Inputtino
A virtual input library: supports mouse, keyboard, joypad, trackpad and more
An easy to use virtual input library for Linux built on top of `uinput`, `evdev` and `uhid`. Currently in use by [Wolf](https://github.com/games-on-whales/wolf), [Sunshine](https://github.com/LizardByte/Sunshine) and [Moonshine](https://github.com/hgaiser/moonshine) The project is written primarily in C++, distributed under the MIT License license, first published in 2024. Key topics include: cpp, evdev, joypad, keyboard, linux.
inputtino
An easy to use virtual input library for Linux built on top of uinput, evdev and uhid.
Currently in use by Wolf, Sunshine and Moonshine
Supports:
- Keyboard
- Mouse
- Touchscreen
- Trackpad
- Pen tablet
- Joypad
- Correctly emulates Xbox, PS5 or Nintendo joypads
- Supports callbacks on Rumble events
- Gyro, Acceleration, Touchpad, Adaptive triggers, LED and battery status fully supported when creating a virtual DualSense joypad (with full support without Steam Input for games that are compatible with DualSense)
Interested in how the joypad works under the hood? Checkout these blog posts:
- When uinput Isn’t Enough: Virtualizing a DualSense controller
- Creating a Virtual DualSense Controller via UHID
- Beyond USB: Improving Virtual Controller Support in Linux Games
A special thanks goes to @hgaiser for all the help in yak shaving the DualSense implementation.
Include in a C++ project
If using Cmake it's as simple as
cmakeFetchContent_Declare( inputtino GIT_REPOSITORY https://github.com/games-on-whales/inputtino.git GIT_TAG <GIT_SHA_OR_TAG>) FetchContent_MakeAvailable(inputtino) target_link_libraries(<your_project_name> PUBLIC inputtino::libinputtino)
Example usage
c#include <inputtino/input.hpp> auto joypad = Joypad::create(Joypad::PS, Joypad::RUMBLE | Joypad::ANALOG_TRIGGERS); joypad->set_stick(Joypad::LS, 1000, 2000); joypad->set_pressed_buttons(Joypad::X | Joypad::DPAD_RIGHT); auto rumble_data = std::make_shared<std::pair<int, int>>(); joypad.set_on_rumble([rumble_data](int low_freq, int high_freq) { rumble_data->first = low_freq; rumble_data->second = high_freq; });
For more examples you can look at the unit tests under tests/: Joypads have been tested using SDL2 other input
devices have been tested with libinput.
The main interface is easily accessible
under include/inputtino/input.hpp
Using the Python bindings
Checkout the instructions in bindings/python/; example usage:
pythonfrom inputtino import Mouse, MouseButton # Initialize mouse device mouse = Mouse() # Move mouse mouse.move(100, 50) # Move right 100, down 50 mouse.move_abs(500, 300, 1920, 1080) # Move to absolute position # Click operations mouse.click(MouseButton.LEFT) mouse.click(MouseButton.RIGHT, duration=0.5) # Hold for 0.5 seconds # Scrolling mouse.scroll_vertical(120) # Scroll up mouse.scroll_horizontal(-120) # Scroll left
Using the Rust bindings
After building and installing inputtino you can use the Rust bindings by adding the following to your Cargo.toml:
toml[dependencies] inputtino = { git = "https://github.com/games-on-whales/inputtino.git", branch="stable" }
Example usage:
rustlet device = DeviceDefinition::new( "Rusty Keyboard", 0xAB, 0xCD, 0xEF, "Rusty Keyboard Phys", "Rusty Keyboard Uniq", ); let keyboard = Keyboard::new(&device).unwrap(); keyboard.press_key(0x41); // KEY_A keyboard.release_key(0x41);
See the tests for more examples.
Contributors
Showing top 11 contributors by commit count.
