vgamepad 0.1.0

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Description:

vgamepad 0.1.0

Virtual Gamepad
Virtual XBox360 and DualShock4 gamepads in python.

Virtual Gamepad (vgamepad) is a small python library that emulates XBox360 and DualShock4 gamepads on your system.
It enables controlling e.g. a video-game that requires analog input, directly from your python script.
On Windows vgamepad uses the Virtual Gamepad Emulation C++ framework, for which it essentially provides python bindings and a user-friendly interface.

Development status:



Windows
Linux




Stable.
Experimental,see Linux notes.



Quick links

Installation
Getting started

XBox360 gamepad
DualShock4 gamepad
Rumble and LEDs


Contribute


Installation
Windows:
Open your favorite terminal (e.g. anaconda prompt) and run:
pip install vgamepad

This automatically runs the installer of the ViGEmBus driver.
Accept the licence agreement, click Install, allow the installer to modify you PC, wait for completion and click Finish.
vgamepad is now installed in your active python environment.
Linux:
Please read the Linux section.

Getting started
vgamepad provides two main python classes: VX360Gamepad, which emulates a XBox360 gamepad, and VDS4Gamepad, which emulates a DualShock4 gamepad.
The state of a virtual gamepad (e.g. pressed buttons, joystick values...) is called a report.
To modify the report, a number of user-friendly API functions are provided by vgamepad.
When the report is modified as desired, it must be sent to the computer thanks to the update API function.
XBox360 gamepad
The following python script creates a virtual XBox360 gamepad:
import vgamepad as vg

gamepad = vg.VX360Gamepad()

As soon as the VX360Gamepad object is created, the virtual gamepad is connected to your system via the ViGEmBus driver, and will remain connected until the object is destroyed.
Buttons can be pressed and released through press_button and release_button:
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A) # press the A button
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_LEFT) # press the left hat button

gamepad.update() # send the updated state to the computer

# (...) A and left hat are pressed...

gamepad.release_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A) # release the A button

gamepad.update() # send the updated state to the computer

# (...) left hat is still pressed...

All available buttons are defined in XUSB_BUTTON:
class XUSB_BUTTON(IntFlag):
"""
Possible XUSB report buttons.
"""
XUSB_GAMEPAD_DPAD_UP = 0x0001
XUSB_GAMEPAD_DPAD_DOWN = 0x0002
XUSB_GAMEPAD_DPAD_LEFT = 0x0004
XUSB_GAMEPAD_DPAD_RIGHT = 0x0008
XUSB_GAMEPAD_START = 0x0010
XUSB_GAMEPAD_BACK = 0x0020
XUSB_GAMEPAD_LEFT_THUMB = 0x0040
XUSB_GAMEPAD_RIGHT_THUMB = 0x0080
XUSB_GAMEPAD_LEFT_SHOULDER = 0x0100
XUSB_GAMEPAD_RIGHT_SHOULDER = 0x0200
XUSB_GAMEPAD_GUIDE = 0x0400
XUSB_GAMEPAD_A = 0x1000
XUSB_GAMEPAD_B = 0x2000
XUSB_GAMEPAD_X = 0x4000
XUSB_GAMEPAD_Y = 0x8000

To control the triggers (1 axis each) and the joysticks (2 axis each), two options are provided by the API.
It is possible to input raw integer values directly:
gamepad.left_trigger(value=100) # value between 0 and 255
gamepad.right_trigger(value=255) # value between 0 and 255
gamepad.left_joystick(x_value=-10000, y_value=0) # values between -32768 and 32767
gamepad.right_joystick(x_value=-32768, y_value=15000) # values between -32768 and 32767

gamepad.update()

Or to input float values:
gamepad.left_trigger_float(value_float=0.5) # value between 0.0 and 1.0
gamepad.right_trigger_float(value_float=1.0) # value between 0.0 and 1.0
gamepad.left_joystick_float(x_value_float=-0.5, y_value_float=0.0) # values between -1.0 and 1.0
gamepad.right_joystick_float(x_value_float=-1.0, y_value_float=0.8) # values between -1.0 and 1.0

gamepad.update()

Reset to default state:
gamepad.reset()

gamepad.update()

Full example:
import vgamepad as vg
import time

gamepad = vg.VX360Gamepad()

# press a button to wake the device up
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A)
gamepad.update()
time.sleep(0.5)
gamepad.release_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A)
gamepad.update()
time.sleep(0.5)

# press buttons and things
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A)
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_LEFT_SHOULDER)
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_DOWN)
gamepad.press_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_LEFT)
gamepad.left_trigger_float(value_float=0.5)
gamepad.right_trigger_float(value_float=0.5)
gamepad.left_joystick_float(x_value_float=0.0, y_value_float=0.2)
gamepad.right_joystick_float(x_value_float=-1.0, y_value_float=1.0)

gamepad.update()

time.sleep(1.0)

# release buttons and things
gamepad.release_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_A)
gamepad.release_button(button=vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_LEFT)
gamepad.right_trigger_float(value_float=0.0)
gamepad.right_joystick_float(x_value_float=0.0, y_value_float=0.0)

gamepad.update()

time.sleep(1.0)

# reset gamepad to default state
gamepad.reset()

gamepad.update()

time.sleep(1.0)

DualShock4 gamepad
Using a virtual DS4 gamepad is similar to X360:
import vgamepad as vg

gamepad = vg.VDS4Gamepad()

Press and release buttons:
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.update()

# (...)

gamepad.release_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.update()

Available buttons are defined in DS4_BUTTONS:
class DS4_BUTTONS(IntFlag):
"""
DualShock 4 digital buttons
"""
DS4_BUTTON_THUMB_RIGHT = 1 << 15
DS4_BUTTON_THUMB_LEFT = 1 << 14
DS4_BUTTON_OPTIONS = 1 << 13
DS4_BUTTON_SHARE = 1 << 12
DS4_BUTTON_TRIGGER_RIGHT = 1 << 11
DS4_BUTTON_TRIGGER_LEFT = 1 << 10
DS4_BUTTON_SHOULDER_RIGHT = 1 << 9
DS4_BUTTON_SHOULDER_LEFT = 1 << 8
DS4_BUTTON_TRIANGLE = 1 << 7
DS4_BUTTON_CIRCLE = 1 << 6
DS4_BUTTON_CROSS = 1 << 5
DS4_BUTTON_SQUARE = 1 << 4

Press and release special buttons:
gamepad.press_special_button(special_button=vg.DS4_SPECIAL_BUTTONS.DS4_SPECIAL_BUTTON_PS)
gamepad.update()

# (...)

gamepad.release_special_button(special_button=vg.DS4_SPECIAL_BUTTONS.DS4_SPECIAL_BUTTON_PS)
gamepad.update()

Special buttons are defined in DS4_SPECIAL_BUTTONS:
class DS4_SPECIAL_BUTTONS(IntFlag):
"""
DualShock 4 special buttons
"""
DS4_SPECIAL_BUTTON_PS = 1 << 0
DS4_SPECIAL_BUTTON_TOUCHPAD = 1 << 1 # Windows only, no effect on Linux

Triggers and joysticks (integer values):
gamepad.left_trigger(value=100) # value between 0 and 255
gamepad.right_trigger(value=255) # value between 0 and 255
gamepad.left_joystick(x_value=0, y_value=128) # value between 0 and 255
gamepad.right_joystick(x_value=0, y_value=255) # value between 0 and 255

gamepad.update()

Triggers and joysticks (float values):
gamepad.left_trigger_float(value_float=0.5) # value between 0.0 and 1.0
gamepad.right_trigger_float(value_float=1.0) # value between 0.0 and 1.0
gamepad.left_joystick_float(x_value_float=-0.5, y_value_float=0.0) # values between -1.0 and 1.0
gamepad.right_joystick_float(x_value_float=-1.0, y_value_float=0.8) # values between -1.0 and 1.0

gamepad.update()


Note: Since version 0.1.0, the DS4 Y axis on joysticks is inverted compared to the X360 API (native VIGEm behavior).

Directional pad (hat):
gamepad.directional_pad(direction=vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_NORTHWEST)
gamepad.update()

Directions for the directional pad are defined in DS4_DPAD_DIRECTIONS:
class DS4_DPAD_DIRECTIONS(IntEnum):
"""
DualShock 4 directional pad (HAT) values
"""
DS4_BUTTON_DPAD_NONE = 0x8
DS4_BUTTON_DPAD_NORTHWEST = 0x7
DS4_BUTTON_DPAD_WEST = 0x6
DS4_BUTTON_DPAD_SOUTHWEST = 0x5
DS4_BUTTON_DPAD_SOUTH = 0x4
DS4_BUTTON_DPAD_SOUTHEAST = 0x3
DS4_BUTTON_DPAD_EAST = 0x2
DS4_BUTTON_DPAD_NORTHEAST = 0x1
DS4_BUTTON_DPAD_NORTH = 0x0

Reset to default state:
gamepad.reset()

gamepad.update()

Full example:
import vgamepad as vg
import time

gamepad = vg.VDS4Gamepad()

# press a button to wake the device up
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.update()
time.sleep(0.5)
gamepad.release_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.update()
time.sleep(0.5)

# press buttons and things
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_CIRCLE)
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_THUMB_RIGHT)
gamepad.press_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIGGER_LEFT)
gamepad.press_special_button(special_button=vg.DS4_SPECIAL_BUTTONS.DS4_SPECIAL_BUTTON_TOUCHPAD)
gamepad.left_trigger_float(value_float=0.5)
gamepad.right_trigger_float(value_float=0.5)
gamepad.left_joystick_float(x_value_float=0.0, y_value_float=0.2)
gamepad.right_joystick_float(x_value_float=-1.0, y_value_float=1.0)

gamepad.update()

time.sleep(1.0)

# release buttons and things
gamepad.release_button(button=vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE)
gamepad.right_trigger_float(value_float=0.0)
gamepad.right_joystick_float(x_value_float=0.0, y_value_float=0.0)

gamepad.update()

time.sleep(1.0)

# reset gamepad to default state
gamepad.reset()

gamepad.update()

time.sleep(1.0)


Rumble and LEDs:
Note: Rumble and LEDs are supported on Windows only (not yet ported to Linux).
vgamepad enables registering custom callback functions to handle updates of the rumble motors, and of the LED ring.
Custom callback functions require 6 parameters:
def my_callback(client, target, large_motor, small_motor, led_number, user_data):
"""
Callback function triggered at each received state change

:param client: vigem bus ID
:param target: vigem device ID
:param large_motor: integer in [0, 255] representing the state of the large motor
:param small_motor: integer in [0, 255] representing the state of the small motor
:param led_number: integer in [0, 255] representing the state of the LED ring
:param user_data: placeholder, do not use
"""
# Do your things here. For instance:
print(f"Received notification for client {client}, target {target}")
print(f"large motor: {large_motor}, small motor: {small_motor}")
print(f"led number: {led_number}")

The callback function needs to be registered as follows:
gamepad.register_notification(callback_function=my_callback)

Each time the state of the gamepad is changed (for example by a video game that sends rumbling requests), the callback function will then be called.
In our example, when state changes are received, something like the following will be printed to stdout:
Received notification for client 2876897124288, target 2876931874736
large motor: 255, small motor: 255
led number: 0
Received notification for client 2876897124288, target 2876931874736
large motor: 0, small motor: 0
led number: 0

If not needed anymore, the callback function can be unregistered:
gamepad.unregister_notification()


Advanced users:
More API functions are available for advanced users, and it is possible to modify the report directly instead of using the API.
See virtual_gamepad.py.

Contribute
All contributions to this project are welcome.
Please submit a PR with your name and a short description of your contribution in the Contributors list.

Authors
Maintainer:

Yann Bouteiller

Contributors:

JumpyzZ (rumble and LEDs)
willRicard (Linux support)

License

For personal and professional use. You cannot resell or redistribute these repositories in their original state.

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