feat(host/windows): ViGEm virtual gamepad backend
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Windows GamepadManager via vigem-client (ViGEmBus) — the uinput-xpad analogue: one virtual Xbox 360 controller per client pad index, created lazily on first State. GameStream/Moonlight already uses the XInput conventions (low-16 button bits, sticks -32768..32767 +Y up, triggers 0..255), so the GamepadFrame->XGamepad mapping is 1:1. Replaces the non-Linux GamepadManager stub (same new/handle/pump_rumble API the m3 PadBackend drives, so no m3 change). Graceful when ViGEmBus is absent (gamepad disabled, session continues). Compiles clean on Windows + Linux; live-test needs the ViGEmBus driver + a physical pad. Rumble back-channel is a TODO (ViGEm notification API). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -127,6 +127,8 @@ windows = { version = "0.62", features = [
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openh264 = "0.9"
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# WASAPI loopback audio capture (default render endpoint -> 48 kHz stereo f32 for the Opus path).
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wasapi = "0.23"
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# Virtual Xbox 360 gamepad via ViGEmBus (the uinput-xpad analogue) — driver installed separately.
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vigem-client = "0.1"
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# NVENC hardware encoder (NVENC SDK, D3D11 input). The SDK pins `cudarc` with
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# `cuda-version-from-build-system` (a build-time CUDA-toolkit probe); its `ci-check` feature switches
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# cudarc to `dynamic-loading` (loads nvcuda.dll at runtime — nothing needed at build), which is how
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@@ -298,8 +298,12 @@ fn gs_button_to_evdev(b: u32) -> Option<u32> {
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pub mod dualsense;
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#[cfg(target_os = "linux")]
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pub mod gamepad;
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/// Stub — virtual gamepads need Linux uinput; events are dropped elsewhere.
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#[cfg(not(target_os = "linux"))]
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/// Windows: virtual Xbox 360 pads via ViGEmBus.
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#[cfg(target_os = "windows")]
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#[path = "inject/gamepad_windows.rs"]
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pub mod gamepad;
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/// Stub — virtual gamepads need Linux uinput or Windows ViGEmBus; events are dropped elsewhere.
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#[cfg(not(any(target_os = "linux", target_os = "windows")))]
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pub mod gamepad {
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#[derive(Default)]
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pub struct GamepadManager;
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@@ -0,0 +1,70 @@
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//! Windows virtual gamepad via ViGEmBus — the analogue of the Linux uinput Xbox-360 pad.
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//! One virtual Xbox 360 controller per client pad index. GameStream/Moonlight already uses the
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//! XInput button/stick/trigger conventions (low 16 button bits, sticks −32768..32767 +Y up,
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//! triggers 0..255), so the mapping is ~1:1.
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//!
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//! Needs the ViGEmBus driver installed (like SudoVDA for the display); absent → gamepad is disabled
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//! and the session continues without it. Rumble back-channel: TODO (ViGEm notification API).
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use crate::gamestream::gamepad::GamepadEvent;
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use std::collections::HashMap;
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use std::sync::Arc;
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use vigem_client::{Client, TargetId, XButtons, XGamepad, Xbox360Wired};
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pub struct GamepadManager {
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client: Option<Arc<Client>>,
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pads: HashMap<u8, Xbox360Wired<Arc<Client>>>,
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}
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impl GamepadManager {
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pub fn new() -> GamepadManager {
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let client = match Client::connect() {
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Ok(c) => {
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tracing::info!("ViGEmBus connected (virtual Xbox 360 gamepads)");
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Some(Arc::new(c))
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}
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Err(e) => {
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tracing::warn!(
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error = format!("{e:?}"),
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"ViGEmBus unavailable — gamepad disabled (install ViGEmBus)"
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);
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None
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}
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};
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GamepadManager {
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client,
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pads: HashMap::new(),
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}
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}
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pub fn handle(&mut self, ev: &GamepadEvent) {
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let Some(client) = self.client.clone() else {
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return;
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};
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let GamepadEvent::State(f) = ev else {
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return; // Arrival metadata — the pad is created lazily on the first State
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};
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let target = self.pads.entry(f.index.max(0) as u8).or_insert_with(|| {
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let mut t = Xbox360Wired::new(client, TargetId::XBOX360_WIRED);
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let _ = t.plugin();
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let _ = t.wait_ready();
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t
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});
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let gp = XGamepad {
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buttons: XButtons {
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raw: (f.buttons & 0xffff) as u16,
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},
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left_trigger: f.left_trigger,
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right_trigger: f.right_trigger,
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thumb_lx: f.ls_x,
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thumb_ly: f.ls_y,
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thumb_rx: f.rs_x,
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thumb_ry: f.rs_y,
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};
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let _ = target.update(&gp);
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}
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pub fn pump_rumble(&mut self, _send: impl FnMut(u16, u16, u16)) {
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// TODO: wire the ViGEm rumble notification back-channel (Xbox360Wired::request_notification).
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}
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}
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