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>
301 lines
10 KiB
Python
301 lines
10 KiB
Python
#!/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 os
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import unittest
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from unittest.mock import MagicMock, patch
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import evdev
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from evdev.ecodes import (
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EV_KEY,
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EV_ABS,
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BTN_A,
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ABS_X,
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ABS_Y,
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ABS_RX,
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ABS_RY,
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EV_REL,
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REL_X,
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REL_Y,
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REL_HWHEEL_HI_RES,
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REL_WHEEL_HI_RES,
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)
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from inputremapper.configs.input_config import InputCombination, InputConfig
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from inputremapper.configs.keyboard_layout import keyboard_layout
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from inputremapper.configs.mapping import Mapping
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from inputremapper.configs.preset import Preset
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from inputremapper.injection.context import Context
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from inputremapper.injection.event_reader import EventReader
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from inputremapper.injection.global_uinputs import GlobalUInputs, UInput
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from inputremapper.injection.mapping_handlers.mapping_parser import MappingParser
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from inputremapper.input_event import InputEvent
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from inputremapper.utils import get_device_hash
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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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@test_setup
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class TestEventReader(unittest.IsolatedAsyncioTestCase):
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def setUp(self):
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self.gamepad_source = evdev.InputDevice(fixtures.gamepad.path)
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self.source_hash = fixtures.gamepad.get_device_hash()
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self.global_uinputs = GlobalUInputs(UInput)
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self.mapping_parser = MappingParser(self.global_uinputs)
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self.stop_event = asyncio.Event()
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self.preset = Preset()
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self.forward_uinput = evdev.UInput(name="test-forward-uinput")
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self.global_uinputs.is_service = True
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self.global_uinputs.prepare_all()
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async def setup(self, mapping):
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"""Set a EventReader up for the test and run it in the background."""
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context = Context(
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mapping,
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{},
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{self.source_hash: self.forward_uinput},
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self.mapping_parser,
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)
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context.uinput = evdev.UInput()
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event_reader = EventReader(
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context,
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self.gamepad_source,
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self.stop_event,
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)
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asyncio.ensure_future(event_reader.run())
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await asyncio.sleep(0.1)
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return context, event_reader
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async def test_if_single_joystick_then(self):
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# TODO: Move this somewhere more sensible
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# Integration test style for if_single.
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# won't care about the event, because the purpose is not set to BUTTON
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code_a = keyboard_layout.get("a")
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code_shift = keyboard_layout.get("KEY_LEFTSHIFT")
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trigger = evdev.ecodes.BTN_A
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self.preset.add(
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Mapping.from_combination(
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InputCombination(
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[
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InputConfig(
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type=EV_KEY,
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code=trigger,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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),
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"keyboard",
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"if_single(key(a), key(KEY_LEFTSHIFT))",
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)
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)
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self.preset.add(
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Mapping.from_combination(
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InputCombination(
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[
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InputConfig(
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type=EV_ABS,
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code=ABS_Y,
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analog_threshold=1,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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),
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"keyboard",
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"b",
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),
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)
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# left x to mouse x
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config = {
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"input_combination": [
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InputConfig(
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type=EV_ABS,
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code=ABS_X,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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],
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"target_uinput": "mouse",
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"output_type": EV_REL,
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"output_code": REL_X,
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}
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self.preset.add(Mapping(**config))
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# left y to mouse y
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config["input_combination"] = [
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InputConfig(
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type=EV_ABS,
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code=ABS_Y,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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config["output_code"] = REL_Y
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self.preset.add(Mapping(**config))
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# right x to wheel x
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config["input_combination"] = [
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InputConfig(
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type=EV_ABS,
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code=ABS_RX,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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config["output_code"] = REL_HWHEEL_HI_RES
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self.preset.add(Mapping(**config))
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# right y to wheel y
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config["input_combination"] = [
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InputConfig(
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type=EV_ABS,
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code=ABS_RY,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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config["output_code"] = REL_WHEEL_HI_RES
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self.preset.add(Mapping(**config))
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context, _ = await self.setup(self.preset)
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gamepad_hash = get_device_hash(self.gamepad_source)
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self.gamepad_source.push_events(
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[
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InputEvent.key(evdev.ecodes.BTN_Y, 0, gamepad_hash), # start the macro
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InputEvent.key(trigger, 1, gamepad_hash), # start the macro
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InputEvent.abs(ABS_Y, 10, gamepad_hash), # ignored
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InputEvent.key(evdev.ecodes.BTN_B, 2, gamepad_hash), # ignored
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InputEvent.key(evdev.ecodes.BTN_B, 0, gamepad_hash), # ignored
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# release the trigger, which runs `then` of if_single
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InputEvent.key(trigger, 0, gamepad_hash),
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]
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)
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await asyncio.sleep(0.1)
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self.stop_event.set() # stop the reader
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history = self.global_uinputs.get_uinput("keyboard").write_history
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self.assertIn((EV_KEY, code_a, 1), history)
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self.assertIn((EV_KEY, code_a, 0), history)
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self.assertNotIn((EV_KEY, code_shift, 1), history)
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self.assertNotIn((EV_KEY, code_shift, 0), history)
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# after if_single takes an action, the listener should have been removed
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self.assertSetEqual(context.listeners, set())
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async def test_if_single_joystick_under_threshold(self):
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"""Triggers then because the joystick events value is too low."""
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# TODO: Move this somewhere more sensible
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code_a = keyboard_layout.get("a")
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trigger = evdev.ecodes.BTN_A
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self.preset.add(
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Mapping.from_combination(
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InputCombination(
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[
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InputConfig(
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type=EV_KEY,
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code=trigger,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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),
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"keyboard",
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"if_single(k(a), k(KEY_LEFTSHIFT))",
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)
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)
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self.preset.add(
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Mapping.from_combination(
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InputCombination(
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[
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InputConfig(
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type=EV_ABS,
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code=ABS_Y,
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analog_threshold=1,
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origin_hash=fixtures.gamepad.get_device_hash(),
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)
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]
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),
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"keyboard",
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"b",
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),
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)
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# self.preset.set("gamepad.joystick.left_purpose", BUTTONS)
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# self.preset.set("gamepad.joystick.right_purpose", BUTTONS)
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context, _ = await self.setup(self.preset)
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self.gamepad_source.push_events(
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[
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InputEvent.key(trigger, 1), # start the macro
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InputEvent.abs(ABS_Y, 1), # ignored because value too low
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InputEvent.key(trigger, 0), # stop, only way to trigger `then`
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]
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)
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await asyncio.sleep(0.1)
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self.assertEqual(len(context.listeners), 0)
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history = self.global_uinputs.get_uinput("keyboard").write_history
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# the key that triggered if_single should be injected after
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# if_single had a chance to inject keys (if the macro is fast enough),
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# so that if_single can inject a modifier to e.g. capitalize the
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# triggering key. This is important for the space cadet shift
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self.assertListEqual(
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history,
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[
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(EV_KEY, code_a, 1),
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(EV_KEY, code_a, 0),
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],
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)
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@patch.object(Context, "reset")
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async def test_reset_handlers_on_stop(self, reset_mock: MagicMock) -> None:
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await self.setup(self.preset)
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self.stop_event.set()
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await asyncio.sleep(0.1)
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reset_mock.assert_called_once()
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@patch.object(Context, "reset")
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@patch.object(os, "stat")
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async def test_reset_handlers_after_unplugging(
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self,
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stat_mock: MagicMock,
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reset_mock: MagicMock,
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) -> None:
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await self.setup(self.preset)
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self.gamepad_source.push_events([InputEvent.key(BTN_A, 1)])
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await asyncio.sleep(0.1)
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reset_mock.assert_not_called()
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# unplug the device
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stat_mock().st_nlink = 0
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# It seems that once a device is unplugged, asyncio stops waiting for new input
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# from _source.fileno() or something. I didn't manage to replicate this
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# behavior in tests using the fd of pending_events[fixtures.gamepad][0].fileno()
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# and/or pending_events[fixtures.gamepad][1].fileno(). So instead, I push
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# another event, so that the EventReader makes another iteration.
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self.gamepad_source.push_events([InputEvent.key(BTN_A, 1)])
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await asyncio.sleep(0.1)
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reset_mock.assert_called_once()
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