Completed implementation.
This commit is contained in:
parent
0915ea059a
commit
58abd4cc34
10 changed files with 260 additions and 66 deletions
|
@ -4,6 +4,7 @@ import (
|
|||
"time"
|
||||
|
||||
"github.com/holoplot/go-evdev"
|
||||
"github.com/jonboulle/clockwork"
|
||||
)
|
||||
|
||||
// MappingRuleAxisToButton represents a rule that converts an axis input into a (potentially repeating)
|
||||
|
@ -16,7 +17,10 @@ type MappingRuleAxisToButton struct {
|
|||
RepeatRateMax int
|
||||
nextEvent time.Duration
|
||||
lastEvent time.Time
|
||||
pressed bool
|
||||
repeat bool
|
||||
pressed bool // "pressed" indicates that we've sent the output button signal, but still need to send the button release
|
||||
active bool // "active" is true whenever the input is not in a deadzone
|
||||
clock clockwork.Clock
|
||||
}
|
||||
|
||||
func NewMappingRuleAxisToButton(base MappingRuleBase, input *RuleTargetAxis, output *RuleTargetButton, repeatRateMin, repeatRateMax int) *MappingRuleAxisToButton {
|
||||
|
@ -28,7 +32,10 @@ func NewMappingRuleAxisToButton(base MappingRuleBase, input *RuleTargetAxis, out
|
|||
RepeatRateMax: repeatRateMax,
|
||||
lastEvent: time.Now(),
|
||||
nextEvent: NoNextEvent,
|
||||
repeat: repeatRateMin != 0 && repeatRateMax != 0,
|
||||
pressed: false,
|
||||
active: false,
|
||||
clock: clockwork.NewRealClock(),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -42,13 +49,16 @@ func (rule *MappingRuleAxisToButton) MatchEvent(device RuleTargetDevice, event *
|
|||
// If we're inside the deadzone, unset the next event
|
||||
if rule.Input.InDeadZone(event.Value) {
|
||||
rule.nextEvent = NoNextEvent
|
||||
rule.active = false
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
// If we aren't repeating, we trigger the event immediately
|
||||
// TODO: we aren't using pressed correctly; that should be set *and released* in here...
|
||||
if rule.RepeatRateMin == 0 || rule.RepeatRateMax == 0 {
|
||||
rule.nextEvent = time.Millisecond
|
||||
// We also only set this if active == false, so that only one
|
||||
// event can be emitted per "active" period
|
||||
if !rule.repeat && !rule.active {
|
||||
rule.nextEvent = 0
|
||||
rule.active = true
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
|
@ -56,6 +66,7 @@ func (rule *MappingRuleAxisToButton) MatchEvent(device RuleTargetDevice, event *
|
|||
strength := 1.0 - rule.Input.GetAxisStrength(event.Value)
|
||||
rate := int64(LerpInt(rule.RepeatRateMax, rule.RepeatRateMin, strength))
|
||||
rule.nextEvent = time.Duration(rate * int64(time.Millisecond))
|
||||
rule.active = true
|
||||
|
||||
return nil, nil
|
||||
}
|
||||
|
@ -63,21 +74,30 @@ func (rule *MappingRuleAxisToButton) MatchEvent(device RuleTargetDevice, event *
|
|||
// TimerEvent returns an event when enough time has passed (compared to the last recorded axis value)
|
||||
// to emit an event.
|
||||
func (rule *MappingRuleAxisToButton) TimerEvent() *evdev.InputEvent {
|
||||
// If we pressed the button last tick, release it
|
||||
// If we pressed the button last tick, release it before doing anything else
|
||||
if rule.pressed {
|
||||
rule.pressed = false
|
||||
return rule.Output.CreateEvent(0, nil)
|
||||
}
|
||||
|
||||
// This indicates that we should not emit another event
|
||||
// If we should not emit another event,
|
||||
// we just update lastEvent for station keeping
|
||||
if rule.nextEvent == NoNextEvent {
|
||||
rule.lastEvent = time.Now()
|
||||
rule.lastEvent = rule.clock.Now()
|
||||
return nil
|
||||
}
|
||||
|
||||
if time.Now().Compare(rule.lastEvent.Add(rule.nextEvent)) > -1 {
|
||||
rule.lastEvent = time.Now()
|
||||
if rule.clock.Now().Compare(rule.lastEvent.Add(rule.nextEvent)) > -1 {
|
||||
rule.lastEvent = rule.clock.Now()
|
||||
rule.pressed = true
|
||||
|
||||
// The default case here is to leave nextEvent at whatever
|
||||
// it has been set to by MatchEvent. Since nextEvent is a delta,
|
||||
// this will naturally cause the repeat to happen
|
||||
if !rule.repeat {
|
||||
rule.nextEvent = NoNextEvent
|
||||
}
|
||||
|
||||
return rule.Output.CreateEvent(1, nil)
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue