input-remapper/keymapper/injection/injector.py

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#!/usr/bin/python3
# -*- coding: utf-8 -*-
# key-mapper - GUI for device specific keyboard mappings
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# Copyright (C) 2021 sezanzeb <proxima@hip70890b.de>
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#
# This file is part of key-mapper.
#
# key-mapper is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# key-mapper is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with key-mapper. If not, see <https://www.gnu.org/licenses/>.
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"""Keeps injecting keycodes in the background based on the mapping."""
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import asyncio
import time
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import multiprocessing
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import evdev
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from evdev.ecodes import EV_KEY, EV_REL
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from keymapper.logger import logger
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from keymapper.getdevices import get_devices, is_gamepad
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from keymapper import utils
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from keymapper.mapping import DISABLE_CODE
from keymapper.injection.keycode_mapper import KeycodeMapper
from keymapper.injection.context import Context
from keymapper.injection.event_producer import EventProducer
from keymapper.injection.numlock import set_numlock, is_numlock_on, \
ensure_numlock
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DEV_NAME = 'key-mapper'
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# messages
CLOSE = 0
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OK = 1
# states
UNKNOWN = -1
STARTING = 2
FAILED = 3
RUNNING = 4
STOPPED = 5
# for both states and messages
NO_GRAB = 6
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def is_in_capabilities(key, capabilities):
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"""Are this key or one of its sub keys in the capabilities?
Parameters
----------
key : Key
"""
for sub_key in key:
if sub_key[1] in capabilities.get(sub_key[0], []):
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return True
return False
class Injector(multiprocessing.Process):
"""Keeps injecting events in the background based on mapping and config.
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Is a process to make it non-blocking for the rest of the code and to
make running multiple injector easier. There is one process per
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hardware-device that is being mapped.
"""
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regrab_timeout = 0.5
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def __init__(self, device, mapping):
"""Setup a process to start injecting keycodes based on custom_mapping.
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Parameters
----------
device : string
the name of the device as available in get_device
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mapping : Mapping
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"""
self.device = device
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self._event_producer = None
self._state = UNKNOWN
self._msg_pipe = multiprocessing.Pipe()
self.context = Context(mapping)
super().__init__()
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"""Functions to interact with the running process"""
def get_state(self):
"""Get the state of the injection.
Can be safely called from the main process.
"""
# slowly figure out what is going on
alive = self.is_alive()
if self._state == UNKNOWN and not alive:
# didn't start yet
return self._state
# if it is alive, it is definitely at least starting up
if self._state == UNKNOWN and alive:
self._state = STARTING
# if there is a message available, it might have finished starting up
if self._state == STARTING and self._msg_pipe[1].poll():
msg = self._msg_pipe[1].recv()
if msg == OK:
self._state = RUNNING
if msg == NO_GRAB:
self._state = NO_GRAB
if self._state in [STARTING, RUNNING] and not alive:
self._state = FAILED
logger.error('Injector was unexpectedly found stopped')
return self._state
@ensure_numlock
def stop_injecting(self):
"""Stop injecting keycodes.
Can be safely called from the main procss.
"""
logger.info('Stopping injecting keycodes for device "%s"', self.device)
self._msg_pipe[1].send(CLOSE)
self._state = STOPPED
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"""Process internal stuff"""
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def _grab_device(self, path):
"""Try to grab the device, return None if not needed/possible."""
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try:
device = evdev.InputDevice(path)
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except (FileNotFoundError, OSError):
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logger.error('Could not find "%s"', path)
return None
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capabilities = device.capabilities(absinfo=False)
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needed = False
for key, _ in self.context.mapping:
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if is_in_capabilities(key, capabilities):
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needed = True
break
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gamepad = is_gamepad(device)
if gamepad and self.context.maps_joystick():
needed = True
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if not needed:
# skipping reading and checking on events from those devices
# may be beneficial for performance.
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logger.debug('No need to grab %s', path)
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return None
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attempts = 0
while True:
try:
# grab to avoid e.g. the disabled keycode of 10 to confuse
# X, especially when one of the buttons of your mouse also
# uses 10. This also avoids having to load an empty xkb
# symbols file to prevent writing any unwanted keys.
device.grab()
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logger.debug('Grab %s', path)
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break
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except IOError as error:
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attempts += 1
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# it might take a little time until the device is free if
# it was previously grabbed.
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logger.debug('Failed attempts to grab %s: %d', path, attempts)
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if attempts >= 4:
logger.error('Cannot grab %s, it is possibly in use', path)
logger.error(str(error))
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return None
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time.sleep(self.regrab_timeout)
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return device
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def _modify_capabilities(self, input_device, gamepad):
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"""Adds all used keycodes into a copy of a devices capabilities.
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Sometimes capabilities are a bit tricky and change how the system
interprets the device.
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Parameters
----------
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input_device : evdev.InputDevice
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gamepad : bool
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If ABS capabilities should be removed in favor of REL.
This parameter is somewhat redundant and could be derived
from input_device, but it is very useful to control this in
tests.
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Returns
-------
a mapping of int event type to an array of int event codes.
Without absinfo.
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"""
ecodes = evdev.ecodes
# copy the capabilities because the uinput is going
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# to act like the device.
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capabilities = input_device.capabilities(absinfo=True)
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if self.context.writes_keys and capabilities.get(EV_KEY) is None:
capabilities[EV_KEY] = []
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# Furthermore, support all injected keycodes
for code in self.context.key_to_code.values():
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if code == DISABLE_CODE:
continue
if code not in capabilities[EV_KEY]:
capabilities[EV_KEY].append(code)
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# and all keycodes that are injected by macros
for macro in self.context.macros.values():
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capabilities[EV_KEY] += list(macro.get_capabilities())
if gamepad and self.context.joystick_as_mouse():
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# REL_WHEEL was also required to recognize the gamepad
# as mouse, even if no joystick is used as wheel.
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capabilities[EV_REL] = [
evdev.ecodes.REL_X,
evdev.ecodes.REL_Y,
evdev.ecodes.REL_WHEEL,
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evdev.ecodes.REL_HWHEEL,
]
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if capabilities.get(EV_KEY) is None:
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capabilities[EV_KEY] = []
if ecodes.BTN_MOUSE not in capabilities[EV_KEY]:
# to be able to move the cursor, this key capability is
# needed
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capabilities[EV_KEY].append(ecodes.BTN_MOUSE)
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# just like what python-evdev does in from_device
if ecodes.EV_SYN in capabilities:
del capabilities[ecodes.EV_SYN]
if ecodes.EV_FF in capabilities:
del capabilities[ecodes.EV_FF]
if gamepad and not self.context.forwards_joystick():
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# Key input to text inputs and such only works without ABS
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# events in the capabilities, possibly due to some intentional
# constraints in wayland/X. So if the joysticks are not used
# as joysticks remove ABS.
del capabilities[ecodes.EV_ABS]
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if ecodes.ABS_VOLUME in capabilities.get(ecodes.EV_ABS, []):
# For some reason an ABS_VOLUME capability likes to appear
# for some users. It prevents mice from moving around and
# keyboards from writing characters
capabilities[ecodes.EV_ABS].remove(ecodes.ABS_VOLUME)
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return capabilities
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async def _msg_listener(self):
"""Wait for messages from the main process to do special stuff."""
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loop = asyncio.get_event_loop()
while True:
frame_available = asyncio.Event()
loop.add_reader(self._msg_pipe[0].fileno(), frame_available.set)
await frame_available.wait()
frame_available.clear()
msg = self._msg_pipe[0].recv()
if msg == CLOSE:
logger.debug('Received close signal')
# stop the event loop and cause the process to reach its end
# cleanly. Using .terminate prevents coverage from working.
loop.stop()
return
def run(self):
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"""The injection worker that keeps injecting until terminated.
Stuff is non-blocking by using asyncio in order to do multiple things
somewhat concurrently.
Use this function as starting point in a process. It creates
the loops needed to read and map events and keeps running them.
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"""
if self.device not in get_devices():
logger.error('Cannot inject for unknown device "%s"', self.device)
return
logger.info('Starting injecting the mapping for "%s"', self.device)
# create a new event loop, because somehow running an infinite loop
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# that sleeps on iterations (event_producer) in one process causes
# another injection process to screw up reading from the grabbed
# device.
loop = asyncio.new_event_loop()
asyncio.set_event_loop(loop)
self._event_producer = EventProducer(self.context)
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numlock_state = is_numlock_on()
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coroutines = []
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# Watch over each one of the potentially multiple devices per hardware
for path in get_devices()[self.device]['paths']:
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source = self._grab_device(path)
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if source is None:
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# this path doesn't need to be grabbed for injection, because
# it doesn't provide the events needed to execute the mapping
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continue
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logger.spam(
'Original capabilities for "%s": %s',
path, source.capabilities(verbose=True)
)
# certain capabilities can have side effects apparently. with an
# EV_ABS capability, EV_REL won't move the mouse pointer anymore.
# so don't merge all InputDevices into one UInput device.
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gamepad = is_gamepad(source)
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uinput = evdev.UInput(
name=f'{DEV_NAME} {self.device}',
phys=DEV_NAME,
events=self._modify_capabilities(source, gamepad)
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)
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logger.spam(
'Injected capabilities for "%s": %s',
path, uinput.capabilities(verbose=True)
)
# actual reading of events
coroutines.append(self._event_consumer(source, uinput))
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# The event source of the current iteration will deliver events
# that are needed for this. It is that one that will be mapped
# to a mouse-like devnode.
if gamepad and self.context.joystick_as_mouse():
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self._event_producer.set_max_abs_from(source)
self._event_producer.set_mouse_uinput(uinput)
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if len(coroutines) == 0:
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logger.error('Did not grab any device')
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self._msg_pipe[0].send(NO_GRAB)
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return
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coroutines.append(self._msg_listener())
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# run besides this stuff
coroutines.append(self._event_producer.run())
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# set the numlock state to what it was before injecting, because
# grabbing devices screws this up
set_numlock(numlock_state)
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self._msg_pipe[0].send(OK)
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try:
loop.run_until_complete(asyncio.gather(*coroutines))
except RuntimeError:
# stopped event loop most likely
pass
except OSError as error:
logger.error(str(error))
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if len(coroutines) > 0:
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# expected when stop_injecting is called,
# during normal operation as well as tests this point is not
# reached otherwise.
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logger.debug('asyncio coroutines ended')
async def _event_consumer(self, source, uinput):
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"""Reads input events to inject keycodes or talk to the event_producer.
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Can be stopped by stopping the asyncio loop. This loop
reads events from a single device only. Other devnodes may be
present for the hardware device, in which case this needs to be
started multiple times.
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Parameters
----------
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source : evdev.InputDevice
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where to read keycodes from
uinput : evdev.UInput
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where to write keycodes to
"""
logger.debug(
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'Started consumer to inject to %s, fd %s',
source.path, source.fd
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)
gamepad = is_gamepad(source)
keycode_handler = KeycodeMapper(self.context, source, uinput)
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async for event in source.async_read_loop():
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if self._event_producer.is_handled(event):
# the event_producer will take care of it
self._event_producer.notify(event)
continue
# for mapped stuff
if utils.should_map_event_as_btn(event, self.context.mapping, gamepad):
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will_report_key_up = utils.will_report_key_up(event)
keycode_handler.handle_keycode(event)
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if not will_report_key_up:
# simulate a key-up event if no down event arrives anymore.
# this may release macros, combinations or keycodes.
release = evdev.InputEvent(0, 0, event.type, event.code, 0)
self._event_producer.debounce(
debounce_id=(event.type, event.code, event.value),
func=keycode_handler.handle_keycode,
args=(release, False),
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ticks=3,
)
continue
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# forward the rest
uinput.write(event.type, event.code, event.value)
# this already includes SYN events, so need to syn here again
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logger.error('The consumer for "%s" stopped early', source.path)