MPG is a C++ library for processing and converting gamepad inputs, with support for XInput, DirectInput and Nintendo Switch. MPG has a fast and flexible API, but also makes no assumptions about your implementation details. This makes it a great option to use across different architectures, and facilitates easy integration into existing projects. Just implement a few methods and BYO USB implementation and you're all set!
- An abstract API for managing gamepad input state for:
- XInput (PC, Android, Raspberry Pi, MiSTer, etc.)
- DirectInput (PC, Mac, PS3)
- Nintendo Switch
- A standard set of USB descriptors, report data structures and conversion methods for supported input types
- Per-button debouncing with a configurable interval
- Use D-pad to emulate Left or Right analog stick movement
- Supports common SOCD cleaning methods to prevent invalid directional inputs (👉😎👉 /r/fightsticks)
- Overridable hotkeys for on-the-fly configuration
MPG is available in the Arduino and PlatformIO library feeds. Just open the library manager for your platform and search for MPG
.
A zip package is available in the Releases section for manual installation.
If you're manually installing from a release zip, place the extracted folder (e.g. MPG-0.1.1
) in your Arduino Libraries folder. On Windows this will usually be in C:\Users\%USERNAME%\Documents\Arduino\libraries
.
MPG comes with a few example sketches: a full ATmega32U4 gamepad and a naive benchmarking application. The examples can be loaded from File > Examples > MPG
.
An alterative installation option for PlatformIO is to edit platformio.ini
and add MPG to the lib_deps
property:
[env]
platform = wizio-pico
board = raspberry-pi-pico
framework = baremetal
build_type = release
build_flags =
-D PICO_USB
lib_deps =
feralai/MPG@^0.1.1
PlatformIO will download the dependency once the platformio.ini
file is saved.
There are no example projects included, but the following projects are example implementations:
- GP2040 - Multi-platform Gamepad Firmware for RP2040 microcontrollers
- vsFIGHTER-Firmware - Firmware for vsFIGHTER controllers by Leaf Cutter Labs.
There are two gamepad classes available: MPG
and MPGS
. The MPG
class is the base class with all of the input handling and report conversion methods, while MPGS
extends the base class with some additional methods for persisting gamepad options. Just create a derived class from one of these base classes, and use like this:
/*
* MyAwesomeGamepad.ino
*/
#define GAMEPAD_DEBOUNCE_MILLIS 5
#include "Gamepad.h" // This will pull in our MPG implementation
Gamepad mpg(GAMEPAD_DEBOUNCE_MILLIS);
void setup() {
mpg.setup(); // Runs your custom setup logic
mpg.load(); // Load saved input mode, D-pad and SOCD options (MPGS class only)
mpg.read(); // Perform an initial button read so we can set input mode
// Use the inlined `pressed` convenience methods
InputMode inputMode = mpg.options.inputMode;
if (mpg.pressedR3())
inputMode = INPUT_MODE_HID;
else if (mpg.pressedS1())
inputMode = INPUT_MODE_SWITCH;
else if (mpg.pressedS2())
inputMode = INPUT_MODE_XINPUT;
if (inputMode != mpg.options.inputMode)
{
mpg.options.inputMode = inputMode;
mpg.save(); // Input mode changed...better save it! (MPGS class only)
}
// TODO: Add your USB initialization logic here, something like:
// setupHardware(mpg.options.inputMode);
}
void loop() {
// Cache report pointer and size value
static uint8_t *report;
static const uint8_t reportSize = mpg.getReportSize();
mpg.read(); // Read inputs
mpg.debounce(); // Run debouncing if required
mpg.hotkey(); // Check for hotkey changes, can react to returned hotkey action
mpg.process(); // Process the raw inputs into a usable state
report = mpg.getReport(); // Convert state to USB report for the selected input mode
// TODO: Add your USB report sending logic here, something like:
// sendReport(report, reportSize);
}
MPG provides some declarations and virtual methods that require implementation in order for the library to function correctly. A basic MPG
class implementation requires just three methods to be defined:
MPG::setup()
- Use to configure pins, calibrate analog, etc.MPG::read()
- Use to fill theMPG.state
class member, which is then used in other class methodsgetMillis()
- Global timing function for checking debounce state (can be no-op ifdebounceMS
set to0
)
An optimized Arduino MPG
class implementation for a Leonardo might look like this:
#include <MPG.h>
class Gamepad : public MPG
{
public:
Gamepad(int debounceMS = 5) : MPG(debounceMS) { }
void setup() override;
void read() override;
}
/*
* Gamepad.cpp
*
* Example uses direct register reads for faster performance.
* digitalRead() can still work, but not recommended because SLOW.
*/
#include "Gamepad.h"
/* Define port/pins for easy readability */
#define PORT_PIN_UP PF7 // A0
#define PORT_PIN_DOWN PF6 // A1
#define PORT_PIN_LEFT PF5 // A2
#define PORT_PIN_RIGHT PF4 // A3
#define PORT_PIN_P1 PD2 // 1
#define PORT_PIN_P2 PD3 // 0
#define PORT_PIN_P3 PB1 // 15
#define PORT_PIN_P4 PD4 // 4
#define PORT_PIN_K1 PD0 // 3/SCL
#define PORT_PIN_K2 PD1 // 2/SDA
#define PORT_PIN_K3 PB6 // 10
#define PORT_PIN_K4 PD7 // 6
#define PORT_PIN_SELECT PB3 // 14
#define PORT_PIN_START PB2 // 16
#define PORT_PIN_LS PB4 // 8
#define PORT_PIN_RS PB5 // 9
/* Input masks and indexes for setup and read logic */
#define PORTB_INPUT_MASK 0b01111110
#define PORTD_INPUT_MASK 0b10011111
#define PORTF_INPUT_MASK 0b11110000
#define PORTB_INDEX 0
#define PORTD_INDEX 1
#define PORTF_INDEX 2
/* Real implementation starts here... */
// Define time function for gamepad debouncer
uint32_t getMillis() { return millis(); }
void Gamepad::setup() {
// Set to input (invert mask to set to 0)
DDRB = DDRB & ~PORTB_INPUT_MASK;
DDRD = DDRD & ~PORTD_INPUT_MASK;
DDRF = DDRF & ~PORTF_INPUT_MASK;
// Set to high/pullup
PORTB = PORTB | PORTB_INPUT_MASK;
PORTD = PORTD | PORTD_INPUT_MASK;
PORTF = PORTF | PORTF_INPUT_MASK;
}
void Gamepad::read() {
// Get port states, invert since INPUT_PULLUP
uint8_t ports[] = { ~PINB, ~PIND, ~PINF };
// Read dpad inptus
state.dpad = 0
| ((ports[PORTF_INDEX] >> PORT_PIN_UP & 1) ? GAMEPAD_MASK_UP : 0)
| ((ports[PORTF_INDEX] >> PORT_PIN_DOWN & 1) ? GAMEPAD_MASK_DOWN : 0)
| ((ports[PORTF_INDEX] >> PORT_PIN_LEFT & 1) ? GAMEPAD_MASK_LEFT : 0)
| ((ports[PORTF_INDEX] >> PORT_PIN_RIGHT & 1) ? GAMEPAD_MASK_RIGHT : 0)
;
// Read button inputs
state.buttons = 0
| ((ports[PORTD_INDEX] >> PORT_PIN_K1 & 1) ? GAMEPAD_MASK_B1 : 0)
| ((ports[PORTD_INDEX] >> PORT_PIN_K2 & 1) ? GAMEPAD_MASK_B2 : 0)
| ((ports[PORTD_INDEX] >> PORT_PIN_P1 & 1) ? GAMEPAD_MASK_B3 : 0)
| ((ports[PORTD_INDEX] >> PORT_PIN_P2 & 1) ? GAMEPAD_MASK_B4 : 0)
| ((ports[PORTD_INDEX] >> PORT_PIN_P4 & 1) ? GAMEPAD_MASK_L1 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_P3 & 1) ? GAMEPAD_MASK_R1 : 0)
| ((ports[PORTD_INDEX] >> PORT_PIN_K4 & 1) ? GAMEPAD_MASK_L2 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_K3 & 1) ? GAMEPAD_MASK_R2 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_SELECT & 1) ? GAMEPAD_MASK_S1 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_START & 1) ? GAMEPAD_MASK_S2 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_LS & 1) ? GAMEPAD_MASK_L3 : 0)
| ((ports[PORTB_INDEX] >> PORT_PIN_RS & 1) ? GAMEPAD_MASK_R3 : 0)
;
// No analog, but could read them here with analogRead() or fill outside of this method
state.lt = 0;
state.rt = 0;
state.lx = GAMEPAD_JOYSTICK_MID;
state.ly = GAMEPAD_JOYSTICK_MID;
state.rx = GAMEPAD_JOYSTICK_MID;
state.ry = GAMEPAD_JOYSTICK_MID;
}
Most of the code are the pin definitions and fancy formatting of bitwise button reads. You can also extend and override methods in the MPG
class if you want to do something like change hotkeys, customize input processing steps, etc.
If your platform supports some form of persistent storage like EEPROM, you can use the MPGS
abstract class instead. The differences between the MPG
and MPGS
classes are:
MPGS
class has two additional methods available for use:save()
load()
- The
hotkey()
method is overridden to automatically save all options on change. MPGS
requires two methods fromGamepadStorage.h
to be defined:GamepadOptions GamepadStorage::getGamepadOptions();
void GamepadStorage::setGamepadOptions(GamepadOptions options);
Implement the MPG
class as previously described, then implement the GamepadStorage
class methods:
/*
* storage.cpp
*
* Example storage for ATmega32U4.
*/
#include <GamepadStorage.h>
#include <EEPROM.h>
GamepadOptions GamepadStorage::getGamepadOptions() {
GamepadOptions options =
{
.inputMode = InputMode::INPUT_MODE_XINPUT,
.dpadMode = DpadMode::DPAD_MODE_DIGITAL,
.socdMode = SOCDMode::SOCD_MODE_NEUTRAL,
};
EEPROM.get(0, options);
return options;
}
void GamepadStorage::setGamepadOptions(GamepadOptions options) {
EEPROM.put(0, options);
}
// 32u4 doesn't need these, but others might!
void GamepadStorage::start() { }
void GamepadStorage::save() { }
MPG uses a generic button labeling for gamepad state, which is then converted to the appropriate input type before sending. Here are the mappings of generic buttons to each supported platform/layout:
MPG | XInput | Switch | PS3 | DirectInput | Arcade |
---|---|---|---|---|---|
B1 | A | B | Cross | 2 | K1 |
B2 | B | A | Circle | 3 | K2 |
B3 | X | Y | Square | 1 | P1 |
B4 | Y | X | Triangle | 4 | P2 |
L1 | LB | L | L1 | 5 | P4 |
R1 | RB | R | R1 | 6 | P3 |
L2 | LT | ZL | L2 | 7 | K4 |
R2 | RT | ZR | R2 | 8 | K3 |
S1 | Back | Minus | Select | 9 | Coin |
S2 | Start | Plus | Start | 10 | Start |
L3 | LS | LS | L3 | 11 | LS |
R3 | RS | RS | R3 | 12 | RS |
A1 | Guide | Home | - | 13 | - |
A2 | - | Capture | - | 14 | - |
The MPG class contains helper methods for checking the state of each button, for instance MPG::pressedB1()
, MPG::pressedR3
, etc.
There are two virtual function buttons for handling hotkey actions - F1
and F2
. By default they are mapped to the following two-button combinations:
F1
=S1 + S2
F2
=L3 + R3
The function button mapping can be overridden by setting the MPG::f1Mask
and/or MPG::f2Mask
class members:
MPG provides a predefined set of hotkeys for managing gamepad options. All options can be changed while running, and are persisted if gamepad storage is implemented.
Gamepad gamepad(DEBOUNCE_TIME_MS);
void setup()
{
gamepad.f1Mask = (GAMEPAD_MASK_L3 | GAMEPAD_MASK_R3);
gamepad.f2Mask = GAMEPAD_MASK_A2;
}
The GamepadState.h
file contains definitions for all gamepad input masks. Only button input (no D-pad) masks can be used for function mappings.
If you do not have a dedicated Home button, you can activate it via the F1 + DPAD UP
button combination.
NOTE: The PS button in DirectInput/PS3 mode is currently not supported.
The D-pad can Choose from 3 operating modes for the D-pad:
F1 + DPAD DOWN
- D-padF1 + DPAD LEFT
- Emulate Left Analog stickF1 + DPAD RIGHT
- Emulate Right Analog stick
Simultaneous Opposite Cardinal Direction (SOCD) cleaning will ensure the controller doesn't send invalid directional inputs to the computer/console, like Left + Right at the same time. There are 3 modes to choose from:
F2 + DPAD UP
- Up Priority mode: Up + Down = Up, Left + Right = Neutral (Hitbox behavior)F2 + DPAD DOWN
- Neutral mode: Up + Down = Neutral, Left + Right = NeutralF2 + DPAD LEFT
- Last Input Priority (Last Win): Hold Up then hold Down = Down, then release and re-press Up = Up. Applies to both axes.
MPG includes a set of USB descriptors and report data structures for the supported input types. There are 5 get
methods available to make descriptor integration easier:
uint16_t *getStringDescriptor(uint16_t *size, InputMode mode, uint8_t index)
uint8_t *getConfigurationDescriptor(uint16_t *size, InputMode mode)
uint8_t *getDeviceDescriptor(uint16_t *size, InputMode mode)
uint8_t *getHIDDescriptor(uint16_t *size, InputMode mode)
(not used for XInput)uint8_t *getHIDReport(uint16_t *size, InputMode mode)
(not used for XInput)
All functions take in a pointer to a size variable and the InputMode
(getStringDescriptor
also requires the string index), and return a pointer to the selected descriptor. An example of usage:
// LUFA library descriptor callback function
uint16_t CALLBACK_USB_GetDescriptor(const uint16_t wValue, const uint16_t wIndex, const void **const address)
{
const uint8_t descriptorType = (wValue >> 8);
const uint8_t descriptorIndex = (wValue & 0xFF);
uint16_t size = 0;
switch (descriptorType)
{
case DTYPE_Device:
*address = getDeviceDescriptor(&size, inputMode);
break;
case DTYPE_Configuration:
*address = getConfigurationDescriptor(&size, inputMode);
break;
case DTYPE_String:
*address = getStringDescriptor(&size, inputMode, descriptorIndex);
break;
case HID_DTYPE_HID:
*address = getHIDDescriptor(&size, inputMode);
break;
case HID_DTYPE_Report:
*address = getHIDReport(&size, inputMode);
break;
}
return size;
}
If you would like to discuss features, issues, or anything else related to the MPG library please join the MPG Discord channel.
The library is under active development, with any and all ideas and contributions welcome.
If you'd like to submit a pull request for a bugfix/feature, please respect the .editorconfig
file and match the established coding style.
If you'd like to report a bug or feature request, please create an issue.