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VirtualGamepad.h
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VirtualGamepad.h
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#ifndef VIRTUAL_GAMEPAD_H
#define VIRTUAL_GAMEPAD_H
#include <linux/input.h>
#include <linux/uinput.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <sys/fcntl.h>
#include <sys/ioctl.h>
#include <unistd.h>
#include <fstream>
#include <iostream>
#include <streambuf>
#include <string>
#include <vector>
#include "Utils.h"
#define VG_DEVFILE "/dev/uinput"
#define VG_KEY_A 0x0001
#define VG_KEY_B 0x0002
#define VG_KEY_SELECT 0x0004
#define VG_KEY_START 0x0008
#define VG_KEY_RIGHT 0x0010
#define VG_KEY_LEFT 0x0020
#define VG_KEY_UP 0x0040
#define VG_KEY_DOWN 0x0080
#define VG_KEY_R 0x0100
#define VG_KEY_L 0x0200
#define VG_SEPARATOR_CONFIGURATION "<->"
#define VG_SEPARATOR_MAPPING "="
#define VG_SEPARATOR_COMBO "+"
#define VG_TOTAL_KEYS 10
#define VG_TOTAL_BUTTONS 14
// (key = gba, button = rpi)
const std::string KEY_NAMES[VG_TOTAL_KEYS] = {
"LEFT", "RIGHT", "DOWN", "UP", "B", "A", "L", "R", "SELECT", "START"};
const std::string BUTTON_NAMES[VG_TOTAL_BUTTONS] = {
"DPAD_LEFT", "DPAD_RIGHT", "DPAD_DOWN", "DPAD_UP", "SOUTH",
"EAST", "WEST", "NORTH", "TL", "TR",
"TL2", "TR2", "SELECT", "START"};
const uint16_t KEYS[VG_TOTAL_KEYS] = {
VG_KEY_LEFT, VG_KEY_RIGHT, VG_KEY_DOWN, VG_KEY_UP, VG_KEY_B,
VG_KEY_A, VG_KEY_L, VG_KEY_R, VG_KEY_SELECT, VG_KEY_START};
const uint16_t BUTTONS[VG_TOTAL_BUTTONS] = {
BTN_DPAD_LEFT, BTN_DPAD_RIGHT, BTN_DPAD_DOWN, BTN_DPAD_UP, BTN_SOUTH,
BTN_EAST, BTN_WEST, BTN_NORTH, BTN_TL, BTN_TR,
BTN_TL2, BTN_TR2, BTN_SELECT, BTN_START};
typedef struct {
std::vector<uint16_t> keys;
uint16_t button;
bool isValid() { return !keys.empty() && button != 0; }
bool matches(uint16_t pressedKeys, uint16_t* usedKeys) {
for (auto& key : keys)
if (!(pressedKeys & key) || ((*usedKeys & key) != 0))
return false;
// (first index = hotkey)
for (int i = 1; i < keys.size(); i++)
*usedKeys |= keys[i];
return true;
}
} KeyMapping;
typedef struct {
std::vector<KeyMapping> mappings;
} KeyConfiguration;
class VirtualGamepad {
public:
VirtualGamepad(std::string name, std::string fileName) {
openUInput();
configureKeys();
registerDevice(name);
std::ifstream file(fileName);
std::string data((std::istreambuf_iterator<char>(file)),
std::istreambuf_iterator<char>());
parseConfigurations(data);
if (configurations.empty()) {
std::cout << "Error (Input): invalid configuration, check " + fileName +
"\n";
exit(44);
}
}
void setCurrentConfiguration(uint32_t configurationId) {
currentConfiguration =
configurationId < configurations.size() ? configurationId : 0;
}
void setButtons(uint16_t pressedKeys) {
auto configuration = configurations[currentConfiguration];
uint16_t usedKeys = 0;
for (auto& mapping : configuration.mappings) {
auto button = mapping.button;
setButton(button,
isPressed(button, pressedKeys, &usedKeys, configuration));
}
flush();
}
~VirtualGamepad() {
ioctl(fileDescriptor, UI_DEV_DESTROY);
close(fileDescriptor);
}
private:
int fileDescriptor;
std::vector<KeyConfiguration> configurations;
uint32_t currentConfiguration = 0;
bool isPressed(uint16_t button,
uint16_t pressedKeys,
uint16_t* usedKeys,
KeyConfiguration& configuration) {
for (auto& mapping : configuration.mappings)
if (mapping.button == button && mapping.matches(pressedKeys, usedKeys))
return true;
return false;
}
void setButton(uint16_t button, bool isPressed) {
struct input_event event;
memset(&event, 0, sizeof(struct input_event));
event.type = EV_KEY;
event.code = button;
event.value = isPressed;
write(fileDescriptor, &event, sizeof(struct input_event));
}
void flush() {
struct input_event event;
memset(&event, 0, sizeof(struct input_event));
event.type = EV_SYN;
event.code = SYN_REPORT;
event.value = 0;
write(fileDescriptor, &event, sizeof(struct input_event));
}
void openUInput() {
fileDescriptor = open(VG_DEVFILE, O_WRONLY | O_NONBLOCK);
if (fileDescriptor < 0) {
std::cout << "Error (Input): cannot open uinput\n";
exit(41);
}
}
void configureKeys() {
ioctl(fileDescriptor, UI_SET_EVBIT, EV_KEY);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_DPAD_LEFT);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_DPAD_RIGHT);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_DPAD_DOWN);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_DPAD_UP);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_SOUTH);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_EAST);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_WEST);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_NORTH);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_TL);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_TR);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_TL2);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_TR2);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_SELECT);
ioctl(fileDescriptor, UI_SET_KEYBIT, BTN_START);
}
void registerDevice(std::string name) {
struct uinput_user_dev uidev;
memset(&uidev, 0, sizeof(uidev));
snprintf(uidev.name, UINPUT_MAX_NAME_SIZE, name.c_str());
uidev.id.bustype = BUS_USB;
uidev.id.vendor = 0x3;
uidev.id.product = 0x3;
uidev.id.version = 2;
if (write(fileDescriptor, &uidev, sizeof(uidev)) < 0) {
std::cout << "Error (Input): cannot write virtual gamepad settings\n";
exit(42);
}
if (ioctl(fileDescriptor, UI_DEV_CREATE) < 0) {
std::cout << "Error (Input): cannot create virtual gamepad device\n";
exit(43);
}
}
void parseConfigurations(std::string data) {
auto rawConfigurations = split(data, VG_SEPARATOR_CONFIGURATION);
for (auto& rawConfiguration : rawConfigurations) {
auto configuration = parseConfiguration(rawConfiguration);
configurations.push_back(configuration);
}
}
KeyConfiguration parseConfiguration(std::string rawConfiguration) {
KeyConfiguration configuration;
auto lines = split(rawConfiguration, "\n");
for (auto& line : lines) {
auto mapping = parseLine(line);
if (mapping.isValid())
configuration.mappings.push_back(mapping);
}
return configuration;
}
KeyMapping parseLine(std::string line) {
KeyMapping mapping;
mapping.button = 0;
auto parts = split(line, VG_SEPARATOR_MAPPING);
if (parts.size() != 2)
return mapping;
auto rawKeys = parts.at(0);
auto rawButton = parts.at(1);
auto keyNames = split(rawKeys, VG_SEPARATOR_COMBO);
for (auto& keyName : keyNames) {
auto keyId = getKeyIdFromKeyName(keyName);
if (keyId > -1)
mapping.keys.push_back(KEYS[keyId]);
}
auto buttonId = getButtonIdFromButtonName(rawButton);
if (buttonId > -1)
mapping.button = BUTTONS[buttonId];
return mapping;
}
int getKeyIdFromKeyName(std::string keyName) {
for (int i = 0; i < VG_TOTAL_KEYS; i++) {
if (KEY_NAMES[i] == keyName)
return i;
}
return -1;
}
int getButtonIdFromButtonName(std::string buttonName) {
for (int i = 0; i < VG_TOTAL_BUTTONS; i++) {
if (BUTTON_NAMES[i] == buttonName)
return i;
}
return -1;
}
};
#endif // VIRTUAL_GAMEPAD_H