Bump?
Is there no one who knows why this was designed this way ? David and I both
seem to agree that this isn't the right way to go.

On Sun, Sep 11, 2011 at 7:46 AM, David Seikel <onef...@gmail.com> wrote:

> On Sun, 11 Sep 2011 04:25:57 -0400 Youness Alaoui
> <kakar...@kakaroto.homelinux.net> 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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