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/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "input/lvgl_input_driver.hpp"
#include <cstdint>
#include <memory>
#include <variant>
#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<LvglInputDriver*>(drv->user_data);
instance->read(data);
}
static void feedback_cb(lv_indev_drv_t* drv, uint8_t event) {
LvglInputDriver* instance =
reinterpret_cast<LvglInputDriver*>(drv->user_data);
instance->feedback(event);
}
auto intToMode(int raw) -> std::optional<drivers::NvsStorage::InputModes> {
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<int>(nvs.PrimaryInput()),
[&](const lua::LuaValue& val) {
if (!std::holds_alternative<int>(val)) {
return false;
}
auto mode = intToMode(std::get<int>(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::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(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<LuaTrigger**>(
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<LuaTrigger**>(
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
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