joyful/internal/mappingrules/mapping_rule_axis_to_button.go
Anna Rose Wiggins 97a1acd228 Add more deadzone specification options. (#9)
Reviewed-on: #9
Co-authored-by: Anna Rose Wiggins <annabunches@gmail.com>
Co-committed-by: Anna Rose Wiggins <annabunches@gmail.com>
2025-07-18 23:10:12 +00:00

109 lines
3.3 KiB
Go

package mappingrules
import (
"time"
"github.com/holoplot/go-evdev"
"github.com/jonboulle/clockwork"
)
// MappingRuleAxisToButton represents a rule that converts an axis input into a (potentially repeating)
// button output.
type MappingRuleAxisToButton struct {
MappingRuleBase
Input *RuleTargetAxis
Output *RuleTargetButton
RepeatRateMin int
RepeatRateMax int
nextEvent time.Duration
lastEvent time.Time
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 {
return &MappingRuleAxisToButton{
MappingRuleBase: base,
Input: input,
Output: output,
RepeatRateMin: repeatRateMin,
RepeatRateMax: repeatRateMax,
lastEvent: time.Now(),
nextEvent: NoNextEvent,
repeat: repeatRateMin != 0 && repeatRateMax != 0,
pressed: false,
active: false,
clock: clockwork.NewRealClock(),
}
}
func (rule *MappingRuleAxisToButton) MatchEvent(device Device, event *evdev.InputEvent, mode *string) (*evdev.InputDevice, *evdev.InputEvent) {
if !rule.MappingRuleBase.modeCheck(mode) ||
!rule.Input.MatchEventDeviceAndCode(device, event) {
return nil, nil
}
// 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
// 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
}
// use the axis value and the repeat rate to set a target time until the next 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
}
// 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 before doing anything else
if rule.pressed {
rule.pressed = false
return rule.Output.CreateEvent(0, nil)
}
// If we should not emit another event,
// we just update lastEvent for station keeping
if rule.nextEvent == NoNextEvent {
rule.lastEvent = rule.clock.Now()
return nil
}
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)
}
return nil
}
func (rule *MappingRuleAxisToButton) GetOutputDevice() *evdev.InputDevice {
return rule.Output.Device.(*evdev.InputDevice)
}