Archipelago v1.7.129-alpha
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#!/usr/bin/env python3
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"""Archipelago gamepad→keyboard bridge (kiosk nodes).
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Reads every attached game controller via evdev and mirrors it as a virtual
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uinput KEYBOARD, so gamepad input works in every app — including cross-origin
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iframes (IndeeHub, Jellyfin, …) where the web shell can never inject events.
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The browser just sees arrow/Enter/Escape keys from a real-looking keyboard;
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X autorepeat handles held directions. Design: docs/tv-input-iframe-apps.md.
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Mapping (standard pad):
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D-pad / left stick -> arrow keys
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A (BTN_SOUTH) -> Enter B (BTN_EAST) -> Escape
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X (BTN_NORTH/WEST*) -> Space Y -> f (player fullscreen)
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LB (BTN_TL) -> Shift+Tab RB (BTN_TR) -> Tab
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Start -> Enter Select -> Escape
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*Controllers disagree on NORTH/WEST for X/Y; both map to Space/f — either way
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one is play/pause and one is fullscreen, which is fine for a TV.
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Pure stdlib (struct/fcntl/select) — no python3-evdev dependency on the node.
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Runs as root (uinput + /dev/input need it); hotplug via 5s rescans.
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"""
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import fcntl
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import os
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import select
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import struct
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import time
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# ---- kernel constants ------------------------------------------------------
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EV_SYN, EV_KEY, EV_ABS = 0x00, 0x01, 0x03
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SYN_REPORT = 0
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KEY_ESC, KEY_TAB, KEY_ENTER, KEY_SPACE = 1, 15, 28, 57
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KEY_LEFTSHIFT, KEY_F = 42, 33
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KEY_UP, KEY_LEFT, KEY_RIGHT, KEY_DOWN = 103, 105, 106, 108
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BTN_SOUTH, BTN_EAST, BTN_NORTH, BTN_WEST = 0x130, 0x131, 0x133, 0x134
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BTN_TL, BTN_TR, BTN_SELECT, BTN_START = 0x136, 0x137, 0x13A, 0x13B
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BTN_DPAD_UP, BTN_DPAD_DOWN, BTN_DPAD_LEFT, BTN_DPAD_RIGHT = 0x220, 0x221, 0x222, 0x223
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ABS_X, ABS_Y, ABS_HAT0X, ABS_HAT0Y = 0x00, 0x01, 0x10, 0x11
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EVIOCGBIT_EV_KEY = 0x80604521 # EVIOCGBIT(EV_KEY, 96) — enough for BTN range
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UI_SET_EVBIT, UI_SET_KEYBIT = 0x40045564, 0x40045565
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UI_DEV_CREATE, UI_DEV_DESTROY = 0x5501, 0x5502
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INPUT_EVENT = struct.Struct("llHHi") # timeval sec/usec, type, code, value
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BUTTON_MAP = {
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BTN_SOUTH: (KEY_ENTER,),
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BTN_EAST: (KEY_ESC,),
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BTN_NORTH: (KEY_SPACE,),
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BTN_WEST: (KEY_F,),
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BTN_TL: (KEY_LEFTSHIFT, KEY_TAB),
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BTN_TR: (KEY_TAB,),
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BTN_START: (KEY_ENTER,),
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BTN_SELECT: (KEY_ESC,),
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BTN_DPAD_UP: (KEY_UP,),
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BTN_DPAD_DOWN: (KEY_DOWN,),
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BTN_DPAD_LEFT: (KEY_LEFT,),
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BTN_DPAD_RIGHT: (KEY_RIGHT,),
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}
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EMITTED_KEYS = sorted({k for keys in BUTTON_MAP.values() for k in keys}
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| {KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT})
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STICK_THRESHOLD = 0.55 # fraction of full deflection before a stick "presses"
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def is_gamepad(fd) -> bool:
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buf = bytearray(96)
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try:
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fcntl.ioctl(fd, EVIOCGBIT_EV_KEY, buf)
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except OSError:
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return False
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def has(code):
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return bool(buf[code // 8] & (1 << (code % 8)))
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return has(BTN_SOUTH) or has(BTN_START)
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class VirtualKeyboard:
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def __init__(self):
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self.fd = os.open("/dev/uinput", os.O_WRONLY | os.O_NONBLOCK)
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fcntl.ioctl(self.fd, UI_SET_EVBIT, EV_KEY)
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for key in EMITTED_KEYS:
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fcntl.ioctl(self.fd, UI_SET_KEYBIT, key)
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# Legacy uinput_user_dev setup struct: name[80] + input_id + ff_effects
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# + absmax/absmin/absfuzz/absflat (64 ints each) — works on every kernel.
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name = b"Archipelago Gamepad Keys"
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setup = name.ljust(80, b"\0") + struct.pack("HHHHi", 0x06, 0x1, 0x1, 1, 0)
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setup += b"\0" * (64 * 4 * 4)
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os.write(self.fd, setup)
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fcntl.ioctl(self.fd, UI_DEV_CREATE)
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def _emit(self, etype, code, value):
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os.write(self.fd, INPUT_EVENT.pack(0, 0, etype, code, value))
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def set_key(self, key, pressed):
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self._emit(EV_KEY, key, 1 if pressed else 0)
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self._emit(EV_SYN, SYN_REPORT, 0)
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def chord(self, keys, pressed):
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seq = keys if pressed else tuple(reversed(keys))
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for k in seq:
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self._emit(EV_KEY, k, 1 if pressed else 0)
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self._emit(EV_SYN, SYN_REPORT, 0)
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class PadState:
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"""Per-device axis state → synthetic arrow presses."""
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def __init__(self):
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self.axis_keys = {} # axis -> currently-pressed arrow key (or None)
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self.abs_range = {} # axis -> (min, max) for sticks
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def arrow_for(self, axis, value):
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if axis in (ABS_HAT0X, ABS_HAT0Y):
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if value < 0:
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return KEY_LEFT if axis == ABS_HAT0X else KEY_UP
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if value > 0:
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return KEY_RIGHT if axis == ABS_HAT0X else KEY_DOWN
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return None
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lo, hi = self.abs_range.get(axis, (-32768, 32767))
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span = (hi - lo) or 1
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norm = (2 * (value - lo) / span) - 1
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if norm <= -STICK_THRESHOLD:
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return KEY_LEFT if axis == ABS_X else KEY_UP
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if norm >= STICK_THRESHOLD:
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return KEY_RIGHT if axis == ABS_X else KEY_DOWN
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return None
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def stick_range(fd, axis):
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# EVIOCGABS(axis): struct input_absinfo { value, min, max, fuzz, flat, res }
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buf = bytearray(24)
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try:
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fcntl.ioctl(fd, 0x80184540 + axis, buf)
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_, lo, hi = struct.unpack("iii", bytes(buf[:12]))
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if hi > lo:
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return (lo, hi)
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except OSError:
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pass
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return (-32768, 32767)
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def main():
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os.system("modprobe uinput 2>/dev/null")
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kbd = VirtualKeyboard()
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pads = {} # path -> (fd, PadState)
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last_scan = 0.0
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while True:
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now = time.monotonic()
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if now - last_scan > 5:
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last_scan = now
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try:
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names = sorted(os.listdir("/dev/input"))
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except FileNotFoundError:
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names = []
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for name in names:
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if not name.startswith("event"):
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continue
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path = "/dev/input/" + name
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if path in pads:
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continue
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try:
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fd = os.open(path, os.O_RDONLY | os.O_NONBLOCK)
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except OSError:
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continue
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if is_gamepad(fd):
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state = PadState()
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for axis in (ABS_X, ABS_Y):
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state.abs_range[axis] = stick_range(fd, axis)
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pads[path] = (fd, state)
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print(f"gamepad attached: {path}", flush=True)
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else:
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os.close(fd)
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if not pads:
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time.sleep(2)
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continue
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readable, _, _ = select.select([fd for fd, _ in pads.values()], [], [], 2.0)
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gone = []
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for path, (fd, state) in list(pads.items()):
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if fd not in readable:
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continue
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try:
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data = os.read(fd, INPUT_EVENT.size * 64)
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except OSError:
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gone.append(path)
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continue
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for off in range(0, len(data) - INPUT_EVENT.size + 1, INPUT_EVENT.size):
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_, _, etype, code, value = INPUT_EVENT.unpack_from(data, off)
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if etype == EV_KEY and code in BUTTON_MAP and value in (0, 1):
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keys = BUTTON_MAP[code]
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if len(keys) == 1:
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kbd.set_key(keys[0], value == 1)
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else:
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kbd.chord(keys, value == 1)
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elif etype == EV_ABS and code in (ABS_X, ABS_Y, ABS_HAT0X, ABS_HAT0Y):
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want = state.arrow_for(code, value)
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held = state.axis_keys.get(code)
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if want != held:
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if held is not None:
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kbd.set_key(held, False)
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if want is not None:
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kbd.set_key(want, True)
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state.axis_keys[code] = want
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for path in gone:
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fd, state = pads.pop(path)
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for held in state.axis_keys.values():
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if held is not None:
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kbd.set_key(held, False)
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try:
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os.close(fd)
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except OSError:
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pass
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print(f"gamepad detached: {path}", flush=True)
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if __name__ == "__main__":
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main()
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