chore(repo): baseline du fork input-remapper (upstream v2.2.1)
Le dépôt ne contenait que README.md ; ajout de l'intégralité du code fonctionnel du fork comme socle stable de la branche de release. L'état runtime d'orchestration (.ideai/) est exclu du suivi. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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tests/unit/test_event_pipeline/test_rel_to_abs.py
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tests/unit/test_event_pipeline/test_rel_to_abs.py
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#!/usr/bin/env python3
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# -*- coding: utf-8 -*-
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# input-remapper - GUI for device specific keyboard mappings
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# Copyright (C) 2025 sezanzeb <b8x45ygc9@mozmail.com>
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#
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# This file is part of input-remapper.
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#
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# input-remapper 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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# input-remapper 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 input-remapper. If not, see <https://www.gnu.org/licenses/>.
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import asyncio
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import unittest
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from evdev.ecodes import (
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EV_KEY,
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EV_ABS,
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EV_REL,
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ABS_X,
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ABS_Y,
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REL_X,
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REL_Y,
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KEY_A,
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)
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from inputremapper.configs.mapping import (
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Mapping,
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REL_XY_SCALING,
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DEFAULT_REL_RATE,
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)
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from inputremapper.configs.preset import Preset
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from inputremapper.configs.input_config import InputCombination, InputConfig
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from inputremapper.input_event import InputEvent
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from tests.lib.fixtures import fixtures
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from tests.lib.test_setup import test_setup
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from tests.unit.test_event_pipeline.event_pipeline_test_base import (
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EventPipelineTestBase,
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)
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@test_setup
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class TestRelToAbs(EventPipelineTestBase):
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def setUp(self):
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self.timestamp = 0
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super().setUp()
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def next_usec_time(self):
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self.timestamp += 1000000 / DEFAULT_REL_RATE
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return self.timestamp
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async def test_rel_to_abs(self):
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# first mapping
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# left mouse x to abs x
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gain = 0.5
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cutoff = 2
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input_combination = InputCombination([InputConfig(type=EV_REL, code=REL_X)])
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mapping_config = {
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"input_combination": input_combination.to_config(),
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"target_uinput": "gamepad",
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"output_type": EV_ABS,
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"output_code": ABS_X,
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"gain": gain,
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"rel_to_abs_input_cutoff": cutoff,
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"release_timeout": 0.5,
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"deadzone": 0,
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}
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mapping_1 = Mapping(**mapping_config)
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preset = Preset()
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preset.add(mapping_1)
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# second mapping
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input_combination = InputCombination([InputConfig(type=EV_REL, code=REL_Y)])
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mapping_config["input_combination"] = input_combination.to_config()
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mapping_config["output_code"] = ABS_Y
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mapping_2 = Mapping(**mapping_config)
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preset.add(mapping_2)
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event_reader = self.create_event_reader(preset, fixtures.gamepad)
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next_time = self.next_usec_time()
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await self.send_events(
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[
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InputEvent(0, next_time, EV_REL, REL_X, -int(REL_XY_SCALING * cutoff)),
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InputEvent(0, next_time, EV_REL, REL_Y, int(REL_XY_SCALING * cutoff)),
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],
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event_reader,
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)
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await asyncio.sleep(0.1)
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history = self.global_uinputs.get_uinput("gamepad").write_history
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self.assertEqual(
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history,
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[
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InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 2)),
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InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 2)),
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],
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)
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# send more events, then wait until the release timeout
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next_time = self.next_usec_time()
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await self.send_events(
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[
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InputEvent(0, next_time, EV_REL, REL_X, -int(REL_XY_SCALING)),
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InputEvent(0, next_time, EV_REL, REL_Y, int(REL_XY_SCALING)),
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],
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event_reader,
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)
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await asyncio.sleep(0.7)
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history = self.global_uinputs.get_uinput("gamepad").write_history
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self.assertEqual(
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history,
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[
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InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 2)),
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InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 2)),
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InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 4)),
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InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 4)),
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InputEvent.from_tuple((3, 0, 0)),
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InputEvent.from_tuple((3, 1, 0)),
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],
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)
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async def test_rel_to_abs_reset_multiple(self):
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# Recenters correctly when triggering the mapping a second time.
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# Could only be reproduced if a key input is part of the combination, that is
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# released and pressed again.
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# left mouse x to abs x
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gain = 0.5
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cutoff = 2
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input_combination = InputCombination(
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[
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InputConfig(type=EV_KEY, code=KEY_A),
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InputConfig(type=EV_REL, code=REL_X),
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]
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)
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mapping_config = {
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"input_combination": input_combination.to_config(),
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"target_uinput": "gamepad",
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"output_type": EV_ABS,
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"output_code": ABS_X,
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"gain": gain,
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"rel_to_abs_input_cutoff": cutoff,
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"release_timeout": 0.1,
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"deadzone": 0,
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}
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mapping_1 = Mapping(**mapping_config)
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preset = Preset()
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preset.add(mapping_1)
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event_reader = self.create_event_reader(preset, fixtures.gamepad)
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for _ in range(3):
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next_time = self.next_usec_time()
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value = int(REL_XY_SCALING * cutoff)
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await event_reader.handle(InputEvent(0, next_time, EV_KEY, KEY_A, 1))
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await event_reader.handle(InputEvent(0, next_time, EV_REL, REL_X, value))
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await asyncio.sleep(0.2)
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history = self.global_uinputs.get_uinput("gamepad").write_history
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self.assertIn(
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InputEvent.from_tuple((3, 0, 0)),
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history,
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)
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await event_reader.handle(InputEvent(0, next_time, EV_KEY, KEY_A, 0))
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await asyncio.sleep(0.05)
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self.global_uinputs.get_uinput("gamepad").write_history = []
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async def test_rel_to_abs_with_input_switch(self):
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# use 0 everywhere, because that will cause the handler to not update the rate,
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# and we are able to test things without worrying about that at all
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timestamp = 0
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gain = 0.5
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cutoff = 1
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input_combination = InputCombination(
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(
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InputConfig(type=EV_REL, code=REL_X),
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InputConfig(type=EV_REL, code=REL_Y, analog_threshold=10),
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)
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)
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# left mouse x to x
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mapping_config = {
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"input_combination": input_combination.to_config(),
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"target_uinput": "gamepad",
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"output_type": EV_ABS,
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"output_code": ABS_X,
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"gain": gain,
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"rel_to_abs_input_cutoff": cutoff,
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"deadzone": 0,
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}
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mapping_1 = Mapping(**mapping_config)
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preset = Preset()
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preset.add(mapping_1)
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event_reader = self.create_event_reader(preset, fixtures.gamepad)
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# if the cutoff is higher, the test sends higher values to overcome the cutoff
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await self.send_events(
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[
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# will not map
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InputEvent(0, timestamp, EV_REL, REL_X, -REL_XY_SCALING / 4 * cutoff),
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# switch axis on
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InputEvent(0, timestamp, EV_REL, REL_Y, REL_XY_SCALING / 5 * cutoff),
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# normally mapped
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InputEvent(0, timestamp, EV_REL, REL_X, REL_XY_SCALING * cutoff),
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# off, re-centers axis
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InputEvent(0, timestamp, EV_REL, REL_Y, REL_XY_SCALING / 20 * cutoff),
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# will not map
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InputEvent(0, timestamp, EV_REL, REL_X, REL_XY_SCALING / 2 * cutoff),
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],
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event_reader,
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)
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await asyncio.sleep(0.2)
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history = self.global_uinputs.get_uinput("gamepad").write_history
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self.assertEqual(
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history,
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[
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InputEvent.from_tuple((3, 0, fixtures.gamepad.max_abs / 2)),
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InputEvent.from_tuple((3, 0, 0)),
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],
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)
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if __name__ == "__main__":
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unittest.main()
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