Add per-game Sol-R1 Linux input mapping system with reusable template
Restructures around one folder per game, each with its own joyful config, launch wrapper, and (if needed) a stateful daemon for physical switches that need game-state feedback. template/ generalizes that pattern (bare passthrough config, template wrapper, template daemon) for mapping new games. space-engineers/ is the first instance, built from the original mapping brief; find_codes.py is shared across games. All device codes/keybinds/HUD calibration are still TODO pending hardware access.main
commit
79c9ed94c4
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__pycache__/
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*.pyc
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# sol-r1-linux-game-mappings
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Custom input mappings for the Thrustmaster Sol-R1 HOTAS (grip + base)
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on Linux (Arch/Hyprland), without Windows/T.A.R.G.E.T. Built on
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[joyful](https://aur.archlinux.org/packages/joyful), a Go-based Linux
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joystick remapper that turns physical Sol-R1 input into a virtual
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gamepad via YAML rules.
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## Layout
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- `find_codes.py` - shared diagnostic tool. Run against the physical
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hardware first, for any game, to get real evdev `BTN_*`/`ABS_*`
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codes to fill into that game's config.
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- `template/` - starting point for mapping a new game: a bare
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passthrough joyful config (stick behaves normally, nothing remapped
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yet), a template Steam launch-options wrapper, and a template
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stateful input-converter daemon for controls that need game-state
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feedback (real on/off switches mapped to a game's stateless toggle
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key). See `template/README.md`.
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- `<game>/` - one folder per game, each self-contained (its own
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joyful config, launch wrapper, and daemon + config if it needs one).
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Currently:
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- `space-engineers/`
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## Adding a new game
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Copy `template/` to `<game-name>/` and follow `template/README.md`.
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## Why a daemon at all
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joyful is stateless - it has no idea what's happening in the game, so
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it can only pass a control through or remap it. That's fine for
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buttons, triggers, and continuous axes. It breaks down for a real
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physical on/off switch mapped to a game action that's only exposed as
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a stateless "press to toggle" key: the switch position can silently
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drift out of sync with the game's actual state. Where that happens, a
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small per-game daemon polls both the physical switch and the game's
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actual state (usually by sampling a HUD pixel via `grim`, absent a
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better signal) and only sends a correction keypress when they
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disagree. See `template/input_converter_daemon.py` and
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`space-engineers/switch_sync.py` for a worked example.
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#!/usr/bin/env python3
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"""
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find_codes.py - print real evdev BTN_*/ABS_* codes for the Sol-R1
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grip and base, so they can replace the TODO placeholders in any
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game's joyful-config.yml / daemon config.
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Requirements:
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pip install evdev --break-system-packages
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Permissions:
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sudo usermod -aG input $USER # for reading the joystick
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(re-login after this)
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Usage:
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# Step 1: find the exact device name(s) - grip and base usually
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# show up as two separate evdev devices.
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python3 find_codes.py --list
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# Step 2: watch a device and exercise every physical control on it
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# (move every axis through its full range, press every button,
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# flip every switch both ways, run every rotary knob both ways).
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python3 find_codes.py --device "Sol-R"
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"""
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import argparse
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import selectors
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import sys
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try:
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from evdev import InputDevice, ecodes, list_devices
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except ImportError:
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sys.exit("Missing deps. Run:\n pip install evdev --break-system-packages")
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def list_all_devices():
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devices = [InputDevice(path) for path in list_devices()]
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if not devices:
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print("No input devices found (check permissions: groups $USER).")
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return
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for dev in devices:
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print(f"{dev.path}\t{dev.name}")
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def find_devices(name_substr: str):
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matches = [
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dev for dev in (InputDevice(path) for path in list_devices())
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if name_substr.lower() in dev.name.lower()
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]
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if not matches:
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sys.exit(
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f"No input device matching '{name_substr}' found. "
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f"Run --list to see available device names."
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)
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if len(matches) > 1:
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print(f"Multiple devices match '{name_substr}', watching all:")
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for d in matches:
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print(f" {d.path}\t{d.name}")
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print()
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return matches
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def code_name(ev_type: int, code: int) -> str:
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"""Resolve a numeric code back to its BTN_*/ABS_*/KEY_* name(s)."""
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names = ecodes.bytype.get(ev_type, {}).get(code)
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if names is None:
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return str(code)
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return names if isinstance(names, str) else "/".join(names)
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def watch(devices):
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print("Exercise every physical control now (axes through full "
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"range, buttons pressed, switches flipped both ways, knobs "
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"turned both ways). Ctrl+C to stop.\n")
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sel = selectors.DefaultSelector()
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for dev in devices:
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sel.register(dev, selectors.EVENT_READ, data=dev)
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try:
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while True:
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for key, _ in sel.select():
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dev = key.data
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for event in dev.read():
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if event.type == ecodes.EV_KEY:
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name = code_name(ecodes.EV_KEY, event.code)
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state = {0: "UP", 1: "DOWN", 2: "HOLD"}.get(
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event.value, f"value={event.value}"
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)
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print(f"[{dev.name}] {name} ({event.code}) {state}")
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elif event.type == ecodes.EV_ABS:
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name = code_name(ecodes.EV_ABS, event.code)
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print(f"[{dev.name}] {name} ({event.code}) = {event.value}")
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except KeyboardInterrupt:
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print("\nStopped.")
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def main():
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parser = argparse.ArgumentParser(
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description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter
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)
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parser.add_argument(
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"--list", action="store_true", help="list all evdev input devices and exit"
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)
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parser.add_argument(
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"--device", metavar="NAME",
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help="substring match against evdev device name(s) to watch",
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)
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args = parser.parse_args()
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if args.list:
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list_all_devices()
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return
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if args.device:
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watch(find_devices(args.device))
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return
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parser.print_help()
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if __name__ == "__main__":
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main()
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# Space Engineers
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Custom input scheme for the Thrustmaster Sol-R1 (grip + base) in Space
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Engineers, on Arch/Hyprland, without Windows/T.A.R.G.E.T. Fixes the
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"throttle behaves like a trigger" bug and adds a full custom mapping
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via joyful plus a stateful daemon (`switch_sync.py`) for the 4 tilt
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switches, which need game-state feedback that joyful can't provide.
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**Status: draft.** No real evdev codes, SE keybinds, or HUD
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calibration have been captured yet - every config file here is full of
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`TODO_*` placeholders. See `mapping-brief.md` for the full design
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rationale, the complete mapping table, and known caveats/open items.
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## Files
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- `mapping-brief.md` - design notes: stack decisions, full
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physical-control -> SE-function mapping table, caveats, next steps.
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- `joyful-config.yml` - joyful rule config (**draft, unverified field
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names** - check against the installed version's
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`examples/ruletypes.yml` first).
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- `switch_sync.py` - the daemon: reconciles physical switch position
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against actual in-game HUD state via `grim` screen-color sampling,
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and only sends a toggle keypress when they disagree.
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- `switch_sync-config.yaml` - config for the 4 tilt switches.
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- `launch-wrapper.sh` - Steam launch-options wrapper (`%command%`)
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that starts/stops joyful and `switch_sync.py` around the game
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session, cleaning up on exit.
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(`find_codes.py`, the diagnostic tool used in step 2 below, lives at
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the repo root - it's shared across all games.)
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## Setup
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1. Install dependencies:
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```
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yay -S joyful
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sudo pacman -S grim
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pip install evdev pillow pyyaml --break-system-packages
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sudo usermod -aG input $USER # for reading the joystick + uinput
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# re-login after this
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```
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2. Find real evdev codes:
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```
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python3 ../find_codes.py --list
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python3 ../find_codes.py --device "<grip or base device name>"
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```
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Exercise every physical control (axes through full range, buttons,
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both positions of every switch, both directions of every knob), and
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replace every `TODO_*` code in `joyful-config.yml` and
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`switch_sync-config.yaml` with what you observe.
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3. In Space Engineers (Options -> Controls -> Controllers), confirm
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the actual keybinds for the jetpack/helmet/flashlight/parking
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toggles - don't assume defaults - and fill in `toggle_key` for each
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switch in `switch_sync-config.yaml`.
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4. Calibrate the HUD regions/colors:
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```
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python3 switch_sync.py --sample X,Y
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```
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for each indicator in-game, and fill in `region`/`on_color` in
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`switch_sync-config.yaml`.
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5. In Steam, set this game's launch options to:
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```
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/path/to/sol-r1-linux-game-mappings/space-engineers/launch-wrapper.sh %command%
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```
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Launch options are per-machine and not synced by Steam - repeat
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this step on every machine. Keeping this repo checked out at the
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same path on every machine keeps the launch-options string itself
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identical too.
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See `mapping-brief.md` for the full mapping table and caveats:
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SE-version-dependent joystick support, the dampener 3-state
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limitation, HUD-detection fragility (breaks on Tab/resolution/UI-scale
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changes), and the unverified joyful rule schema.
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# joyful-config.yml - joyful config for Thrustmaster Sol-R1
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# (grip + base) -> Space Engineers.
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#
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# DRAFT / UNVERIFIED: joyful's exact per-rule-type field names below
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# were not checked against `examples/ruletypes.yml` in the installed
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# version - do that before trusting this file. See mapping-brief.md
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# "Known caveats".
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#
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# Every TODO_* below is a placeholder. Run find_codes.py (repo root)
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# against the actual hardware and replace every one before use.
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devices:
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base:
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match: "TODO: Sol-R Base" # evdev device name substring, see find_codes.py --list
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grip:
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match: "TODO: Sol-R Grip"
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modes:
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space_engineers:
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devices: [base, grip]
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rules:
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# Throttle (base) -> Move Forward/Backward.
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# Original bug: SE read the raw HID throttle axis like a trigger.
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# Straight axis passthrough fixes it.
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- device: base
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type: axis
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input: TODO_ABS_THROTTLE
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output: ABS_Y
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# Main stick (grip) X/Y -> View/look/rotate
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- device: grip
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type: axis
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input: TODO_ABS_STICK_X
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output: ABS_RX
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- device: grip
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type: axis
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input: TODO_ABS_STICK_Y
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output: ABS_RY
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# Ministick (grip) -> Strafe horizontal/vertical
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- device: grip
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type: axis
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input: TODO_ABS_MINISTICK_X
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output: ABS_Z
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- device: grip
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type: axis
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input: TODO_ABS_MINISTICK_Y
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output: ABS_RZ
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# Dual-position trigger stage 1/2 -> Primary/secondary click (use/fire, alt-fire)
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- device: grip
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type: button
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input: TODO_BTN_TRIGGER_STAGE1
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output: BTN_TRIGGER
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- device: grip
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type: button
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input: TODO_BTN_TRIGGER_STAGE2
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output: BTN_THUMB
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# 2 orange buttons (top of stick) -> Dampeners on/off (Z) + Relative
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# dampers (Ctrl+Z). Key emulation, not gamepad buttons - Relative
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# Dampers isn't confirmed as a standalone bindable action, it's a
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# modifier on the toggle key.
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- device: grip
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type: key
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input: TODO_BTN_ORANGE_1
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output: [KEY_Z]
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- device: grip
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type: key
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input: TODO_BTN_ORANGE_2
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output: [KEY_LEFTCTRL, KEY_Z]
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# Rotary knob 1 (base) -> Switch toolbar (next/prev, default `,`/`.`).
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# ASSUMES the knob reports as BTN detent pulses, not an ABS axis -
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# confirm with find_codes.py. If it's an ABS axis instead, this
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# needs joyful's segmented axis-to-button rule type instead.
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- device: base
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type: key
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input: TODO_BTN_KNOB1_CW
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output: [KEY_DOT]
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- device: base
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type: key
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input: TODO_BTN_KNOB1_CCW
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output: [KEY_COMMA]
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# Rotary knob 2 (base) -> Hotbar slot select, same pulse assumption
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# as knob 1 above.
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- device: base
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type: key
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input: TODO_BTN_KNOB2_CW
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output: [TODO_KEY_HOTBAR_NEXT]
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- device: base
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type: key
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input: TODO_BTN_KNOB2_CCW
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output: [TODO_KEY_HOTBAR_PREV]
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# 4-button group (base, left side) -> Jetpack/Helmet/Flashlight/
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# Parking toggles, bound in SE's own control menu (gamepad button
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# passthrough, not key emulation).
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- device: base
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type: button
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input: TODO_BTN_GROUP_JETPACK
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output: BTN_TRIGGER_HAPPY1
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- device: base
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type: button
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input: TODO_BTN_GROUP_HELMET
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output: BTN_TRIGGER_HAPPY2
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- device: base
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type: button
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input: TODO_BTN_GROUP_FLASHLIGHT
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output: BTN_TRIGGER_HAPPY3
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- device: base
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type: button
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input: TODO_BTN_GROUP_PARKING
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output: BTN_TRIGGER_HAPPY4
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# NOTE: the 4 tilt switches (base, top) are intentionally NOT mapped
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# here - they're handled by switch_sync.py instead of joyful,
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# because they need game-state feedback to avoid desync. See
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# switch_sync-config.yaml.
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#!/bin/bash
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# launch-wrapper.sh - starts joyful + switch_sync, runs the game,
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# cleans up when it exits (however it exits).
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#
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# Steam launch options: /path/to/space-engineers/launch-wrapper.sh %command%
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# (per-machine, not synced by Steam - re-paste after cloning on a new
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# machine; keeping the repo checked out at the same path everywhere
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# keeps the launch-options string itself identical too.)
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REPO_DIR="$(cd "$(dirname "$(readlink -f "$0")")" && pwd)"
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JOYFUL_CONFIG="$REPO_DIR/joyful-config.yml"
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SYNC_CONFIG="$REPO_DIR/switch_sync-config.yaml"
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joyful --config "$JOYFUL_CONFIG" &
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JOYFUL_PID=$!
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python3 "$REPO_DIR/switch_sync.py" --config "$SYNC_CONFIG" &
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SYNC_PID=$!
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# clean up even if this script gets killed/terminated, not just on normal exit
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trap 'kill "$JOYFUL_PID" "$SYNC_PID" 2>/dev/null' EXIT
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# "$@" is the substituted real launch command (Proton + the game)
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"$@"
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@ -0,0 +1,79 @@
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# Thrustmaster Sol-R 1 -> Space Engineers input mapping (Linux/Arch/Hyprland)
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## Goal
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Fix "throttle behaves like a trigger" bug and build a full custom input
|
||||
scheme for the Sol-R1 (grip + base) in Space Engineers, on Arch/Hyprland,
|
||||
without Windows/T.A.R.G.E.T.
|
||||
|
||||
## Stack decided on
|
||||
- **joyful** (AUR: `yay -S joyful`) - Go-based Linux joystick remapper,
|
||||
creates a virtual gamepad device from physical Sol-R inputs via YAML
|
||||
rules in `~/.config/joyful/`. Chosen over input-remapper because it
|
||||
natively supports split-axis and segmented-axis-to-button mappings,
|
||||
which input-remapper doesn't (see upstream issue #900).
|
||||
- **switch_sync.py** (custom, in this repo/outputs) - a separate stateful
|
||||
daemon for switches that need to reconcile physical position against
|
||||
actual in-game state (bypasses joyful, which can't do this since it
|
||||
has no game-state feedback).
|
||||
- **Steam launch options wrapper script** - starts/stops joyful and
|
||||
switch_sync around the actual game session via `%command%`, instead of
|
||||
a Hyprland-IPC window-watcher (Proton WM_CLASS is unreliable for this).
|
||||
NOTE: Steam launch options are per-machine (stored in
|
||||
`userdata/<id>/config/localconfig.vdf`, not synced) - the wrapper
|
||||
script path should be identical across machines (keep it in dotfiles),
|
||||
but the launch-options string itself must be re-pasted into Steam on
|
||||
each machine.
|
||||
|
||||
## Diagnostic tools (already written, in outputs/)
|
||||
- `find_codes.py` - run this first on every physical control to get real
|
||||
evdev BTN_*/ABS_* codes. Nothing below has real codes yet - they're
|
||||
all `TODO:` placeholders until this is run.
|
||||
- `switch_sync.py` - screen-reads HUD state via `grim` region capture +
|
||||
color sampling, compares against physical switch position (evdev), and
|
||||
taps a virtual key only when they disagree. Has `--sample X,Y` for
|
||||
pixel-color calibration and `--dump-example-config`.
|
||||
|
||||
## Current mapping plan
|
||||
|
||||
| Physical control | SE function | Mechanism |
|
||||
|---|---|---|
|
||||
| Throttle (base) | Move Forward/Backward | joyful axis passthrough (was original bug: SE read raw HID axis like a trigger) |
|
||||
| Main stick (grip) X/Y | View/look/rotate | joyful axis passthrough |
|
||||
| Ministick (grip) | Strafe horizontal/vertical | joyful axis passthrough |
|
||||
| Dual-position trigger, stage 1/2 | Primary/secondary click (use/fire, alt-fire) | joyful button passthrough |
|
||||
| 2 orange buttons (top of stick) | Dampeners on/off (Z) + Relative dampers (Ctrl+Z) | joyful, KEY_Z / [KEY_LEFTCTRL, KEY_Z] key emulation (not gamepad buttons - Relative Dampers isn't confirmed as a standalone bindable action, it's a modifier on the toggle key) |
|
||||
| Rotary knob 1 (base) | Switch toolbar (next/prev, default `,`/`.`) | joyful, detent pulses -> KEY_COMMA/KEY_DOT - ASSUMES knob reports as BTN pulses, not an ABS axis; confirm with find_codes.py |
|
||||
| Rotary knob 2 (base) | Hotbar slot select | joyful, same pulse assumption as above; if it's an ABS axis instead, needs joyful's segmented axis-to-button feature |
|
||||
| 4-button group (base, left side) | Jetpack / Helmet / Flashlight / Parking toggles | joyful button passthrough to virtual gamepad buttons, bound in SE's own control menu |
|
||||
| 4 tilt switches (base, top), 2 buttons each | Same 4 toggles as above, but as REAL on/off switches | switch_sync.py - NOT joyful, because this needs game-state feedback to avoid desync |
|
||||
|
||||
## Known caveats / open items
|
||||
- SE's native joystick support only got real per-binding customization in
|
||||
update 1.209; before that (and possibly still, depending on version) it
|
||||
treated joysticks through an Xbox-controller-shaped abstraction. Check
|
||||
Options -> Controls -> Controllers on the current version before
|
||||
assuming full flexibility.
|
||||
- Dampeners are a stateless toggle (Z) + contextual modifier (Ctrl+Z,
|
||||
only works if dampers are off AND you're looking at a moving target in
|
||||
range). No true 3-state action exists in SE.
|
||||
- `switch_sync.py`'s HUD detection is pixel-color based and fragile:
|
||||
breaks on HUD detail mode changes (Tab), resolution/UI scale changes,
|
||||
or camera view changes. Needs recalibration after any of those.
|
||||
- joyful's exact per-rule-type YAML field names (beyond the top-level
|
||||
devices/modes/rules structure and evdev keycode naming) were not fully
|
||||
verified against `examples/ruletypes.yml` in the actual installed
|
||||
version - check that file before trusting rule blocks verbatim.
|
||||
- None of the joyful config blocks have real BTN_*/ABS_* codes yet - all
|
||||
placeholders pending find_codes.py output on the actual hardware.
|
||||
|
||||
## Next steps
|
||||
1. Run find_codes.py against every physical control, replace all TODOs.
|
||||
2. Confirm rotary knobs are pulse (BTN) vs continuous (ABS) - determines
|
||||
which joyful rule type to use.
|
||||
3. Verify SE's actual keybinds for helmet/flashlight/parking in Options
|
||||
before finalizing switch_sync.py's toggle_key values.
|
||||
4. Calibrate switch_sync.py's HUD regions/colors for jetpack, helmet,
|
||||
light, parking indicators.
|
||||
5. Write the Steam launch-options wrapper script, add to dotfiles repo.
|
||||
6. Repeat launch-options paste on each machine (desktop, Framework 12,
|
||||
ThinkPad T440p) - not synced by Steam.
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
# switch_sync-config.yaml - switch_sync.py config for the Sol-R1's 4
|
||||
# tilt switches (jetpack/helmet/flashlight/parking), kept in sync with
|
||||
# actual in-game state instead of desyncing like a stateless toggle key.
|
||||
#
|
||||
# Every TODO placeholder here needs a real value before this is usable
|
||||
# (see README "Setup" and mapping-brief.md "Next steps"):
|
||||
# - input_on/input_off: run find_codes.py against the base to get
|
||||
# real BTN_* codes for each switch's two held positions.
|
||||
# - toggle_key: confirm the actual SE keybind in Options -> Controls
|
||||
# -> Controllers first - do not assume a default.
|
||||
# - region/on_color: run `switch_sync.py --sample X,Y` against the
|
||||
# live HUD indicator to calibrate.
|
||||
|
||||
device_name: "TODO: Sol-R Base" # evdev device name substring, see find_codes.py --list
|
||||
|
||||
switches:
|
||||
jetpack:
|
||||
input_on: "TODO_BTN_JETPACK_UP"
|
||||
input_off: "TODO_BTN_JETPACK_DOWN"
|
||||
toggle_key: "TODO_KEY_JETPACK_TOGGLE"
|
||||
region: [0, 0, 20, 20] # TODO: calibrate with --sample
|
||||
on_color: [0, 0, 0] # TODO: calibrate with --sample
|
||||
tolerance: 30
|
||||
|
||||
helmet:
|
||||
input_on: "TODO_BTN_HELMET_UP"
|
||||
input_off: "TODO_BTN_HELMET_DOWN"
|
||||
toggle_key: "TODO_KEY_HELMET_TOGGLE"
|
||||
region: [0, 0, 20, 20]
|
||||
on_color: [0, 0, 0]
|
||||
tolerance: 30
|
||||
|
||||
flashlight:
|
||||
input_on: "TODO_BTN_FLASHLIGHT_UP"
|
||||
input_off: "TODO_BTN_FLASHLIGHT_DOWN"
|
||||
toggle_key: "TODO_KEY_FLASHLIGHT_TOGGLE"
|
||||
region: [0, 0, 20, 20]
|
||||
on_color: [0, 0, 0]
|
||||
tolerance: 30
|
||||
|
||||
parking:
|
||||
input_on: "TODO_BTN_PARKING_UP"
|
||||
input_off: "TODO_BTN_PARKING_DOWN"
|
||||
toggle_key: "TODO_KEY_PARKING_TOGGLE"
|
||||
region: [0, 0, 20, 20]
|
||||
on_color: [0, 0, 0]
|
||||
tolerance: 30
|
||||
|
|
@ -0,0 +1,245 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
switch_sync.py - make a physical toggle switch behave like a REAL switch
|
||||
in Space Engineers, instead of a stateless "press to toggle" key.
|
||||
|
||||
Problem: SE only exposes toggles (jetpack/helmet/light/parking) as a
|
||||
single press-to-flip key. A physical on/off switch has no way to know
|
||||
which state the game is currently in, so flipping it can desync (e.g.
|
||||
switch says ON, game is actually OFF, because someone toggled it some
|
||||
other way in between).
|
||||
|
||||
Fix: this script polls two things continuously -
|
||||
1. The physical switch position (via evdev, reading held button state)
|
||||
2. The ACTUAL in-game state (by sampling a pixel/region on screen)
|
||||
and sends the toggle keypress ONLY when they disagree, via a virtual
|
||||
uinput keyboard. Net effect: switch position always matches game state.
|
||||
|
||||
Requirements:
|
||||
sudo pacman -S grim # Hyprland/wlroots screen capture
|
||||
pip install evdev pillow pyyaml --break-system-packages
|
||||
|
||||
Permissions:
|
||||
sudo usermod -aG input $USER # for reading the joystick + uinput
|
||||
(re-login after this)
|
||||
|
||||
Usage:
|
||||
# Step 1: calibrate - find the pixel/region + colors for each toggle
|
||||
python3 switch_sync.py --sample 200,850
|
||||
|
||||
# Step 2: fill in config.yaml (see example below), then run:
|
||||
python3 switch_sync.py --config config.yaml
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import subprocess
|
||||
import sys
|
||||
import tempfile
|
||||
import time
|
||||
from pathlib import Path
|
||||
|
||||
try:
|
||||
import yaml
|
||||
from PIL import Image
|
||||
from evdev import InputDevice, UInput, ecodes, list_devices
|
||||
except ImportError:
|
||||
sys.exit(
|
||||
"Missing deps. Run:\n"
|
||||
" pip install evdev pillow pyyaml --break-system-packages"
|
||||
)
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Screen capture (Hyprland/wlroots via grim)
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def grab_region(x: int, y: int, w: int, h: int) -> Image.Image:
|
||||
"""Capture a screen region using grim and return a PIL Image."""
|
||||
with tempfile.NamedTemporaryFile(suffix=".png") as tmp:
|
||||
geometry = f"{x},{y} {w}x{h}"
|
||||
subprocess.run(
|
||||
["grim", "-g", geometry, tmp.name],
|
||||
check=True,
|
||||
stderr=subprocess.DEVNULL,
|
||||
)
|
||||
return Image.open(tmp.name).convert("RGB").copy()
|
||||
|
||||
|
||||
def sample_pixel(x: int, y: int):
|
||||
"""Grab a 1x1 region and return its RGB - used for calibration."""
|
||||
img = grab_region(x, y, 1, 1)
|
||||
return img.getpixel((0, 0))
|
||||
|
||||
|
||||
def region_matches_color(x, y, w, h, target_rgb, tolerance):
|
||||
"""Average the region's color and compare to target within tolerance."""
|
||||
img = grab_region(x, y, w, h)
|
||||
pixels = list(img.getdata())
|
||||
n = len(pixels)
|
||||
avg = tuple(sum(p[i] for p in pixels) / n for i in range(3))
|
||||
diff = sum(abs(avg[i] - target_rgb[i]) for i in range(3))
|
||||
return diff <= tolerance
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Physical switch state (evdev)
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
class SwitchReader:
|
||||
"""Tracks held button state for one or more physical devices."""
|
||||
|
||||
def __init__(self, device_name_substr: str):
|
||||
self.dev = self._find_device(device_name_substr)
|
||||
self.state = {} # code -> 0/1, current held state
|
||||
self.dev.grab = False # don't steal input from the game
|
||||
|
||||
@staticmethod
|
||||
def _find_device(name_substr):
|
||||
for path in list_devices():
|
||||
d = InputDevice(path)
|
||||
if name_substr.lower() in d.name.lower():
|
||||
return d
|
||||
sys.exit(f"No input device matching '{name_substr}' found.")
|
||||
|
||||
def poll(self):
|
||||
"""Non-blocking drain of pending events, updating held state."""
|
||||
try:
|
||||
for event in self.dev.read():
|
||||
if event.type == ecodes.EV_KEY:
|
||||
self.state[event.code] = event.value
|
||||
except BlockingIOError:
|
||||
pass
|
||||
|
||||
def code_for(self, name: str) -> int:
|
||||
return getattr(ecodes, name)
|
||||
|
||||
def is_held(self, code_name: str) -> bool:
|
||||
return self.state.get(self.code_for(code_name), 0) == 1
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Virtual keyboard output (uinput)
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def make_virtual_keyboard():
|
||||
return UInput(name="switch-sync-vkbd")
|
||||
|
||||
|
||||
def tap_key(vkbd, key_name: str):
|
||||
code = getattr(ecodes, key_name)
|
||||
vkbd.write(ecodes.EV_KEY, code, 1)
|
||||
vkbd.syn()
|
||||
time.sleep(0.05)
|
||||
vkbd.write(ecodes.EV_KEY, code, 0)
|
||||
vkbd.syn()
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Main loop
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def run(config_path: str, poll_interval: float):
|
||||
cfg = yaml.safe_load(Path(config_path).read_text())
|
||||
|
||||
reader = SwitchReader(cfg["device_name"])
|
||||
vkbd = make_virtual_keyboard()
|
||||
|
||||
print("switch_sync running. Ctrl+C to stop.\n")
|
||||
|
||||
try:
|
||||
while True:
|
||||
reader.poll()
|
||||
|
||||
for name, sw in cfg["switches"].items():
|
||||
desired_on = reader.is_held(sw["input_on"])
|
||||
# if neither position held (mid-flip / debounce), skip
|
||||
if not desired_on and not reader.is_held(sw["input_off"]):
|
||||
continue
|
||||
|
||||
region = sw["region"] # [x, y, w, h]
|
||||
actual_on = region_matches_color(
|
||||
*region,
|
||||
target_rgb=sw["on_color"],
|
||||
tolerance=sw.get("tolerance", 30),
|
||||
)
|
||||
|
||||
if desired_on != actual_on:
|
||||
print(f"[{name}] switch={'ON' if desired_on else 'OFF'} "
|
||||
f"game={'ON' if actual_on else 'OFF'} -> correcting")
|
||||
tap_key(vkbd, sw["toggle_key"])
|
||||
time.sleep(0.3) # let the game UI update before re-checking
|
||||
|
||||
time.sleep(poll_interval)
|
||||
|
||||
except KeyboardInterrupt:
|
||||
print("\nStopped.")
|
||||
finally:
|
||||
vkbd.close()
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# CLI
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
EXAMPLE_CONFIG = """\
|
||||
# config.yaml - example, fill in with your real values
|
||||
|
||||
device_name: "Sol-R Base" # substring match against evdev device name
|
||||
|
||||
switches:
|
||||
jetpack:
|
||||
input_on: "BTN_TRIGGER_HAPPY9" # held while switch is flipped up
|
||||
input_off: "BTN_TRIGGER_HAPPY10" # held while switch is flipped down
|
||||
toggle_key: "KEY_SPACE" # SE's actual jetpack toggle bind
|
||||
region: [1830, 980, 20, 20] # x, y, w, h of the HUD indicator
|
||||
on_color: [255, 200, 0] # sampled color when jetpack is ON
|
||||
tolerance: 30
|
||||
|
||||
helmet:
|
||||
input_on: "BTN_TRIGGER_HAPPY11"
|
||||
input_off: "BTN_TRIGGER_HAPPY12"
|
||||
toggle_key: "KEY_H" # example, use your real bind
|
||||
region: [1830, 1010, 20, 20]
|
||||
on_color: [255, 200, 0]
|
||||
tolerance: 30
|
||||
|
||||
# ... light / parking follow the same pattern
|
||||
"""
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument(
|
||||
"--sample", metavar="X,Y",
|
||||
help="calibration helper: print the RGB color at screen pixel X,Y"
|
||||
)
|
||||
parser.add_argument(
|
||||
"--dump-example-config", action="store_true",
|
||||
help="print an example config.yaml to stdout"
|
||||
)
|
||||
parser.add_argument("--config", help="path to config.yaml")
|
||||
parser.add_argument(
|
||||
"--interval", type=float, default=0.25,
|
||||
help="poll interval in seconds (default 0.25)"
|
||||
)
|
||||
args = parser.parse_args()
|
||||
|
||||
if args.dump_example_config:
|
||||
print(EXAMPLE_CONFIG)
|
||||
return
|
||||
|
||||
if args.sample:
|
||||
x, y = map(int, args.sample.split(","))
|
||||
rgb = sample_pixel(x, y)
|
||||
print(f"Pixel ({x},{y}) = RGB{rgb}")
|
||||
return
|
||||
|
||||
if args.config:
|
||||
run(args.config, args.interval)
|
||||
return
|
||||
|
||||
parser.print_help()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
# Template - adding a new game
|
||||
|
||||
Copy this whole folder to `../<game-name>/` and work through it top to
|
||||
bottom.
|
||||
|
||||
1. **`joyful-config.yml`** - bare 1:1 passthrough (every physical
|
||||
control mapped straight through, no remapping, no key emulation).
|
||||
Run `find_codes.py` (repo root) against the hardware and fill in
|
||||
every `TODO_*`. Get the game running with this first, so you have a
|
||||
known-good baseline before customizing anything.
|
||||
2. Customize the mapping for what the game actually needs: axis
|
||||
remaps, key emulation for toggles, buttons bound in the game's own
|
||||
control menu, etc. See `../space-engineers/` for a worked example
|
||||
(including the "throttle read as a trigger" class of bug this
|
||||
exists to fix).
|
||||
3. **Do you need `input_converter_daemon.py` at all?** Only if some
|
||||
physical control is a real on/off switch (not a momentary button)
|
||||
*and* the game only exposes the equivalent action as a stateless
|
||||
toggle key. If every control you're mapping is a stateless
|
||||
passthrough, delete `input_converter_daemon.py`,
|
||||
`TODO-daemon-config.yaml` (once created), and the daemon block in
|
||||
`launch-wrapper.sh` - joyful alone is enough, and you're done after
|
||||
step 2.
|
||||
4. If you do need it: rename the example config
|
||||
(`input_converter_daemon.py --dump-example-config > <game>-daemon-config.yaml`),
|
||||
fill in real evdev codes (`find_codes.py`), confirm the game's
|
||||
actual toggle keybinds in its own settings menu (never assume
|
||||
defaults), and calibrate HUD regions/colors with
|
||||
`input_converter_daemon.py --sample X,Y`. Point
|
||||
`launch-wrapper.sh`'s `DAEMON_CONFIG` at it.
|
||||
5. **`launch-wrapper.sh`** - set as the Steam launch options:
|
||||
`/path/to/<game>/launch-wrapper.sh %command%`. Per-machine, not
|
||||
synced by Steam - repeat on every machine.
|
||||
|
|
@ -0,0 +1,251 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
input_converter_daemon.py - TEMPLATE stateful input-converter daemon.
|
||||
|
||||
Copy into a new <game>/ folder and customize when a game exposes a
|
||||
control only as a stateless "press to toggle" key, but the physical
|
||||
Sol-R1 control involved is a REAL on/off switch (or otherwise has a
|
||||
fixed physical position that can drift out of sync with in-game
|
||||
state). joyful alone can't do this - it has no game-state feedback,
|
||||
so it can't tell a stateless key apart from a real switch.
|
||||
|
||||
This only needs to exist for controls that need that feedback loop.
|
||||
If every physical control on a game's mapping is a stateless
|
||||
passthrough (buttons, triggers, continuous axes), delete this file and
|
||||
the daemon block in launch-wrapper.sh - joyful by itself is enough.
|
||||
|
||||
How it works: polls two things continuously -
|
||||
1. The physical control's position (via evdev, reading held button
|
||||
state for a two-position switch)
|
||||
2. The ACTUAL in-game state, however it's readable - by default this
|
||||
template samples a screen pixel/region via `grim` (HUD color),
|
||||
since most games have no other externally-readable state. Swap
|
||||
out `read_external_state()` for a different method if the game
|
||||
exposes state some other way (e.g. a log file, a memory read, an
|
||||
API).
|
||||
and sends a correction keypress ONLY when they disagree, via a virtual
|
||||
uinput keyboard. Net effect: physical switch position always matches
|
||||
game state.
|
||||
|
||||
Requirements:
|
||||
sudo pacman -S grim # Hyprland/wlroots screen capture -
|
||||
# only needed if using the default
|
||||
# pixel-sampling read_external_state()
|
||||
pip install evdev pillow pyyaml --break-system-packages
|
||||
|
||||
Permissions:
|
||||
sudo usermod -aG input $USER # for reading the joystick + uinput
|
||||
(re-login after this)
|
||||
|
||||
Usage:
|
||||
# Step 1: calibrate - find the pixel/region + colors for each control
|
||||
python3 input_converter_daemon.py --sample 200,850
|
||||
|
||||
# Step 2: fill in a config (see --dump-example-config), then run:
|
||||
python3 input_converter_daemon.py --config config.yaml
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import subprocess
|
||||
import sys
|
||||
import tempfile
|
||||
import time
|
||||
from pathlib import Path
|
||||
|
||||
try:
|
||||
import yaml
|
||||
from PIL import Image
|
||||
from evdev import InputDevice, UInput, ecodes, list_devices
|
||||
except ImportError:
|
||||
sys.exit(
|
||||
"Missing deps. Run:\n"
|
||||
" pip install evdev pillow pyyaml --break-system-packages"
|
||||
)
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# External (in-game) state - default implementation reads a screen
|
||||
# region via grim. Replace this section if the game offers a better
|
||||
# signal than pixel color.
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def grab_region(x: int, y: int, w: int, h: int) -> Image.Image:
|
||||
"""Capture a screen region using grim and return a PIL Image."""
|
||||
with tempfile.NamedTemporaryFile(suffix=".png") as tmp:
|
||||
geometry = f"{x},{y} {w}x{h}"
|
||||
subprocess.run(
|
||||
["grim", "-g", geometry, tmp.name],
|
||||
check=True,
|
||||
stderr=subprocess.DEVNULL,
|
||||
)
|
||||
return Image.open(tmp.name).convert("RGB").copy()
|
||||
|
||||
|
||||
def sample_pixel(x: int, y: int):
|
||||
"""Grab a 1x1 region and return its RGB - used for calibration."""
|
||||
img = grab_region(x, y, 1, 1)
|
||||
return img.getpixel((0, 0))
|
||||
|
||||
|
||||
def read_external_state(control_cfg: dict) -> bool:
|
||||
"""True if the game's on-screen indicator reads as 'on'."""
|
||||
x, y, w, h = control_cfg["region"]
|
||||
img = grab_region(x, y, w, h)
|
||||
pixels = list(img.getdata())
|
||||
n = len(pixels)
|
||||
avg = tuple(sum(p[i] for p in pixels) / n for i in range(3))
|
||||
target_rgb = control_cfg["on_color"]
|
||||
tolerance = control_cfg.get("tolerance", 30)
|
||||
diff = sum(abs(avg[i] - target_rgb[i]) for i in range(3))
|
||||
return diff <= tolerance
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Physical control state (evdev)
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
class PhysicalStateReader:
|
||||
"""Tracks held button state for one physical device."""
|
||||
|
||||
def __init__(self, device_name_substr: str):
|
||||
self.dev = self._find_device(device_name_substr)
|
||||
self.state = {} # code -> 0/1, current held state
|
||||
self.dev.grab = False # don't steal input from the game
|
||||
|
||||
@staticmethod
|
||||
def _find_device(name_substr):
|
||||
for path in list_devices():
|
||||
d = InputDevice(path)
|
||||
if name_substr.lower() in d.name.lower():
|
||||
return d
|
||||
sys.exit(f"No input device matching '{name_substr}' found.")
|
||||
|
||||
def poll(self):
|
||||
"""Non-blocking drain of pending events, updating held state."""
|
||||
try:
|
||||
for event in self.dev.read():
|
||||
if event.type == ecodes.EV_KEY:
|
||||
self.state[event.code] = event.value
|
||||
except BlockingIOError:
|
||||
pass
|
||||
|
||||
def code_for(self, name: str) -> int:
|
||||
return getattr(ecodes, name)
|
||||
|
||||
def is_held(self, code_name: str) -> bool:
|
||||
return self.state.get(self.code_for(code_name), 0) == 1
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Virtual keyboard output (uinput)
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def make_virtual_keyboard():
|
||||
return UInput(name="input-converter-daemon-vkbd")
|
||||
|
||||
|
||||
def tap_key(vkbd, key_name: str):
|
||||
code = getattr(ecodes, key_name)
|
||||
vkbd.write(ecodes.EV_KEY, code, 1)
|
||||
vkbd.syn()
|
||||
time.sleep(0.05)
|
||||
vkbd.write(ecodes.EV_KEY, code, 0)
|
||||
vkbd.syn()
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# Main loop
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
def run(config_path: str, poll_interval: float):
|
||||
cfg = yaml.safe_load(Path(config_path).read_text())
|
||||
|
||||
reader = PhysicalStateReader(cfg["device_name"])
|
||||
vkbd = make_virtual_keyboard()
|
||||
|
||||
print("input_converter_daemon running. Ctrl+C to stop.\n")
|
||||
|
||||
try:
|
||||
while True:
|
||||
reader.poll()
|
||||
|
||||
for name, control in cfg["controls"].items():
|
||||
desired_on = reader.is_held(control["input_on"])
|
||||
# if neither position held (mid-flip / debounce), skip
|
||||
if not desired_on and not reader.is_held(control["input_off"]):
|
||||
continue
|
||||
|
||||
actual_on = read_external_state(control)
|
||||
|
||||
if desired_on != actual_on:
|
||||
print(f"[{name}] physical={'ON' if desired_on else 'OFF'} "
|
||||
f"game={'ON' if actual_on else 'OFF'} -> correcting")
|
||||
tap_key(vkbd, control["toggle_key"])
|
||||
time.sleep(0.3) # let the game UI update before re-checking
|
||||
|
||||
time.sleep(poll_interval)
|
||||
|
||||
except KeyboardInterrupt:
|
||||
print("\nStopped.")
|
||||
finally:
|
||||
vkbd.close()
|
||||
|
||||
|
||||
# --------------------------------------------------------------------
|
||||
# CLI
|
||||
# --------------------------------------------------------------------
|
||||
|
||||
EXAMPLE_CONFIG = """\
|
||||
# config.yaml - example, fill in with your real values
|
||||
|
||||
device_name: "TODO: Sol-R Base" # substring match against evdev device name
|
||||
|
||||
controls:
|
||||
example_control:
|
||||
input_on: "TODO_BTN_EXAMPLE_UP" # held while switch is flipped up
|
||||
input_off: "TODO_BTN_EXAMPLE_DOWN" # held while switch is flipped down
|
||||
toggle_key: "TODO_KEY_EXAMPLE" # the game's actual toggle keybind
|
||||
region: [0, 0, 20, 20] # x, y, w, h of the HUD indicator
|
||||
on_color: [0, 0, 0] # sampled color when the control is ON
|
||||
tolerance: 30
|
||||
|
||||
# ... one block per physical switch that needs state reconciliation
|
||||
"""
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument(
|
||||
"--sample", metavar="X,Y",
|
||||
help="calibration helper: print the RGB color at screen pixel X,Y"
|
||||
)
|
||||
parser.add_argument(
|
||||
"--dump-example-config", action="store_true",
|
||||
help="print an example config.yaml to stdout"
|
||||
)
|
||||
parser.add_argument("--config", help="path to config.yaml")
|
||||
parser.add_argument(
|
||||
"--interval", type=float, default=0.25,
|
||||
help="poll interval in seconds (default 0.25)"
|
||||
)
|
||||
args = parser.parse_args()
|
||||
|
||||
if args.dump_example_config:
|
||||
print(EXAMPLE_CONFIG)
|
||||
return
|
||||
|
||||
if args.sample:
|
||||
x, y = map(int, args.sample.split(","))
|
||||
rgb = sample_pixel(x, y)
|
||||
print(f"Pixel ({x},{y}) = RGB{rgb}")
|
||||
return
|
||||
|
||||
if args.config:
|
||||
run(args.config, args.interval)
|
||||
return
|
||||
|
||||
parser.print_help()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
|
|
@ -0,0 +1,142 @@
|
|||
# joyful-config.yml - TEMPLATE: bare passthrough config.
|
||||
#
|
||||
# Copy this into a new <game>/ folder and customize. As-is, every
|
||||
# physical control is mapped straight through 1:1 (axis->axis,
|
||||
# button->button), no remapping and no key emulation - i.e. the
|
||||
# Sol-R1 behaves like a normal, unmodified joystick/gamepad. Start
|
||||
# here, confirm the game plays sanely with stock behavior, then only
|
||||
# add `key`-type rules or axis remaps for the specific controls that
|
||||
# particular game actually needs changed (e.g. a throttle axis a game
|
||||
# misreads as a trigger - see space-engineers/ for a worked example).
|
||||
#
|
||||
# UNVERIFIED: joyful's exact per-rule-type field names below were not
|
||||
# checked against `examples/ruletypes.yml` in the installed version -
|
||||
# check that file before trusting this.
|
||||
#
|
||||
# Every TODO_* is a placeholder. Run find_codes.py (repo root) against
|
||||
# the actual hardware and replace every one before use.
|
||||
|
||||
devices:
|
||||
base:
|
||||
match: "TODO: Sol-R Base" # evdev device name substring, see find_codes.py --list
|
||||
grip:
|
||||
match: "TODO: Sol-R Grip"
|
||||
|
||||
modes:
|
||||
default:
|
||||
devices: [base, grip]
|
||||
|
||||
rules:
|
||||
# --- base: throttle axis ---
|
||||
- device: base
|
||||
type: axis
|
||||
input: TODO_ABS_THROTTLE
|
||||
output: ABS_Y
|
||||
|
||||
# --- grip: main stick + ministick axes ---
|
||||
- device: grip
|
||||
type: axis
|
||||
input: TODO_ABS_STICK_X
|
||||
output: ABS_X
|
||||
- device: grip
|
||||
type: axis
|
||||
input: TODO_ABS_STICK_Y
|
||||
output: ABS_Y
|
||||
- device: grip
|
||||
type: axis
|
||||
input: TODO_ABS_MINISTICK_X
|
||||
output: ABS_Z
|
||||
- device: grip
|
||||
type: axis
|
||||
input: TODO_ABS_MINISTICK_Y
|
||||
output: ABS_RZ
|
||||
|
||||
# --- grip: trigger + orange buttons ---
|
||||
- device: grip
|
||||
type: button
|
||||
input: TODO_BTN_TRIGGER_STAGE1
|
||||
output: BTN_TRIGGER
|
||||
- device: grip
|
||||
type: button
|
||||
input: TODO_BTN_TRIGGER_STAGE2
|
||||
output: BTN_THUMB
|
||||
- device: grip
|
||||
type: button
|
||||
input: TODO_BTN_ORANGE_1
|
||||
output: BTN_THUMB2
|
||||
- device: grip
|
||||
type: button
|
||||
input: TODO_BTN_ORANGE_2
|
||||
output: BTN_TOP
|
||||
|
||||
# --- base: rotary knobs (assumed BTN detent pulses - confirm with
|
||||
# find_codes.py; if either is an ABS axis instead, use joyful's
|
||||
# segmented axis-to-button rule type there instead) ---
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_KNOB1_CW
|
||||
output: BTN_TRIGGER_HAPPY1
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_KNOB1_CCW
|
||||
output: BTN_TRIGGER_HAPPY2
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_KNOB2_CW
|
||||
output: BTN_TRIGGER_HAPPY3
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_KNOB2_CCW
|
||||
output: BTN_TRIGGER_HAPPY4
|
||||
|
||||
# --- base: 4-button group ---
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_GROUP_1
|
||||
output: BTN_TRIGGER_HAPPY5
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_GROUP_2
|
||||
output: BTN_TRIGGER_HAPPY6
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_GROUP_3
|
||||
output: BTN_TRIGGER_HAPPY7
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_GROUP_4
|
||||
output: BTN_TRIGGER_HAPPY8
|
||||
|
||||
# --- base: 4 tilt switches, 2 held-position buttons each (8 codes) ---
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH1_UP
|
||||
output: BTN_TRIGGER_HAPPY9
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH1_DOWN
|
||||
output: BTN_TRIGGER_HAPPY10
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH2_UP
|
||||
output: BTN_TRIGGER_HAPPY11
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH2_DOWN
|
||||
output: BTN_TRIGGER_HAPPY12
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH3_UP
|
||||
output: BTN_TRIGGER_HAPPY13
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH3_DOWN
|
||||
output: BTN_TRIGGER_HAPPY14
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH4_UP
|
||||
output: BTN_TRIGGER_HAPPY15
|
||||
- device: base
|
||||
type: button
|
||||
input: TODO_BTN_SWITCH4_DOWN
|
||||
output: BTN_TRIGGER_HAPPY16
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
#!/bin/bash
|
||||
# launch-wrapper.sh - TEMPLATE Steam launch-options wrapper.
|
||||
#
|
||||
# Copy into a new <game>/ folder and customize. Always starts joyful;
|
||||
# optionally starts a companion input-converter daemon if this game
|
||||
# needs one (see input_converter_daemon.py and its README section on
|
||||
# when a daemon is actually required vs. joyful alone being enough).
|
||||
# Runs the game, cleans up on exit however it happens.
|
||||
#
|
||||
# Steam launch options: /path/to/<game>/launch-wrapper.sh %command%
|
||||
# (per-machine, not synced by Steam - re-paste after cloning on a new
|
||||
# machine; keeping the repo checked out at the same path everywhere
|
||||
# keeps the launch-options string itself identical too.)
|
||||
|
||||
REPO_DIR="$(cd "$(dirname "$(readlink -f "$0")")" && pwd)"
|
||||
|
||||
JOYFUL_CONFIG="$REPO_DIR/joyful-config.yml"
|
||||
|
||||
joyful --config "$JOYFUL_CONFIG" &
|
||||
JOYFUL_PID=$!
|
||||
|
||||
# --- daemon: delete this whole block (and DAEMON_PID below) if this
|
||||
# game doesn't need game-state feedback and joyful alone is enough ---
|
||||
DAEMON_CONFIG="$REPO_DIR/TODO-daemon-config.yaml"
|
||||
python3 "$REPO_DIR/input_converter_daemon.py" --config "$DAEMON_CONFIG" &
|
||||
DAEMON_PID=$!
|
||||
# ----------------------------------------------------------------------
|
||||
|
||||
# clean up even if this script gets killed/terminated, not just on normal exit
|
||||
trap 'kill "$JOYFUL_PID" "$DAEMON_PID" 2>/dev/null' EXIT
|
||||
|
||||
# "$@" is the substituted real launch command (Proton + the game)
|
||||
"$@"
|
||||
Loading…
Reference in New Issue