mirror of
https://github.com/sezanzeb/input-remapper
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467 lines
16 KiB
Python
467 lines
16 KiB
Python
#!/usr/bin/python3
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# -*- coding: utf-8 -*-
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# key-mapper - GUI for device specific keyboard mappings
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# Copyright (C) 2021 sezanzeb <proxima@sezanzeb.de>
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#
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# This file is part of key-mapper.
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#
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# key-mapper is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# key-mapper is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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
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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, classify, GAMEPAD
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from keymapper import utils
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from keymapper.mapping import DISABLE_CODE
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from keymapper.injection.keycode_mapper import KeycodeMapper
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from keymapper.injection.context import Context
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from keymapper.injection.event_producer import EventProducer
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from keymapper.injection.numlock import set_numlock, is_numlock_on, \
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ensure_numlock
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DEV_NAME = 'key-mapper'
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# messages
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CLOSE = 0
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OK = 1
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# states
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UNKNOWN = -1
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STARTING = 2
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FAILED = 3
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RUNNING = 4
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STOPPED = 5
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# for both states and messages
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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?
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Parameters
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----------
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key : Key
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"""
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for sub_key in key:
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if sub_key[1] in capabilities.get(sub_key[0], []):
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return True
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return False
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class Injector(multiprocessing.Process):
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"""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
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make running multiple injector easier. There is one process per
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hardware-device that is being mapped.
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"""
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regrab_timeout = 0.5
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def __init__(self, device, mapping):
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"""Setup a process to start injecting keycodes based on custom_mapping.
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Parameters
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----------
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device : string
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the name of the device as available in get_device
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mapping : Mapping
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"""
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self.device = device
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self._event_producer = None
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self._state = UNKNOWN
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self._msg_pipe = multiprocessing.Pipe()
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self.mapping = mapping
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self.context = None # only needed inside the injection process
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super().__init__()
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"""Functions to interact with the running process"""
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def get_state(self):
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"""Get the state of the injection.
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Can be safely called from the main process.
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"""
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# slowly figure out what is going on
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alive = self.is_alive()
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if self._state == UNKNOWN and not alive:
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# didn't start yet
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return self._state
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# if it is alive, it is definitely at least starting up
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if self._state == UNKNOWN and alive:
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self._state = STARTING
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# if there is a message available, it might have finished starting up
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if self._state == STARTING and self._msg_pipe[1].poll():
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msg = self._msg_pipe[1].recv()
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if msg == OK:
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self._state = RUNNING
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if msg == NO_GRAB:
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self._state = NO_GRAB
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if self._state in [STARTING, RUNNING] and not alive:
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self._state = FAILED
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logger.error('Injector was unexpectedly found stopped')
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return self._state
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@ensure_numlock
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def stop_injecting(self):
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"""Stop injecting keycodes.
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Can be safely called from the main procss.
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"""
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logger.info('Stopping injecting keycodes for device "%s"', self.device)
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self._msg_pipe[1].send(CLOSE)
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self._state = STOPPED
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"""Process internal stuff"""
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def _grab_device(self, path):
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"""Try to grab the device, return None if not needed/possible."""
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try:
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device = evdev.InputDevice(path)
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except (FileNotFoundError, OSError):
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logger.error('Could not find "%s"', path)
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return None
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capabilities = device.capabilities(absinfo=False)
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needed = False
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for key, _ in self.context.mapping:
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if is_in_capabilities(key, capabilities):
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logger.debug('Grabbing "%s" because of "%s"', path, key)
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needed = True
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break
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gamepad = classify(device) == GAMEPAD
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if gamepad and self.context.maps_joystick():
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logger.debug('Grabbing "%s" because of maps_joystick', path)
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needed = True
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if not needed:
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# skipping reading and checking on events from those devices
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# 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
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while True:
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try:
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# grab to avoid e.g. the disabled keycode of 10 to confuse
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# X, especially when one of the buttons of your mouse also
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# uses 10. This also avoids having to load an empty xkb
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# symbols file to prevent writing any unwanted keys.
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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
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# 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:
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logger.error('Cannot grab %s, it is possibly in use', path)
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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 _copy_capabilities(self, input_device):
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"""Copy capabilities for a new device."""
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ecodes = evdev.ecodes
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# 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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# just like what python-evdev does in from_device
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if ecodes.EV_SYN in capabilities:
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del capabilities[ecodes.EV_SYN]
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if ecodes.EV_FF in capabilities:
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del capabilities[ecodes.EV_FF]
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if ecodes.ABS_VOLUME in capabilities.get(ecodes.EV_ABS, []):
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# For some reason an ABS_VOLUME capability likes to appear
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# for some users. It prevents mice from moving around and
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# keyboards from writing characters
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capabilities[ecodes.EV_ABS].remove(ecodes.ABS_VOLUME)
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return capabilities
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def _construct_capabilities(self, 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
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interprets the device.
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Parameters
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----------
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gamepad : bool
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If gamepad events can be translated to mouse events. (also
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depends on the configured purpose)
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Returns
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-------
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a mapping of int event type to an array of int event codes.
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"""
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ecodes = evdev.ecodes
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capabilities = {
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EV_KEY: []
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}
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# support all injected keycodes
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for code in self.context.key_to_code.values():
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if code == DISABLE_CODE:
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continue
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if code not in capabilities[EV_KEY]:
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capabilities[EV_KEY].append(code)
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# and all keycodes that are injected by macros
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for macro in self.context.macros.values():
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macro_capabilities = macro.get_capabilities()
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for ev_type in macro_capabilities:
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if len(macro_capabilities[ev_type]) == 0:
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continue
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if ev_type not in capabilities:
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capabilities[ev_type] = []
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capabilities[ev_type] += list(macro_capabilities[ev_type])
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if gamepad and self.context.joystick_as_mouse():
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# REL_WHEEL was also required to recognize the gamepad
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# as mouse, even if no joystick is used as wheel.
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capabilities[EV_REL] = [
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evdev.ecodes.REL_X,
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evdev.ecodes.REL_Y,
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evdev.ecodes.REL_WHEEL,
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evdev.ecodes.REL_HWHEEL,
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]
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if capabilities.get(EV_KEY) is None:
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capabilities[EV_KEY] = []
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if ecodes.BTN_MOUSE not in capabilities[EV_KEY]:
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# to be able to move the cursor, this key capability is
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# needed
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capabilities[EV_KEY].append(ecodes.BTN_MOUSE)
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return capabilities
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async def _msg_listener(self):
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"""Wait for messages from the main process to do special stuff."""
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loop = asyncio.get_event_loop()
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while True:
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frame_available = asyncio.Event()
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loop.add_reader(self._msg_pipe[0].fileno(), frame_available.set)
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await frame_available.wait()
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frame_available.clear()
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msg = self._msg_pipe[0].recv()
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if msg == CLOSE:
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logger.debug('Received close signal')
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# stop the event loop and cause the process to reach its end
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# cleanly. Using .terminate prevents coverage from working.
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loop.stop()
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return
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def get_udef_name(self, name, suffix):
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"""Make sure the generated name is not longer than 80 chars."""
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max_len = 80 # based on error messages
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remaining_len = max_len - len(DEV_NAME) - len(suffix) - 2
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middle = name[:remaining_len]
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name = f'{DEV_NAME} {middle} {suffix}'
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return name
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def run(self):
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"""The injection worker that keeps injecting until terminated.
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Stuff is non-blocking by using asyncio in order to do multiple things
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somewhat concurrently.
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Use this function as starting point in a process. It creates
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the loops needed to read and map events and keeps running them.
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"""
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if self.device not in get_devices():
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logger.error('Cannot inject for unknown device "%s"', self.device)
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return
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group = get_devices()[self.device]
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logger.info('Starting injecting the mapping for "%s"', self.device)
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# 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
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# another injection process to screw up reading from the grabbed
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# device.
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loop = asyncio.new_event_loop()
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asyncio.set_event_loop(loop)
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# create this within the process after the event loop creation,
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# so that the macros use the correct loop
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self.context = Context(self.mapping)
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self._event_producer = EventProducer(self.context)
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numlock_state = is_numlock_on()
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coroutines = []
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# where mapped events go to.
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# See the Context docstring on why this is needed.
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self.context.uinput = evdev.UInput(
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name=self.get_udef_name(self.device, 'mapped'),
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phys=DEV_NAME,
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events=self._construct_capabilities(GAMEPAD in group['types'])
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)
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# Watch over each one of the potentially multiple devices per hardware
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for path in group['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
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# it doesn't provide the events needed to execute the mapping
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continue
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# certain capabilities can have side effects apparently. with an
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# EV_ABS capability, EV_REL won't move the mouse pointer anymore.
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# so don't merge all InputDevices into one UInput device.
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gamepad = classify(source) == GAMEPAD
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forward_to = evdev.UInput(
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name=self.get_udef_name(source.name, 'forwarded'),
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events=self._copy_capabilities(source),
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phys=source.phys,
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version=source.version,
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vendor=source.info.vendor,
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product=source.info.product,
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bustype=source.info.bustype
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)
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# actual reading of events
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coroutines.append(self._event_consumer(source, forward_to))
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# The event source of the current iteration will deliver events
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# that are needed for this. It is that one that will be mapped
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# to a mouse-like devnode.
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if gamepad and self.context.joystick_as_mouse():
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self._event_producer.set_abs_range_from(source)
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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
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coroutines.append(self._event_producer.run())
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# set the numlock state to what it was before injecting, because
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# grabbing devices screws this up
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set_numlock(numlock_state)
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self._msg_pipe[0].send(OK)
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try:
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loop.run_until_complete(asyncio.gather(*coroutines))
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except RuntimeError:
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# stopped event loop most likely
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pass
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except OSError as error:
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logger.error(str(error))
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if len(coroutines) > 0:
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# expected when stop_injecting is called,
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# during normal operation as well as tests this point is not
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# reached otherwise.
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logger.debug('asyncio coroutines ended')
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async def _event_consumer(self, source, forward_to):
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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
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reads events from a single device only. Other devnodes may be
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present for the hardware device, in which case this needs to be
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started multiple times.
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Parameters
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----------
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source : evdev.InputDevice
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where to read keycodes from
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forward_to : evdev.UInput
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where to write keycodes to that were not mapped to anything.
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Should be an UInput with capabilities that work for all forwarded
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events, so ideally they should be copied from source.
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"""
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logger.debug(
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'Started consumer to inject to %s, fd %s',
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source.path, source.fd
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)
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gamepad = classify(source) == GAMEPAD
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keycode_handler = KeycodeMapper(self.context, source, forward_to)
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async for event in source.async_read_loop():
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if self._event_producer.is_handled(event):
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# the event_producer will take care of it
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self._event_producer.notify(event)
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continue
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# for mapped stuff
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if utils.should_map_as_btn(event, self.context.mapping, gamepad):
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will_report_key_up = utils.will_report_key_up(event)
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keycode_handler.handle_keycode(event)
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if not will_report_key_up:
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# simulate a key-up event if no down event arrives anymore.
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# this may release macros, combinations or keycodes.
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release = evdev.InputEvent(0, 0, event.type, event.code, 0)
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self._event_producer.debounce(
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debounce_id=(event.type, event.code, event.value),
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func=keycode_handler.handle_keycode,
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args=(release, False),
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ticks=3,
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)
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continue
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# forward the rest
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forward_to.write(event.type, event.code, event.value)
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# this already includes SYN events, so need to syn here again
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# This happens all the time in tests because the async_read_loop
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# stops when there is nothing to read anymore. Otherwise tests
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# would block.
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logger.error('The consumer for "%s" stopped early', source.path)
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