On Sun, 11 Sep 2011 04:25:57 -0400 Youness Alaoui <[email protected]> wrote:
> While I'm working on adding keyboard support to ecore/ecore-evas for
> the ps3 engine, I noticed that there is no enum for the various keys,
> they are strings instead. I do not understand *why* this is done this
> way... first of all, doing strcmp is less efficient than a int
> comparison, secondly, it produces uglier code, and most importantly,
> it's prone to errors.. what if I compare with "up" instead of "Up" ?
> and I don't see any list of what the strings should be.. is it
> "Enter" or "Return".. The ps3 SDK also can give me either the raw
> code or the utf-8 of the key code, do I need to put a huge list
> associating each key code with the keyname ecore expects or can I
> just use the utf-8 character? Why do I need to change "(" into
> "parenleft" and why do I need to check if it's "2" or "at" symbol
> when the ps3 SDK itself transforms it correctly for me depending on
> the chosen layout and LED states? Are you forcing every ecore_*
> module to have a copy of some list to associate keys with the
> expected keyname ? and every library user to have a big if/else to
> check the keys entered? Anyone (raster?) knows of any good reason for
> this design?
Yes, I thought that was ugly as well. In my framebuffer project, I
also noticed that I'm being passed a strdup of those fixed strings.
Which forces me to do lots of strcmps with MORE fixed strings in a big
if/else tree. Ewwwwww
Lucky this project of mine only needs a small subset of the keyboard
supported.
If I remember rightly it's only the QWERTY layout as well. shudder
--
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.
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