input-remapper/tests/unit/test_event_reader.py
Tobi 1986d7a2ab
Fix CombinationHandler releasing (#578)
Co-authored-by: Jonas Bosse <jonas.bosse@posteo.de>
2023-02-19 21:19:29 +01:00

251 lines
8.6 KiB
Python

#!/usr/bin/python3
# -*- coding: utf-8 -*-
# input-remapper - GUI for device specific keyboard mappings
# Copyright (C) 2022 sezanzeb <proxima@sezanzeb.de>
#
# This file is part of input-remapper.
#
# input-remapper 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.
#
# input-remapper 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 input-remapper. If not, see <https://www.gnu.org/licenses/>.
import asyncio
import unittest
import evdev
from evdev.ecodes import (
EV_KEY,
EV_ABS,
ABS_X,
ABS_Y,
ABS_RX,
ABS_RY,
EV_REL,
REL_X,
REL_Y,
REL_HWHEEL_HI_RES,
REL_WHEEL_HI_RES,
)
from inputremapper.configs.mapping import Mapping
from inputremapper.configs.preset import Preset
from inputremapper.configs.system_mapping import system_mapping
from inputremapper.configs.input_config import InputCombination, InputConfig
from inputremapper.injection.context import Context
from inputremapper.injection.event_reader import EventReader
from inputremapper.injection.global_uinputs import global_uinputs
from inputremapper.input_event import InputEvent
from inputremapper.utils import get_device_hash
from tests.lib.fixtures import fixtures
from tests.lib.cleanup import quick_cleanup
class TestEventReader(unittest.IsolatedAsyncioTestCase):
def setUp(self):
self.gamepad_source = evdev.InputDevice(fixtures.gamepad.path)
self.stop_event = asyncio.Event()
self.preset = Preset()
global_uinputs.is_service = True
global_uinputs.prepare_all()
def tearDown(self):
quick_cleanup()
async def setup(self, source, mapping):
"""Set a EventReader up for the test and run it in the background."""
context = Context(mapping, {}, {})
context.uinput = evdev.UInput()
event_reader = EventReader(context, source, self.stop_event)
asyncio.ensure_future(event_reader.run())
await asyncio.sleep(0.1)
return context, event_reader
async def test_if_single_joystick_then(self):
# TODO: Move this somewhere more sensible
# Integration test style for if_single.
# won't care about the event, because the purpose is not set to BUTTON
code_a = system_mapping.get("a")
code_shift = system_mapping.get("KEY_LEFTSHIFT")
trigger = evdev.ecodes.BTN_A
self.preset.add(
Mapping.from_combination(
InputCombination(
[
InputConfig(
type=EV_KEY,
code=trigger,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
),
"keyboard",
"if_single(key(a), key(KEY_LEFTSHIFT))",
)
)
self.preset.add(
Mapping.from_combination(
InputCombination(
[
InputConfig(
type=EV_ABS,
code=ABS_Y,
analog_threshold=1,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
),
"keyboard",
"b",
),
)
# left x to mouse x
config = {
"input_combination": [
InputConfig(
type=EV_ABS,
code=ABS_X,
origin_hash=fixtures.gamepad.get_device_hash(),
)
],
"target_uinput": "mouse",
"output_type": EV_REL,
"output_code": REL_X,
}
self.preset.add(Mapping(**config))
# left y to mouse y
config["input_combination"] = [
InputConfig(
type=EV_ABS,
code=ABS_Y,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
config["output_code"] = REL_Y
self.preset.add(Mapping(**config))
# right x to wheel x
config["input_combination"] = [
InputConfig(
type=EV_ABS,
code=ABS_RX,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
config["output_code"] = REL_HWHEEL_HI_RES
self.preset.add(Mapping(**config))
# right y to wheel y
config["input_combination"] = [
InputConfig(
type=EV_ABS,
code=ABS_RY,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
config["output_code"] = REL_WHEEL_HI_RES
self.preset.add(Mapping(**config))
context, _ = await self.setup(self.gamepad_source, self.preset)
gamepad_hash = get_device_hash(self.gamepad_source)
self.gamepad_source.push_events(
[
InputEvent.key(evdev.ecodes.BTN_Y, 0, gamepad_hash), # start the macro
InputEvent.key(trigger, 1, gamepad_hash), # start the macro
InputEvent.abs(ABS_Y, 10, gamepad_hash), # ignored
InputEvent.key(evdev.ecodes.BTN_B, 2, gamepad_hash), # ignored
InputEvent.key(evdev.ecodes.BTN_B, 0, gamepad_hash), # ignored
# release the trigger, which runs `then` of if_single
InputEvent.key(trigger, 0, gamepad_hash),
]
)
await asyncio.sleep(0.1)
self.stop_event.set() # stop the reader
history = global_uinputs.get_uinput("keyboard").write_history
self.assertIn((EV_KEY, code_a, 1), history)
self.assertIn((EV_KEY, code_a, 0), history)
self.assertNotIn((EV_KEY, code_shift, 1), history)
self.assertNotIn((EV_KEY, code_shift, 0), history)
# after if_single takes an action, the listener should have been removed
self.assertSetEqual(context.listeners, set())
async def test_if_single_joystick_under_threshold(self):
"""Triggers then because the joystick events value is too low."""
# TODO: Move this somewhere more sensible
code_a = system_mapping.get("a")
trigger = evdev.ecodes.BTN_A
self.preset.add(
Mapping.from_combination(
InputCombination(
[
InputConfig(
type=EV_KEY,
code=trigger,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
),
"keyboard",
"if_single(k(a), k(KEY_LEFTSHIFT))",
)
)
self.preset.add(
Mapping.from_combination(
InputCombination(
[
InputConfig(
type=EV_ABS,
code=ABS_Y,
analog_threshold=1,
origin_hash=fixtures.gamepad.get_device_hash(),
)
]
),
"keyboard",
"b",
),
)
# self.preset.set("gamepad.joystick.left_purpose", BUTTONS)
# self.preset.set("gamepad.joystick.right_purpose", BUTTONS)
context, _ = await self.setup(self.gamepad_source, self.preset)
self.gamepad_source.push_events(
[
InputEvent.key(trigger, 1), # start the macro
InputEvent.abs(ABS_Y, 1), # ignored because value too low
InputEvent.key(trigger, 0), # stop, only way to trigger `then`
]
)
await asyncio.sleep(0.1)
self.assertEqual(len(context.listeners), 0)
history = global_uinputs.get_uinput("keyboard").write_history
# the key that triggered if_single should be injected after
# if_single had a chance to inject keys (if the macro is fast enough),
# so that if_single can inject a modifier to e.g. capitalize the
# triggering key. This is important for the space cadet shift
self.assertListEqual(
history,
[
(EV_KEY, code_a, 1),
(EV_KEY, code_a, 0),
],
)