/* * Copyright 2023 jacqueline * * SPDX-License-Identifier: GPL-3.0-only */ #include "input/lvgl_input_driver.hpp" #include #include #include #include "core/lv_event.h" #include "core/lv_indev.h" #include "lua.hpp" #include "lvgl.h" #include "drivers/nvs.hpp" #include "input/device_factory.hpp" #include "input/feedback_haptics.hpp" #include "input/input_hook.hpp" #include "input/input_touch_wheel.hpp" #include "input/input_trigger.hpp" #include "input/input_volume_buttons.hpp" #include "lua/lua_thread.hpp" #include "lua/property.hpp" [[maybe_unused]] static constexpr char kTag[] = "input"; static constexpr char kLuaTriggerMetatableName[] = "input_trigger"; static constexpr char kLuaOverrideText[] = "lua_callback"; namespace input { static void read_cb(lv_indev_drv_t* drv, lv_indev_data_t* data) { LvglInputDriver* instance = reinterpret_cast(drv->user_data); instance->read(data); } static void feedback_cb(lv_indev_drv_t* drv, uint8_t event) { LvglInputDriver* instance = reinterpret_cast(drv->user_data); instance->feedback(event); } auto intToMode(int raw) -> std::optional { switch (raw) { case 0: return drivers::NvsStorage::InputModes::kButtonsOnly; case 1: return drivers::NvsStorage::InputModes::kButtonsWithWheel; case 2: return drivers::NvsStorage::InputModes::kDirectionalWheel; case 3: return drivers::NvsStorage::InputModes::kRotatingWheel; default: return {}; } } LvglInputDriver::LvglInputDriver(drivers::NvsStorage& nvs, DeviceFactory& factory) : nvs_(nvs), factory_(factory), mode_(static_cast(nvs.PrimaryInput()), [&](const lua::LuaValue& val) { if (!std::holds_alternative(val)) { return false; } auto mode = intToMode(std::get(val)); if (!mode) { return false; } nvs.PrimaryInput(*mode); inputs_ = factory.createInputs(*mode); return true; }), driver_(), registration_(nullptr), inputs_(factory.createInputs(nvs.PrimaryInput())), feedbacks_(factory.createFeedbacks()), is_locked_(false) { lv_indev_drv_init(&driver_); driver_.type = LV_INDEV_TYPE_ENCODER; driver_.read_cb = read_cb; driver_.feedback_cb = feedback_cb; driver_.user_data = this; driver_.long_press_time = kLongPressDelayMs; driver_.long_press_repeat_time = kRepeatDelayMs; registration_ = lv_indev_drv_register(&driver_); } auto LvglInputDriver::setGroup(lv_group_t* g) -> void { if (!g) { return; } lv_indev_set_group(registration_, g); // Emit a synthetic 'focus' event for the current selection, since otherwise // our feedback devices won't know that the selection changed. feedback(LV_EVENT_FOCUSED); } auto LvglInputDriver::read(lv_indev_data_t* data) -> void { // TODO: we should pass lock state on to the individual devices, since they // may wish to either ignore the lock state, or power down until unlock. if (is_locked_) { return; } for (auto&& device : inputs_) { device->read(data); } } auto LvglInputDriver::feedback(uint8_t event) -> void { if (is_locked_) { return; } for (auto&& device : feedbacks_) { device->feedback(registration_->group, event); } } LvglInputDriver::LuaTrigger::LuaTrigger(LvglInputDriver& driver, IInputDevice& dev, TriggerHooks& trigger) : driver_(&driver), device_(dev.name()), trigger_(trigger.name()) { for (auto& hook : trigger.hooks()) { auto cb = hook.get().callback(); if (cb) { hooks_[hook.get().name()] = hook.get().callback()->name; } else { hooks_[hook.get().name()] = ""; } } } auto LvglInputDriver::LuaTrigger::get(lua_State* L, int idx) -> LuaTrigger& { return **reinterpret_cast( luaL_checkudata(L, idx, kLuaTriggerMetatableName)); } auto LvglInputDriver::LuaTrigger::luaGc(lua_State* L) -> int { LuaTrigger& trigger = LuaTrigger::get(L, 1); delete &trigger; return 0; } auto LvglInputDriver::LuaTrigger::luaToString(lua_State* L) -> int { LuaTrigger& trigger = LuaTrigger::get(L, 1); std::stringstream out; out << "{ "; for (const auto& hook : trigger.hooks_) { if (!hook.second.empty()) { out << hook.first << "=" << hook.second << " "; } } out << "}"; lua_pushlstring(L, out.str().data(), out.str().size()); return 1; } auto LvglInputDriver::LuaTrigger::luaNewIndex(lua_State* L) -> int { LuaTrigger& trigger = LuaTrigger::get(L, 1); luaL_checktype(L, 3, LUA_TFUNCTION); size_t len = 0; const char* str = luaL_checklstring(L, 2, &len); if (!str) { return 0; } OverrideSelector selector{ .device_name = trigger.device_, .trigger_name = trigger.trigger_, .hook_name = std::string{str, len}, }; for (const auto& hook : trigger.hooks_) { if (hook.first == selector.hook_name) { trigger.driver_->setOverride(L, selector); trigger.hooks_[hook.first] = kLuaOverrideText; return 0; } } return 0; } auto LvglInputDriver::pushHooks(lua_State* L) -> int { if (luaL_getmetatable(L, kLuaTriggerMetatableName) == LUA_TNIL) { luaL_newmetatable(L, kLuaTriggerMetatableName); luaL_setfuncs(L, LuaTrigger::kFuncs, 0); lua_pop(L, 1); } lua_pop(L, 1); lua_newtable(L); for (auto& dev : inputs_) { lua_pushlstring(L, dev->name().data(), dev->name().size()); lua_newtable(L); for (auto& trigger : dev->triggers()) { lua_pushlstring(L, trigger.get().name().data(), trigger.get().name().size()); LuaTrigger** lua_obj = reinterpret_cast( lua_newuserdatauv(L, sizeof(LuaTrigger*), 0)); *lua_obj = new LuaTrigger(*this, *dev, trigger); luaL_setmetatable(L, kLuaTriggerMetatableName); lua_rawset(L, -3); } lua_rawset(L, -3); } return 1; } auto LvglInputDriver::setOverride(lua_State* L, const OverrideSelector& selector) -> void { if (overrides_.contains(selector)) { LuaOverride& prev = overrides_[selector]; luaL_unref(prev.L, LUA_REGISTRYINDEX, prev.ref); } int ref = luaL_ref(L, LUA_REGISTRYINDEX); LuaOverride override{ .L = L, .ref = ref, }; overrides_[selector] = override; applyOverride(selector, override); } auto LvglInputDriver::applyOverride(const OverrideSelector& selector, LuaOverride& override) -> void { // In general, this algorithm is a very slow approach. We could do better // by maintaing maps from [device|trigger|hook]_name to the relevant // trigger, but in practice I expect maybe like 5 overrides total ever, // spread across 2 devices with 2 or 5 hooks each. So it's not that big a // deal. Don't worry about it!! // Look for a matching device. for (auto& device : inputs_) { if (device->name() != selector.device_name) { continue; } // Look for a matching trigger for (auto& trigger : device->triggers()) { if (trigger.get().name() != selector.trigger_name) { continue; } // Look for a matching hook for (auto& hook : trigger.get().hooks()) { if (hook.get().name() != selector.hook_name) { continue; } // We found the target! Apply the override. auto lua_callback = [=](lv_indev_data_t* d) { lua_rawgeti(override.L, LUA_REGISTRYINDEX, override.ref); lua::CallProtected(override.L, 0, 0); }; hook.get().override( HookCallback{.name = kLuaOverrideText, .fn = lua_callback}); } } } } } // namespace input