
I have a problem with my mouse. Every now and then it will double click when I only single click. I know this is a problem with the mouse, and I've contacted the manufacturer, still waiting for a reply. But in the meantime I was wondering if there was a way that I could find out when the left mouse button had been clicked twice within a very short period (probably 1-10 milliseconds) of time, and disable the second click.
I mostly know how to use hooks, so that's not the problem, my main question is how to stop an event from happening, if that's possible.
The information on how to prevent the mouse message from being processed is in the documentation of the "LowLevelMouseProc callback function" in MSDN:
http://msdn.microsoft.com/en-us/library/windows/desktop/ms644986(v=vs.85).aspx
Specifically, it says: "If the hook procedure processed the message, it may return a nonzero value to prevent the system from passing the message to the rest of the hook chain or the target window procedure." So, if you know about windows hooks, you know how to do it.
EDIT: Actually, now that I think more about it, you don't want to discard any event. You simply want to transform the doubleclick event into just another left-button-down event. I believe you can do it from within the hook handler, and it will work. Have you tried it?
In C#'s WinForms, you write an event handler involving the mouse receiving a MouseEventArgs object. Inside it, you can access certain info such as the number of times it was clicked, for example.
protected void RowClicked(object sender, MouseEventArgs evt)
{
// Trigger it when the mouse was clicked only once
if( evt.Button.Clicks == 1 ) {
// ... more things ...
}
return;
}
Other GUI libraries have other possibilities. That said, your problem has nothing to do with GUI libraries. You have to change the sensitivity of your mouse, in the configuration options of your operating system. For example, in the Windows' control panel, you can change how much time has to pass between a click and another one to be considered a doble-click. In lUbuntu, you can do the very same, in System menu >> Preferences >> Keyboard and Mouse.