Files
InputRemapper/tests/unit/test_event_pipeline/test_rel_to_abs.py
Blomios 0ab77d2a64 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>
2026-06-18 00:47:12 +02:00

240 lines
8.1 KiB
Python

#!/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 unittest
from evdev.ecodes import (
EV_KEY,
EV_ABS,
EV_REL,
ABS_X,
ABS_Y,
REL_X,
REL_Y,
KEY_A,
)
from inputremapper.configs.mapping import (
Mapping,
REL_XY_SCALING,
DEFAULT_REL_RATE,
)
from inputremapper.configs.preset import Preset
from inputremapper.configs.input_config import InputCombination, InputConfig
from inputremapper.input_event import InputEvent
from tests.lib.fixtures import fixtures
from tests.lib.test_setup import test_setup
from tests.unit.test_event_pipeline.event_pipeline_test_base import (
EventPipelineTestBase,
)
@test_setup
class TestRelToAbs(EventPipelineTestBase):
def setUp(self):
self.timestamp = 0
super().setUp()
def next_usec_time(self):
self.timestamp += 1000000 / DEFAULT_REL_RATE
return self.timestamp
async def test_rel_to_abs(self):
# first mapping
# left mouse x to abs x
gain = 0.5
cutoff = 2
input_combination = InputCombination([InputConfig(type=EV_REL, code=REL_X)])
mapping_config = {
"input_combination": input_combination.to_config(),
"target_uinput": "gamepad",
"output_type": EV_ABS,
"output_code": ABS_X,
"gain": gain,
"rel_to_abs_input_cutoff": cutoff,
"release_timeout": 0.5,
"deadzone": 0,
}
mapping_1 = Mapping(**mapping_config)
preset = Preset()
preset.add(mapping_1)
# second mapping
input_combination = InputCombination([InputConfig(type=EV_REL, code=REL_Y)])
mapping_config["input_combination"] = input_combination.to_config()
mapping_config["output_code"] = ABS_Y
mapping_2 = Mapping(**mapping_config)
preset.add(mapping_2)
event_reader = self.create_event_reader(preset, fixtures.gamepad)
next_time = self.next_usec_time()
await self.send_events(
[
InputEvent(0, next_time, EV_REL, REL_X, -int(REL_XY_SCALING * cutoff)),
InputEvent(0, next_time, EV_REL, REL_Y, int(REL_XY_SCALING * cutoff)),
],
event_reader,
)
await asyncio.sleep(0.1)
history = self.global_uinputs.get_uinput("gamepad").write_history
self.assertEqual(
history,
[
InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 2)),
InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 2)),
],
)
# send more events, then wait until the release timeout
next_time = self.next_usec_time()
await self.send_events(
[
InputEvent(0, next_time, EV_REL, REL_X, -int(REL_XY_SCALING)),
InputEvent(0, next_time, EV_REL, REL_Y, int(REL_XY_SCALING)),
],
event_reader,
)
await asyncio.sleep(0.7)
history = self.global_uinputs.get_uinput("gamepad").write_history
self.assertEqual(
history,
[
InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 2)),
InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 2)),
InputEvent.from_tuple((3, 0, fixtures.gamepad.min_abs / 4)),
InputEvent.from_tuple((3, 1, fixtures.gamepad.max_abs / 4)),
InputEvent.from_tuple((3, 0, 0)),
InputEvent.from_tuple((3, 1, 0)),
],
)
async def test_rel_to_abs_reset_multiple(self):
# Recenters correctly when triggering the mapping a second time.
# Could only be reproduced if a key input is part of the combination, that is
# released and pressed again.
# left mouse x to abs x
gain = 0.5
cutoff = 2
input_combination = InputCombination(
[
InputConfig(type=EV_KEY, code=KEY_A),
InputConfig(type=EV_REL, code=REL_X),
]
)
mapping_config = {
"input_combination": input_combination.to_config(),
"target_uinput": "gamepad",
"output_type": EV_ABS,
"output_code": ABS_X,
"gain": gain,
"rel_to_abs_input_cutoff": cutoff,
"release_timeout": 0.1,
"deadzone": 0,
}
mapping_1 = Mapping(**mapping_config)
preset = Preset()
preset.add(mapping_1)
event_reader = self.create_event_reader(preset, fixtures.gamepad)
for _ in range(3):
next_time = self.next_usec_time()
value = int(REL_XY_SCALING * cutoff)
await event_reader.handle(InputEvent(0, next_time, EV_KEY, KEY_A, 1))
await event_reader.handle(InputEvent(0, next_time, EV_REL, REL_X, value))
await asyncio.sleep(0.2)
history = self.global_uinputs.get_uinput("gamepad").write_history
self.assertIn(
InputEvent.from_tuple((3, 0, 0)),
history,
)
await event_reader.handle(InputEvent(0, next_time, EV_KEY, KEY_A, 0))
await asyncio.sleep(0.05)
self.global_uinputs.get_uinput("gamepad").write_history = []
async def test_rel_to_abs_with_input_switch(self):
# use 0 everywhere, because that will cause the handler to not update the rate,
# and we are able to test things without worrying about that at all
timestamp = 0
gain = 0.5
cutoff = 1
input_combination = InputCombination(
(
InputConfig(type=EV_REL, code=REL_X),
InputConfig(type=EV_REL, code=REL_Y, analog_threshold=10),
)
)
# left mouse x to x
mapping_config = {
"input_combination": input_combination.to_config(),
"target_uinput": "gamepad",
"output_type": EV_ABS,
"output_code": ABS_X,
"gain": gain,
"rel_to_abs_input_cutoff": cutoff,
"deadzone": 0,
}
mapping_1 = Mapping(**mapping_config)
preset = Preset()
preset.add(mapping_1)
event_reader = self.create_event_reader(preset, fixtures.gamepad)
# if the cutoff is higher, the test sends higher values to overcome the cutoff
await self.send_events(
[
# will not map
InputEvent(0, timestamp, EV_REL, REL_X, -REL_XY_SCALING / 4 * cutoff),
# switch axis on
InputEvent(0, timestamp, EV_REL, REL_Y, REL_XY_SCALING / 5 * cutoff),
# normally mapped
InputEvent(0, timestamp, EV_REL, REL_X, REL_XY_SCALING * cutoff),
# off, re-centers axis
InputEvent(0, timestamp, EV_REL, REL_Y, REL_XY_SCALING / 20 * cutoff),
# will not map
InputEvent(0, timestamp, EV_REL, REL_X, REL_XY_SCALING / 2 * cutoff),
],
event_reader,
)
await asyncio.sleep(0.2)
history = self.global_uinputs.get_uinput("gamepad").write_history
self.assertEqual(
history,
[
InputEvent.from_tuple((3, 0, fixtures.gamepad.max_abs / 2)),
InputEvent.from_tuple((3, 0, 0)),
],
)
if __name__ == "__main__":
unittest.main()