Leaked source code of windows server 2003
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/*++
Copyright (c) 1990-1998 Microsoft Corporation, All Rights Reserved
Module Name:
PROCESS.C
++*/
/**********************************************************************/
/* These tables are for ImeProcessKey(). And IMEProcessKey function */
/* refer this table and deside the VKey is needed for FAKEIME or not. */
/* */
/**********************************************************************/
#include "windows.h"
BYTE bNoComp[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 10-1F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20-2F
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, // 30-3F
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 40-4F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 50-5F
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 60-6F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 70-7F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-8F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-9F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-AF
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-BF
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-CF
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-DF
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-EF
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-FF
BYTE bNoCompCtl[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 10-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 30-0F
0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0, // 40-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 50-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 60-0F
0,0,1,0,0,1,1,1,1,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bNoCompSht[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 10-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20-0F
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, // 30-0F
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 40-0F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 50-0F
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 60-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bNoCompAlt[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 10-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 30-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 40-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 50-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 60-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bComp[] = { 0,0,0,1,0,0,0,0,1,1,0,0,0,1,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0, // 10-0F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 20-0F
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, // 30-0F
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 40-0F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 50-0F
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 60-0F
0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bCompCtl[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 10-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 20-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 30-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 40-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 50-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 60-0F
0,0,1,0,0,1,1,1,1,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bCompSht[] = { 0,0,0,1,0,0,0,0,1,1,0,0,0,1,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0, // 10-0F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 20-0F
1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0, // 30-0F
0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 40-0F
1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0, // 50-0F
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, // 60-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 70-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 80-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 90-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // A0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // B0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // C0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // D0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // E0-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // F0-0F
BYTE bCompAlt[] = { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, // 00-0F
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; // 00-0F