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458 lines (388 loc) · 21.6 KB
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import customtkinter as ctk
from tkinter import messagebox
import vgamepad as vg
import keyboard
import json
import os
# Set Appearance and Theme
ctk.set_appearance_mode("Dark")
ctk.set_default_color_theme("blue")
CONFIG_FILE = "controller_config.json"
# Constants for Mappable Actions
XBOX_ACTIONS = {
"A Button": vg.XUSB_BUTTON.XUSB_GAMEPAD_A,
"B Button": vg.XUSB_BUTTON.XUSB_GAMEPAD_B,
"X Button": vg.XUSB_BUTTON.XUSB_GAMEPAD_X,
"Y Button": vg.XUSB_BUTTON.XUSB_GAMEPAD_Y,
"LB (Shoulder)": vg.XUSB_BUTTON.XUSB_GAMEPAD_LEFT_SHOULDER,
"RB (Shoulder)": vg.XUSB_BUTTON.XUSB_GAMEPAD_RIGHT_SHOULDER,
"LT (Trigger)": "LT",
"RT (Trigger)": "RT",
"Start": vg.XUSB_BUTTON.XUSB_GAMEPAD_START,
"Back": vg.XUSB_BUTTON.XUSB_GAMEPAD_BACK,
"Guide": vg.XUSB_BUTTON.XUSB_GAMEPAD_GUIDE,
"Left Stick Click": vg.XUSB_BUTTON.XUSB_GAMEPAD_LEFT_THUMB,
"Right Stick Click": vg.XUSB_BUTTON.XUSB_GAMEPAD_RIGHT_THUMB,
"DPAD Up": "DPAD_UP",
"DPAD Down": "DPAD_DOWN",
"DPAD Left": "DPAD_LEFT",
"DPAD Right": "DPAD_RIGHT"
}
PS4_ACTIONS = {
"Cross": vg.DS4_BUTTONS.DS4_BUTTON_CROSS,
"Circle": vg.DS4_BUTTONS.DS4_BUTTON_CIRCLE,
"Square": vg.DS4_BUTTONS.DS4_BUTTON_SQUARE,
"Triangle": vg.DS4_BUTTONS.DS4_BUTTON_TRIANGLE,
"L1 (Shoulder)": vg.DS4_BUTTONS.DS4_BUTTON_SHOULDER_LEFT,
"R1 (Shoulder)": vg.DS4_BUTTONS.DS4_BUTTON_SHOULDER_RIGHT,
"L2 (Trigger)": "L2",
"R2 (Trigger)": "R2",
"Options": vg.DS4_BUTTONS.DS4_BUTTON_OPTIONS,
"Share": vg.DS4_BUTTONS.DS4_BUTTON_SHARE,
"L3 (Stick Click)": vg.DS4_BUTTONS.DS4_BUTTON_THUMB_LEFT,
"R3 (Stick Click)": vg.DS4_BUTTONS.DS4_BUTTON_THUMB_RIGHT,
"PS Button": ("special", vg.DS4_SPECIAL_BUTTONS.DS4_SPECIAL_BUTTON_PS),
"Touchpad": ("special", vg.DS4_SPECIAL_BUTTONS.DS4_SPECIAL_BUTTON_TOUCHPAD),
"DPAD Up": "DPAD_UP",
"DPAD Down": "DPAD_DOWN",
"DPAD Left": "DPAD_LEFT",
"DPAD Right": "DPAD_RIGHT"
}
class MappingRow(ctk.CTkFrame):
def __init__(self, master, action_name, current_key, bind_callback, clear_callback):
super().__init__(master, fg_color="transparent")
self.action_name = action_name
self.bind_callback = bind_callback
self.clear_callback = clear_callback
self.label = ctk.CTkLabel(self, text=action_name, font=("Segoe UI", 12), width=120, anchor='w')
self.label.pack(side='left', padx=10)
# Container for the button and the clear icon
self.btn_container = ctk.CTkFrame(self, fg_color="transparent")
self.btn_container.pack(side='right', padx=10)
self.btn_bind = ctk.CTkButton(self.btn_container, text=current_key if current_key else "None",
width=150, height=28, fg_color="#333333",
hover_color="#444444",
command=self.start_binding)
self.btn_bind.pack(side='left', padx=(0, 5), pady=2)
self.btn_clear = ctk.CTkButton(self.btn_container, text="×", width=28, height=28,
fg_color="#333333", hover_color="#8B0000",
font=("Segoe UI", 18, "bold"),
command=self.clear_binding)
self.btn_clear.pack(side='left')
def start_binding(self):
self.btn_bind.configure(text="Press any key...", fg_color="#E65100")
self.master.after(10, lambda: self.bind_callback(self.action_name, self.update_ui))
def clear_binding(self):
self.clear_callback(self.action_name)
self.update_ui("None")
def update_ui(self, key_name):
if self.winfo_exists():
self.btn_bind.configure(text=key_name, fg_color="#333333")
class ControllerRow(ctk.CTkFrame):
def __init__(self, master, index, remove_callback, check_binding_callback, check_connection_callback, save_callback, controller_type="Xbox", initial_mappings=None):
super().__init__(master, corner_radius=10)
self.index = index
self.remove_callback = remove_callback
self.check_binding_callback = check_binding_callback
self.check_connection_callback = check_connection_callback
self.save_callback = save_callback
self.controller_type = controller_type
self.gamepad = None
self.is_connected = False
self.mappings = initial_mappings if initial_mappings else {}
self.is_mapping_visible = False
self.mapping_rows_ui = {}
self.pack(fill='x', padx=20, pady=10)
# Top Bar Container
self.top_bar = ctk.CTkFrame(self, fg_color="transparent")
self.top_bar.pack(fill='x')
self.info_label = ctk.CTkLabel(self.top_bar, text="", font=("Segoe UI", 16, "bold"), width=200, anchor='w')
self.info_label.pack(side='left', padx=20, pady=15)
self.update_label(index)
self.btn_remove = ctk.CTkButton(self.top_bar, text="Remove", width=80, height=32,
fg_color="#8B0000", hover_color="#B71C1C", command=self.remove)
self.btn_remove.pack(side='right', padx=(5, 20))
self.btn_toggle = ctk.CTkButton(self.top_bar, text="Connect", width=120, height=32,
fg_color="#1976D2", hover_color="#1565C0", command=self.toggle_connection)
self.btn_toggle.pack(side='right', padx=5)
self.btn_map = ctk.CTkButton(self.top_bar, text="Edit Bindings", width=100, height=32,
fg_color="#455A64", hover_color="#607D8B", command=self.toggle_mapping_view)
self.btn_map.pack(side='right', padx=5)
# Mapping Content (Initially Hidden)
self.mapping_frame = ctk.CTkFrame(self, fg_color="#222222", corner_radius=0)
# Action Selection Bar
self.add_bar = ctk.CTkFrame(self.mapping_frame, fg_color="transparent")
self.add_bar.pack(fill='x', padx=10, pady=10)
self.actions_dict = XBOX_ACTIONS if controller_type == "Xbox" else PS4_ACTIONS
self.selector = ctk.CTkOptionMenu(self.add_bar, values=self.get_available_actions(), width=200)
self.selector.set("Select action to add...")
self.selector.pack(side='left', padx=5)
self.btn_add = ctk.CTkButton(self.add_bar, text="+ ADD", width=60, fg_color="#1B5E20", hover_color="#2E7D32", command=self.add_selected_action)
self.btn_add.pack(side='left', padx=5)
# Container for active mappings
self.rows_container = ctk.CTkFrame(self.mapping_frame, fg_color="transparent")
self.rows_container.pack(fill='x')
# Populate Initial Mapping Actions
for action, key in self.mappings.items():
self.create_mapping_row(action, key)
def get_available_actions(self):
actions = [a for a in self.actions_dict.keys() if a not in self.mappings]
return actions if actions else ["(No actions available)"]
def add_selected_action(self):
action = self.selector.get()
if action in self.actions_dict and action not in self.mappings:
self.mappings[action] = None
self.create_mapping_row(action, None)
self.selector.configure(values=self.get_available_actions())
self.selector.set("Select action to add...")
self.save_callback()
elif action == "(No actions available)":
messagebox.showinfo("Limit Reached", "All possible buttons for this controller have already been added.")
def create_mapping_row(self, action, key):
row = MappingRow(self.rows_container, action, key, self.request_binding, self.remove_action)
row.pack(fill='x', padx=10)
self.mapping_rows_ui[action] = row
def remove_action(self, action_name):
if action_name in self.mappings:
del self.mappings[action_name]
if action_name in self.mapping_rows_ui:
self.mapping_rows_ui[action_name].destroy()
del self.mapping_rows_ui[action_name]
self.selector.configure(values=self.get_available_actions())
self.save_callback()
print(f"[REMOVE] Controller {self.index + 1}: {action_name} removed.")
def toggle_mapping_view(self):
if self.is_mapping_visible:
self.mapping_frame.pack_forget()
else:
self.mapping_frame.pack(fill='x', padx=10, pady=(0, 10))
self.is_mapping_visible = not self.is_mapping_visible
def request_binding(self, action_name, ui_callback):
# Non-blocking key capture using keyboard.on_press
def on_key(event):
key_name = event.name
keyboard.unhook(hook) # Stop listening
# Safety Check: Does the controller/widget still exist?
if not self.winfo_exists():
return
# Safety Check: Duplicate within same controller
if not self.check_binding_callback(self.index, action_name, key_name):
# Use after to update UI from main thread
self.after(0, lambda: ui_callback(self.mappings[action_name] if self.mappings.get(action_name) else "None"))
return
self.mappings[action_name] = key_name
self.after(0, lambda: ui_callback(key_name))
self.save_callback()
print(f"[BIND] Controller {self.index + 1}: {action_name} -> {key_name}")
hook = keyboard.on_press(on_key)
def clear_binding(self, action_name):
self.mappings[action_name] = None
self.save_callback()
print(f"[CLEAR] Controller {self.index + 1}: {action_name} binding removed.")
def update_label(self, new_index):
self.index = new_index
display_name = "Xbox 360" if self.controller_type == "Xbox" else "PS4"
self.info_label.configure(text=f"🎮 {display_name} ({self.index + 1})")
def toggle_connection(self, force_state=None):
target_state = not self.is_connected if force_state is None else force_state
if target_state == self.is_connected: return
if target_state:
# Check for cross-controller conflicts before connecting
if not self.check_connection_callback(self):
return
try:
self.gamepad = vg.VX360Gamepad() if self.controller_type == "Xbox" else vg.VDS4Gamepad()
self.gamepad.reset()
self.gamepad.update()
self.is_connected = True
self.btn_toggle.configure(text="Disconnect", fg_color="#388E3C", hover_color="#2E7D32")
self.btn_remove.configure(state="disabled", fg_color="#555555")
self.start_input_loop()
except Exception as e:
if force_state is None: messagebox.showerror("Driver Error", f"Failed to connect: {e}")
else:
self.is_connected = False
if self.gamepad:
self.gamepad.reset()
self.gamepad.update()
del self.gamepad
self.gamepad = None
self.btn_toggle.configure(text="Connect", fg_color="#1976D2", hover_color="#1565C0")
self.btn_remove.configure(state="normal", fg_color="#8B0000")
def start_input_loop(self):
"""High-frequency loop for real-time key-to-controller mapping (10ms)"""
if not self.is_connected or not self.gamepad: return
try:
# Handle DPAD State (One directional update for multiple keys)
dpad_up = keyboard.is_pressed(self.mappings["DPAD Up"]) if self.mappings.get("DPAD Up") else False
dpad_down = keyboard.is_pressed(self.mappings["DPAD Down"]) if self.mappings.get("DPAD Down") else False
dpad_left = keyboard.is_pressed(self.mappings["DPAD Left"]) if self.mappings.get("DPAD Left") else False
dpad_right = keyboard.is_pressed(self.mappings["DPAD Right"]) if self.mappings.get("DPAD Right") else False
# Update Standard Buttons
for action, key in self.mappings.items():
if not key or "DPAD" in action: continue
vg_btn = self.actions_dict[action]
is_pressed = keyboard.is_pressed(key)
if isinstance(vg_btn, tuple) and vg_btn[0] == "special":
if is_pressed: self.gamepad.press_special_button(vg_btn[1])
else: self.gamepad.release_special_button(vg_btn[1])
elif isinstance(vg_btn, str) and vg_btn in ["LT", "RT", "L2", "R2"]:
val = 255 if is_pressed else 0
if vg_btn in ["LT", "L2"]: self.gamepad.left_trigger(val)
else: self.gamepad.right_trigger(val)
else:
if is_pressed: self.gamepad.press_button(vg_btn)
else: self.gamepad.release_button(vg_btn)
# Update DPAD (Controller Specific)
if self.controller_type == "Xbox":
if dpad_up: self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_UP)
else: self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_UP)
if dpad_down: self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_DOWN)
else: self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_DOWN)
if dpad_left: self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_LEFT)
else: self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_LEFT)
if dpad_right: self.gamepad.press_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_RIGHT)
else: self.gamepad.release_button(vg.XUSB_BUTTON.XUSB_GAMEPAD_DPAD_RIGHT)
else:
# PS4 uses a single directional_pad value
direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_NONE
if dpad_up and dpad_right: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_NORTHEAST
elif dpad_up and dpad_left: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_NORTHWEST
elif dpad_down and dpad_right: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_SOUTHEAST
elif dpad_down and dpad_left: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_SOUTHWEST
elif dpad_up: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_NORTH
elif dpad_down: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_SOUTH
elif dpad_left: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_WEST
elif dpad_right: direction = vg.DS4_DPAD_DIRECTIONS.DS4_BUTTON_DPAD_EAST
self.gamepad.directional_pad(direction)
self.gamepad.update()
self.after(10, self.start_input_loop)
except Exception as e:
print(f"[ERROR] Input loop failed: {e}")
def remove(self):
if self.is_connected: return
self.remove_callback(self)
self.destroy()
class ControllerApp(ctk.CTk):
def __init__(self):
super().__init__()
self.title("Virtual Controller Manager")
self.geometry("800x850")
# Header
self.header_frame = ctk.CTkFrame(self, fg_color="transparent")
self.header_frame.pack(fill='x', pady=(20, 10))
# Title and Reset Button Container
self.title_container = ctk.CTkFrame(self.header_frame, fg_color="transparent")
self.title_container.pack(fill='x', padx=20)
ctk.CTkLabel(self.title_container, text="VIRTUAL CONTROLLER HUB", font=("Segoe UI", 24, "bold")).pack(side='left')
self.btn_reset = ctk.CTkButton(self.title_container, text="CLEAR SAVED CONFIG", width=140, height=28,
fg_color="#333333", hover_color="#8B0000", font=("Segoe UI", 10, "bold"),
command=self.clear_config)
self.btn_reset.pack(side='right')
# Add Buttons
self.btn_container = ctk.CTkFrame(self.header_frame, fg_color="transparent")
self.btn_container.pack(pady=15)
ctk.CTkButton(self.btn_container, text="+ ADD XBOX 360", command=lambda: self.add_controller("Xbox"), fg_color="#1976D2").pack(side='left', padx=10)
ctk.CTkButton(self.btn_container, text="+ ADD PS4", command=lambda: self.add_controller("PS4"), fg_color="#455A64").pack(side='left', padx=10)
# Batch Row
self.batch_header = ctk.CTkFrame(self, fg_color="transparent", height=40)
self.batch_header.pack(fill='x', padx=20, pady=(0, 5))
self.batch_btn_container = ctk.CTkFrame(self.batch_header, fg_color="transparent")
self.batch_btn_container.pack(expand=True)
self.colors = {
"conn": {"on": {"base": "#1B5E20", "hover": "#2E7D32"}, "off": {"base": "#0D2B10", "hover": "#0D2B10"}},
"disc": {"on": {"base": "#A83E00", "hover": "#E65100"}, "off": {"base": "#3D1600", "hover": "#3D1600"}},
"rem": {"on": {"base": "#8B0000", "hover": "#B71C1C"}, "off": {"base": "#300000", "hover": "#300000"}}
}
self.conn_all_btn = ctk.CTkButton(self.batch_btn_container, text="CONNECT ALL", command=lambda: self.batch_action(True))
self.conn_all_btn.pack(side='left', padx=5)
self.disc_all_btn = ctk.CTkButton(self.batch_btn_container, text="DISCONNECT ALL", command=lambda: self.batch_action(False))
self.disc_all_btn.pack(side='left', padx=5)
self.rm_all_btn = ctk.CTkButton(self.batch_btn_container, text="REMOVE ALL", command=self.remove_all)
self.rm_all_btn.pack(side='left', padx=5)
self.scroll_frame = ctk.CTkScrollableFrame(self, fg_color="transparent")
self.scroll_frame.pack(fill='both', expand=True, padx=20, pady=(0, 20))
self.controllers = []
self.load_config()
self.update_batch_visibility()
def save_config(self):
config_data = []
for ctrl in self.controllers:
config_data.append({
"type": ctrl.controller_type,
"mappings": ctrl.mappings
})
try:
with open(CONFIG_FILE, "w") as f:
json.dump(config_data, f, indent=4)
print("[INFO] Configuration auto-saved.")
except Exception as e:
print(f"[ERROR] Failed to save config: {e}")
def load_config(self):
if os.path.exists(CONFIG_FILE):
try:
with open(CONFIG_FILE, "r") as f:
config_data = json.load(f)
for item in config_data:
self.add_controller(item["type"], item.get("mappings", {}))
print("[INFO] Configuration loaded.")
except Exception as e:
print(f"[ERROR] Failed to load config: {e}")
def clear_config(self):
if messagebox.askyesno("Clear Config", "This will disconnect all controllers and wipe your saved bindings. Proceed?"):
if os.path.exists(CONFIG_FILE):
os.remove(CONFIG_FILE)
self.remove_all()
messagebox.showinfo("Reset", "Saved configuration cleared.")
def check_local_binding(self, caller_index, action_name, key_name):
"""Ensures a key isn't used by another button on the same controller."""
ctrl = self.controllers[caller_index]
for act, k in ctrl.mappings.items():
if k == key_name:
if act == action_name: continue
messagebox.showwarning("Binding Conflict", f"Key '{key_name}' is already bound to this controller ({act})")
return False
return True
def check_can_connect(self, caller_row):
"""Ensures the controller doesn't share keys with any already connected controllers."""
my_keys = {k for k in caller_row.mappings.values() if k}
for other in self.controllers:
if other == caller_row or not other.is_connected:
continue
other_keys = {k for k in other.mappings.values() if k}
conflicts = my_keys.intersection(other_keys)
if conflicts:
key_list = ", ".join(conflicts)
messagebox.showerror("Connection Error",
f"Cannot connect Controller {caller_row.index + 1}.\n"
f"Keys [{key_list}] are already in use by connected Controller {other.index + 1}.")
return False
return True
def update_batch_visibility(self):
has_controllers = len(self.controllers) > 0
state = "normal" if has_controllers else "disabled"
mode = "on" if has_controllers else "off"
self.conn_all_btn.configure(state=state, fg_color=self.colors["conn"][mode]["base"], hover_color=self.colors["conn"][mode]["hover"])
self.disc_all_btn.configure(state=state, fg_color=self.colors["disc"][mode]["base"], hover_color=self.colors["disc"][mode]["hover"])
self.rm_all_btn.configure(state=state, fg_color=self.colors["rem"][mode]["base"], hover_color=self.colors["rem"][mode]["hover"])
def add_controller(self, controller_type, initial_mappings=None):
row = ControllerRow(self.scroll_frame, len(self.controllers), self.remove_row, self.check_local_binding, self.check_can_connect, self.save_config, controller_type, initial_mappings)
self.controllers.append(row)
self.update_batch_visibility()
self.save_config()
def remove_row(self, row):
if row in self.controllers: self.controllers.remove(row)
for i, c in enumerate(self.controllers): c.update_label(i)
self.update_batch_visibility()
self.save_config()
def remove_all(self):
self.batch_action(False)
for c in list(self.controllers): c.destroy()
self.controllers = []
self.update_batch_visibility()
self.save_config()
def batch_action(self, connect):
for c in self.controllers: c.toggle_connection(force_state=connect)
if __name__ == "__main__":
app = ControllerApp()
app.mainloop()