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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2026-06-18 00:47:12 +02:00
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
# input-remapper - GUI for device specific keyboard mappings
# Copyright (C) 2025 sezanzeb <b8x45ygc9@mozmail.com>
#
# 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 os
import unittest
from unittest.mock import MagicMock, patch
import evdev
from evdev.ecodes import (
EV_KEY,
EV_ABS,
BTN_A,
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.input_config import InputCombination, InputConfig
from inputremapper.configs.keyboard_layout import keyboard_layout
from inputremapper.configs.mapping import Mapping
from inputremapper.configs.preset import Preset
from inputremapper.injection.context import Context
from inputremapper.injection.event_reader import EventReader
from inputremapper.injection.global_uinputs import GlobalUInputs, UInput
from inputremapper.injection.mapping_handlers.mapping_parser import MappingParser
from inputremapper.input_event import InputEvent
from inputremapper.utils import get_device_hash
from tests.lib.fixtures import fixtures
from tests.lib.test_setup import test_setup
@test_setup
class TestEventReader(unittest.IsolatedAsyncioTestCase):
def setUp(self):
self.gamepad_source = evdev.InputDevice(fixtures.gamepad.path)
self.source_hash = fixtures.gamepad.get_device_hash()
self.global_uinputs = GlobalUInputs(UInput)
self.mapping_parser = MappingParser(self.global_uinputs)
self.stop_event = asyncio.Event()
self.preset = Preset()
self.forward_uinput = evdev.UInput(name="test-forward-uinput")
self.global_uinputs.is_service = True
self.global_uinputs.prepare_all()
async def setup(self, mapping):
"""Set a EventReader up for the test and run it in the background."""
context = Context(
mapping,
{},
{self.source_hash: self.forward_uinput},
self.mapping_parser,
)
context.uinput = evdev.UInput()
event_reader = EventReader(
context,
self.gamepad_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 = keyboard_layout.get("a")
code_shift = keyboard_layout.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.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 = self.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 = keyboard_layout.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.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 = self.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),
],
)
@patch.object(Context, "reset")
async def test_reset_handlers_on_stop(self, reset_mock: MagicMock) -> None:
await self.setup(self.preset)
self.stop_event.set()
await asyncio.sleep(0.1)
reset_mock.assert_called_once()
@patch.object(Context, "reset")
@patch.object(os, "stat")
async def test_reset_handlers_after_unplugging(
self,
stat_mock: MagicMock,
reset_mock: MagicMock,
) -> None:
await self.setup(self.preset)
self.gamepad_source.push_events([InputEvent.key(BTN_A, 1)])
await asyncio.sleep(0.1)
reset_mock.assert_not_called()
# unplug the device
stat_mock().st_nlink = 0
# It seems that once a device is unplugged, asyncio stops waiting for new input
# from _source.fileno() or something. I didn't manage to replicate this
# behavior in tests using the fd of pending_events[fixtures.gamepad][0].fileno()
# and/or pending_events[fixtures.gamepad][1].fileno(). So instead, I push
# another event, so that the EventReader makes another iteration.
self.gamepad_source.push_events([InputEvent.key(BTN_A, 1)])
await asyncio.sleep(0.1)
reset_mock.assert_called_once()