importing rotation algo update
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41fb696fb0
commit
c654e80acc
91
src/main.rs
91
src/main.rs
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@ -83,6 +83,13 @@ fn get_window_server_rotation_state(display: &str, backend: &Backend) -> Result<
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}
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}
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struct Orientation {
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vector: (f32, f32),
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new_state: &'static str,
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x_state: &'static str,
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matrix: [&'static str; 9]
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}
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fn main() -> Result<(), String> {
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let mut new_state: &str;
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let mut path_x: String = "".to_string();
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@ -132,10 +139,19 @@ fn main() -> Result<(), String> {
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.help("Set Touchscreen Device (X11)")
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.takes_value(true),
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)
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.arg(
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Arg::with_name("threshold")
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.default_value("0.5")
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.long("threshold")
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.value_name("THRESHOLD")
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.help("Set a rotation threshold between 0 and 1")
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.takes_value(true)
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)
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.get_matches();
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let sleep = matches.value_of("sleep").unwrap_or("default.conf");
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let display = matches.value_of("display").unwrap_or("default.conf");
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let touchscreen = matches.value_of("touchscreen").unwrap_or("default.conf");
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let threshold = matches.value_of("threshold").unwrap_or("default.conf");
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let old_state_owned = get_window_server_rotation_state(display, &backend)?;
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let mut old_state = old_state_owned.as_str();
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@ -156,44 +172,57 @@ fn main() -> Result<(), String> {
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}
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}
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let orientations = [
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Orientation {
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vector: (0.0, -1.0),
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new_state: "normal",
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x_state: "normal",
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matrix: ["1", "0", "0", "0", "1", "0", "0", "0", "1"]
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},
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Orientation {
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vector: (0.0, 1.0),
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new_state: "180",
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x_state: "inverted",
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matrix: ["-1", "0", "1", "0", "-1", "1", "0", "0", "1"]
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},
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Orientation {
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vector: (-1.0, 0.0),
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new_state: "90",
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x_state: "right",
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matrix: ["0", "-1", "1", "1", "0", "0", "0", "0", "1"]
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},
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Orientation {
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vector: (1.0, 0.0),
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new_state: "270",
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x_state: "left",
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matrix: ["0", "1", "0", "-1", "0", "1", "0", "0", "1"]
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}
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];
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let mut current_orient: &Orientation = &orientations[0];
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loop {
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let x_raw = fs::read_to_string(path_x.as_str()).unwrap();
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let y_raw = fs::read_to_string(path_y.as_str()).unwrap();
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let x = x_raw.trim_end_matches('\n').parse::<i32>().unwrap_or(0);
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let y = y_raw.trim_end_matches('\n').parse::<i32>().unwrap_or(0);
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let x_clean = x_raw.trim_end_matches('\n').parse::<i32>().unwrap_or(0);
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let y_clean = y_raw.trim_end_matches('\n').parse::<i32>().unwrap_or(0);
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if x < -500000 {
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if y > 500000 {
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new_state = "180";
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x_state = "normal";
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matrix = ["-1", "0", "1", "0", "-1", "1", "0", "0", "1"];
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} else {
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new_state = "90";
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x_state = "right";
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matrix = ["0", "-1", "1", "1", "0", "0", "0", "0", "1"];
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}
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} else if x > 500000 {
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if y > 500000 {
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new_state = "180";
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x_state = "inverted";
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matrix = ["-1", "0", "1", "0", "-1", "1", "0", "0", "1"];
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} else {
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new_state = "270";
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x_state = "left";
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matrix = ["0", "1", "0", "-1", "0", "1", "0", "0", "1"];
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}
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} else {
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if y > 500000 {
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new_state = "180";
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x_state = "inverted";
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matrix = ["-1", "0", "1", "0", "-1", "1", "0", "0", "1"];
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} else {
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new_state = "normal";
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x_state = "normal";
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matrix = ["1", "0", "0", "0", "1", "0", "0", "0", "1"];
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// Normalize vectors
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let x: f32 = (x_clean as f32)/1e6;
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let y: f32 = (y_clean as f32)/1e6;
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for (_i, orient) in orientations.iter().enumerate() {
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let d = (x-orient.vector.0).powf(2.0) + (y-orient.vector.1).powf(2.0);
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if d < threshold.parse::<f32>().unwrap_or(0.5) {
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current_orient = &orient;
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break;
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}
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}
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new_state = current_orient.new_state;
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x_state = current_orient.x_state;
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matrix = current_orient.matrix;
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if new_state != old_state {
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match backend {
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Backend::Sway => {
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