Thursday, June 19, 2025

libinput and tablet tool eraser buttons

This is, to some degree, a followup to this 2014 post. The TLDR of that is that, many a moon ago, the corporate overlords at Microsoft that decide all PC hardware behaviour decreed that the best way to handle an eraser emulation on a stylus is by having a button that is hardcoded in the firmware to, upon press, send a proximity out event for the pen followed by a proximity in event for the eraser tool. Upon release, they dogma'd, said eraser button shall virtually move the eraser out of proximity followed by the pen coming back into proximity. Or, in other words, the pen simulates being inverted to use the eraser, at the push of a button. Truly the future, back in the happy times of the mid 20-teens.

In a world where you don't want to update your software for a new hardware feature, this of course makes perfect sense. In a world where you write software to handle such hardware features, significantly less so.

Anyway, it is now 11 years later, the happy 2010s are over, and Benjamin and I have fixed this very issue in a few udev-hid-bpf programs but I wanted something that's a) more generic and b) configurable by the user. Somehow I am still convinced that disabling the eraser button at the udev-hid-bpf level will make users that use said button angry and, dear $deity, we can't have angry users, can we? So many angry people out there anyway, let's not add to that.

To get there, libinput's guts had to be changed. Previously libinput would read the kernel events, update the tablet state struct and then generate events based on various state changes. This of course works great when you e.g. get a button toggle, it doesn't work quite as great when your state change was one or two event frames ago (because prox-out of one tool, prox-in of another tool are at least 2 events). Extracing that older state change was like swapping the type of meatballs from an ikea meal after it's been served - doable in theory, but very messy.

Long story short, libinput now has a internal plugin system that can modify the evdev event stream as it comes in. It works like a pipeline, the events are passed from the kernel to the first plugin, modified, passed to the next plugin, etc. Eventually the last plugin is our actual tablet backend which will update tablet state, generate libinput events, and generally be grateful about having fewer quirks to worry about. With this architecture we can hold back the proximity events and filter them (if the eraser comes into proximity) or replay them (if the eraser does not come into proximity). The tablet backend is none the wiser, it either sees proximity events when those are valid or it sees a button event (depending on configuration).

This architecture approach is so successful that I have now switched a bunch of other internal features over to use that internal infrastructure (proximity timers, button debouncing, etc.). And of course it laid the ground work for the (presumably highly) anticipated Lua plugin support. Either way, happy times. For a bit. Because for those not needing the eraser feature, we've just increased your available tool button count by 100%[2] - now there's a headline for tech journalists that just blindly copy claims from blog posts.

[1] Since this is a bit wordy, the libinput API call is just libinput_tablet_tool_config_eraser_button_set_button()
[2] A very small number of styli have two buttons and an eraser button so those only get what, 50% increase? Anyway, that would make for a less clickbaity headline so let's handwave those away.

Wednesday, May 21, 2025

libinput and Lua plugins

First of all, what's outlined here should be available in libinput 1.29 but I'm not 100% certain on all the details yet so any feedback (in the libinput issue tracker) would be appreciated. Right now this is all still sitting in the libinput!1192 merge request. I'd specifically like to see some feedback from people familiar with Lua APIs. With this out of the way:

Come libinput 1.29, libinput will support plugins written in Lua. These plugins sit logically between the kernel and libinput and allow modifying the evdev device and its events before libinput gets to see them.

The motivation for this are a few unfixable issues - issues we knew how to fix but we cannot actually implement and/or ship the fixes without breaking other devices. One example for this is the inverted Logitech MX Master 3S horizontal wheel. libinput ships quirks for the USB/Bluetooth connection but not for the Bolt receiver. Unlike the Unifying Receiver the Bolt receiver doesn't give the kernel sufficient information to know which device is currently connected. Which means our quirks could only apply to the Bolt receiver (and thus any mouse connected to it) - that's a rather bad idea though, we'd break every other mouse using the same receiver. Another example is an issue with worn out mouse buttons - on that device the behavior was predictable enough but any heuristics would catch a lot of legitimate buttons. That's fine when you know your mouse is slightly broken and at least it works again. But it's not something we can ship as a general solution. There are plenty more examples like that - custom pointer deceleration, different disable-while-typing, etc.

libinput has quirks but they are internal API and subject to change without notice at any time. They're very definitely not for configuring a device and the local quirk file libinput parses is merely to bridge over the time until libinput ships the (hopefully upstreamed) quirk.

So the obvious solution is: let the users fix it themselves. And this is where the plugins come in. They are not full access into libinput, they are closer to a udev-hid-bpf in userspace. Logically they sit between the kernel event devices and libinput: input events are read from the kernel device, passed to the plugins, then passed to libinput. A plugin can look at and modify devices (add/remove buttons for example) and look at and modify the event stream as it comes from the kernel device. For this libinput changed internally to now process something called an "evdev frame" which is a struct that contains all struct input_events up to the terminating SYN_REPORT. This is the logical grouping of events anyway but so far we didn't explicitly carry those around as such. Now we do and we can pass them through to the plugin(s) to be modified.

The aforementioned Logitech MX master plugin would look like this: it registers itself with a version number, then sets a callback for the "new-evdev-device" notification and (where the device matches) we connect that device's "evdev-frame" notification to our actual code:

libinput:register(1) -- register plugin version 1
libinput:connect("new-evdev-device", function (_, device)
    if device:vid() == 0x046D and device:pid() == 0xC548 then
        device:connect("evdev-frame", function (_, frame)
            for _, event in ipairs(frame.events) do
                if event.type == evdev.EV_REL and 
                   (event.code == evdev.REL_HWHEEL or 
                    event.code == evdev.REL_HWHEEL_HI_RES) then
                    event.value = -event.value
                end
            end
            return frame
        end)
    end
end)
This file can be dropped into /etc/libinput/plugins/10-mx-master.lua and will be loaded on context creation. I'm hoping the approach using named signals (similar to e.g. GObject) makes it easy to add different calls in future versions. Plugins also have access to a timer so you can filter events and re-send them at a later point in time. This is useful for implementing something like disable-while-typing based on certain conditions.

So why Lua? Because it's very easy to sandbox. I very explicitly did not want the plugins to be a side-channel to get into the internals of libinput - specifically no IO access to anything. This ruled out using C (or anything that's a .so file, really) because those would run a) in the address space of the compositor and b) be unrestricted in what they can do. Lua solves this easily. And, as a nice side-effect, it's also very easy to write plugins in.[1]

Whether plugins are loaded or not will depend on the compositor: an explicit call to set up the paths to load from and to actually load the plugins is required. No run-time plugin changes at this point either, they're loaded on libinput context creation and that's it. Otherwise, all the usual implementation details apply: files are sorted and if there are files with identical names the one from the highest-precedence directory will be used. Plugins that are buggy will be unloaded immediately.

If all this sounds interesting, please have a try and report back any APIs that are broken, or missing, or generally ideas of the good or bad persuation. Ideally before we ship it and the API is stable forever :)

[1] Benjamin Tissoires actually had a go at WASM plugins (via rust). But ... a lot of effort for rather small gains over Lua

Monday, February 24, 2025

libinput and 3-finger dragging

Ready in time for libinput 1.28 [1] and after a number of attempts over the years we now finally have 3-finger dragging in libinput. This is a long-requested feature that allows users to drag by using a 3-finger swipe on the touchpad. Instead of the normal swipe gesture you simply get a button down, pointer motion, button up sequence. Without having to tap or physically click and hold a button, so you might be able to see the appeal right there.

Now, as with any interaction that relies on the mere handful of fingers that are on our average user's hand, we are starting to have usage overlaps. Since the only difference between a swipe gesture and a 3-finger drag is in the intention of the user (and we can't detect that yet, stay tuned), 3-finger swipes are disabled when 3-finger dragging is enabled. Otherwise it does fit in quite nicely with the rest of the features we have though.

There really isn't much more to say about the new feature except: It's configurable to work on 4-finger drag too so if you mentally substitute all the threes with fours in this article before re-reading it that would save me having to write another blog post. Thanks.

[1] "soonish" at the time of writing

GNOME 48 and a changed tap-and-drag drag lock behaviour

This is a heads up as mutter PR!4292 got merged in time for GNOME 48. It (subtly) changes the behaviour of drag lock on touchpads, but (IMO) very much so for the better. Note that this feature is currently not exposed in GNOME Settings so users will have to set it via e.g. the gsettings commandline tool. I don't expect this change to affect many users.

This is a feature of a feature of a feature, so let's start at the top.

"Tapping" on touchpads refers to the ability to emulate button presses via short touches ("taps") on the touchpad. When enabled, a single-finger tap corresponds emulates a left mouse button click, a two-finger tap a right button click, etc. Taps are short interactions and to be recognised the finger must be set down and released again within a certain time and not move more than a certain distance. Clicking is useful but it's not everything we do with touchpads.

"Tap-and-drag" refers to the ability to keep the pointer down so it's possible to drag something while the mouse button is logically down. The sequence required to do this is a tap immediately followed by the finger down (and held down). This will press the left mouse button so that any finger movement results in a drag. Releasing the finger releases the button. This is convenient but especially on large monitors or for users with different-than-whatever-we-guessed-is-average dexterity this can make it hard to drag something to it's final position - a user may run out of touchpad space before the pointer reaches the destination. For those, the tap-and-drag "drag lock" is useful.

"Drag lock" refers to the ability of keeping the mouse button pressed until "unlocked", even if the finger moves off the touchpads. It's the same sequence as before: tap followed by the finger down and held down. But releasing the finger will not release the mouse button, instead another tap is required to unlock and release the mouse button. The whole sequence thus becomes tap, down, move.... tap with any number of finger releases in between. Sounds (and is) complicated to explain, is quite easy to try and once you're used to it it will feel quite natural.

The above behaviour is the new behaviour which non-coincidentally also matches the macOS behaviour (if you can find the toggle in the settings, good practice for easter eggs!). The previous behaviour used a timeout instead so the mouse button was released automatically if the finger was up after a certain timeout. This was less predictable and caused issues with users who weren't fast enough. The new "sticky" behaviour resolves this issue and is (alanis morissette-stylue ironically) faster to release (a tap can be performed before the previous timeout would've expired).

Anyway, TLDR, a feature that very few people use has changed defaults subtly. Bring out the pitchforks!

As said above, this is currently only accessible via gsettings and the drag-lock behaviour change only takes effect if tapping, tap-and-drag and drag lock are enabled:

  $ gsettings set org.gnome.desktop.peripherals.touchpad tap-to-click true
  $ gsettings set org.gnome.desktop.peripherals.touchpad tap-and-drag true
  $ gsettings set org.gnome.desktop.peripherals.touchpad tap-and-drag-lock true
  
All features above are actually handled by libinput, this is just about a default change in GNOME.