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github.com/thomast75/uinput
Added some functions to gamepad.go for trigger force/triggers to work in general otherwise this API is the same, in 1.8.0, but i can't guarantee, in 1.8.1, that the result of the API will be the same for the gamepad.go HatFunctions because the implementation was missing the absMin and absMax value for the uinput device I did fix that and tried to copy to original behavior but I can't test it if it will work or not like before
For sake of convenience I taged this release as v1.8.0+ to line up with the upstream repo now archived, but consider this repo v0 I might break this API in the future with a v2.0.0
I also modified this readme to remove links to the upstream repo if you want those go to upstream
This package provides pure go wrapper functions for the LINUX uinput device, which allows to create virtual input devices in userspace. At the moment this package offers a virtual keyboard implementation as well as a virtual mouse device,gamepad, a touch pad device & a dial device.
The keyboard can be used to either send single key presses or hold down a specified key and release it later (useful for building game controllers). The mouse device issues relative positional change events to the x and y axis of the mouse pointer and may also fire click events (left and right click). For implementing things like region selects via a virtual mouse pointer, press and release functions for the mouse device are also included.
The touch pad, on the other hand can be used to move the mouse cursor to the specified position on the screen and to issue left and right clicks. Note that you'll need to specify the region size of your screen first though (happens during device creation).
Dial devices support triggering rotation events, like turns on a volume knob.
Please note that you will need to make sure to have the necessary rights to write to uinput. You can either chmod your uinput device, or add a rule in /etc/udev/rules.d to allow your user's group or a dedicated group to write to the device. You may use the following two commands to add the necessary rights for you current user to a file called 99-$USER.rules (where $USER is your current user's name):
echo KERNEL==\"uinput\", GROUP=\"$USER\", MODE:=\"0660\" | sudo tee /etc/udev/rules.d/99-$USER.rules
sudo udevadm trigger
Simply check out the repository and use the commands
go build && go install
The package will then be installed to your local respository, along with the package documentation.
The documentation contains more details on the usage of this package.
The following section explains some common ways to use this lib.
package main
import "github.com/ThomasT75/uinput"
func main() {
// initialize keyboard and check for possible errors
keyboard, err := uinput.CreateKeyboard("/dev/uinput", []byte("testkeyboard"))
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer keyboard.Close()
// prints "a"
keyboard.KeyPress(uinput.KeyA)
// prints "A"
// Note that you could use caps lock instead of using shift with KeyDown and KeyUp
keyboard.KeyDown(uinput.KeyLeftshift)
keyboard.KeyPress(uinput.KeyA)
keyboard.KeyUp(uinput.KeyLeftshift)
// prints "00000"
for i := 0; i < 5; i++ {
keyboard.KeyPress(uinput.Key0)
}
}
package main
import "github.com/ThomasT75/uinput"
func main() {
// initialize mouse and check for possible errors
mouse, err := uinput.CreateMouse("/dev/uinput", []byte("testmouse"))
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer mouse.Close()
// mouse pointer will be moved up by 10 pixels
mouse.MoveUp(10)
// mouse pointer will be moved to the right by 10 pixels
mouse.MoveRight(10)
// mouse pointer will be moved down by 10 pixels
mouse.MoveDown(10)
// mouse pointer will be moved to the left by 10 pixels (we're back to where we started)
mouse.MoveLeft(10)
// move the mouse pointer by 100 pixels on the x and y axes (right and down in this case)
mouse.Move(100, 100)
// click left
mouse.LeftClick()
// click right (depending on context a context menu may appear)
mouse.RightClick()
// click middle (usually the scroll wheel)
mouse.MiddleClick()
// hold down left mouse button
mouse.LeftPress()
// move mouse pointer down by 100 pixels while holding down the left key
mouse.MoveDown(100)
// release the left mouse button
mouse.LeftRelease()
// wheel up
mouse.Wheel(false, 1)
// wheel down
mouse.Wheel(false, -1)
// horizontal wheel left
mouse.Wheel(true, 1)
// horizontal wheel right
mouse.Wheel(true, -1)
}
package main
import "github.com/ThomasT75/uinput"
func main() {
// initialization of the gamepad device requires a vendor id and a product id
gamepad, err := uinput.CreateGamepad("/dev/uinput", []byte("test gamepad"), 0xDEAD, 0xBEEF)
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer gamepad.Close()
// press start
gamepad.ButtonPress(uinput.ButtonStart)
// hold dpad up then release dpad up
gamepad.ButtonDown(uinput.ButtonDpadUp)
gamepad.ButtonUp(uinput.ButtonDpadUp)
// press right trigger all the way in
gamepad.RightTriggerForce(1)
// release right trigger
gamepad.RightTriggerForce(-1)
// move the left stick down
gamepad.LeftStickMove(0, 1)
// move the right stick to the left
gamepad.RightStickMoveX(-1)
// note: don't use HatPress and HatRelease if you want dpad presses use ButtonDown/Press/Up instead
}
package main
import (
"sync"
"time"
"github.com/ThomasT75/uinput"
)
func main() {
// initialization of the gamepad device requires a vendor id and a product id
// the 5th argument is the number of rumble effects your device can keep in memory (if making a userspace driver)
// if making a virtual device just copy this value from the the real device you are trying to simulate or use a non-zero value
var gamepadLock sync.Mutex
gamepad, err := uinput.CreateGamepadWithRumble("/dev/uinput", []byte("test gamepad"), 0xDEAD, 0xBEEF, 1)
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer gamepad.Close()
// ForceFeedbackCallback needs to run periodicaly to be able to see new events
// in this example we use a go routine
go func(){
for {
// this function will block so you don't really need to wait between calls
gamepad.ForceFeedbackCallback(func(upload *uinput.UInputFFUpload, erase *uinput.UInputFFErase) int32 {
if upload != nil {
// do something with upload
}
if erase != nil {
// do something with erase
}
return 0 // return value will be placed in upload/erase.ReturnValue
})
}
}()
// press start
gamepad.ButtonPress(uinput.ButtonStart)
// hold dpad up then release dpad up
gamepad.ButtonDown(uinput.ButtonDpadUp)
gamepad.ButtonUp(uinput.ButtonDpadUp)
// press right trigger all the way in
gamepad.RightTriggerForce(1)
// release right trigger
gamepad.RightTriggerForce(-1)
// move the left stick down
gamepad.LeftStickMove(0, 1)
// move the right stick to the left
gamepad.RightStickMoveX(-1)
// note: don't use HatPress and HatRelease if you want dpad presses use ButtonDown/Press/Up instead
}
package main
import "github.com/ThomasT75/uinput"
func main() {
// initialization of the touch device requires to set the screen boundaries
// min and max values for x and y axis need to be set (usually, 0 should be a sane lower bound)
touch, err := uinput.CreateTouchPad("/dev/uinput", []byte("testpad"), 0, 800, 0, 600)
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer touch.Close()
// move pointer to the position 300, 200
touch.MoveTo(300, 200)
// press the left mouse key, holding it down
touch.LeftPress()
// move pointer to position 400, 400
touch.MoveTo(400, 400)
// release the left mouse key
touch.LeftRelease()
// create a single tab using a finger and immediately release
touch.TouchDown()
touch.TouchUp()
}
package main
import "github.com/ThomasT75/uinput"
func main() {
// initialize dial and check for possible errors
dial, err := uinput.CreateDial("/dev/uinput", []byte("testdial"))
if err != nil {
return
}
// always do this after the initialization in order to guarantee that the device will be properly closed
defer dial.Close()
// turn dial left
dial.Turn(-1)
// turn dial right
dial.Turn(1)
}
The package falls under the MIT license. Please see the "LICENSE" file for details.
2018-03-31: I am happy to announce that v1.0.0 is finally out! Go ahead and use this library in your own projects! Feedback is always welcome.
2019-03-24: Release v1.0.1 fixes a positioning issue that affects the touchpad. See issue #11 for details (positioning works now, but a (possibly) better solution is under investigation).
2019-07-24: Don't panic! As of version v1.0.2 the uinput library will provide an error instead of raising a panic in case of a faulty initialization. See pull request #12 for details (many thanks to muesli for the contribution).
2019-09-15: Add single touch event (resistive)
2019-12-31: Release v1.1.0 introduces yet another cool feature: Mouse wheel support. Thanks to muesli for this contribution!
2020-01-07: Release v1.2.0 introduces dial device support. Thanks again to muesli!
2020-11-15: Release v1.4.0 introduces a new Move(x, y) function to the mouse device along with a little cleanup and additional tests. Thanks robpre and MetalBlueberry for your valuable input!
2021-03-25: Release v1.4.1 fixes a keyboard issue that may affect android systems. See issue #24 for details.
2022-01-09: Release v1.5.0 introduces middle button support for the mouse. Thanks so much to @jbensmann for the great work! Also, thank you @djsavvy for the thorough review!
2022-02-11: Release v1.5.1 finally fixes the MoveTo(x, y) function of the touch pad device. Big shout out to @mafredri for this find! Thank you so much!
2022-09-01: Release v1.6.0 adds a new gamepad device. Thanks @gitautas for providing the implementation and thanks to @AndrusGerman for the inspiration!
Also, thanks to @sheharyaar there is now a new function FetchSyspath()
that returns the syspath to the device file.
2023-04-27: Release 1.6.1 fixes uinput functionality on Wayland. Thanks to @gslandtreter for this fix and for pointing out the relevant piece of documentation!
2023-05-10: Release 1.6.2 fixes uinput an issue introduced in version 1.6.1 that will break backward compatibility. The change will be reverted for now. Options to improve compatibility with newer systems are being evaluated. Thanks to @wenfer for the hint!
2023-11-22: Release 1.7.0 adds support for multitouch devices! Thanks to @SnoutBug for this addition! See issue #37 for details.
2024-04-13: Release 1.8.0 adds 2 new functions in gamepad.go for trigger force (one for each trigger)
2024-04-13: Release 1.8.1 fix missing absMin and absMax (might break API result but can't test it)
2024-08-02: Release 1.9.0 adds Rumble support for gamepad.go follow the example for more info and the bulk of force-feedback code is implemented in uinput.go so it is as easy as it gets to add this feature to other devices
The current API can be considered stable and the overall functionality (as originally envisioned) is complete. Testing on x86_64 and ARM platforms (specifically the RaspberryPi) has been successful. If you'd like to use this library on a different platform that supports Linux, feel free to test it and share the results. This would be greatly appreciated.
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