Method and device for simulating gamepad and gamepad concentrator

By receiving and converting events from general input devices into virtual controller events, the signal interference and compatibility issues of game controller hubs are solved, achieving wider device compatibility and stability, and improving user experience.

CN120437575AActive Publication Date: 2025-08-08FUZHOU ROCKCHIP SEMICON
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Patent Information

Application Number
CN202510780290.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-12
Publication Date
2025-08-08
Estimated Expiration
2045-06-12

AI Technical Summary

Technical Problem

Existing gamepad hubs have signal interference and compatibility problems when connecting multiple types of controllers, resulting in erroneous operation and signal loss, and cannot be used in multiple devices and scenarios.

Method used

By receiving input events from a general input device, a virtual input event is created, and converted into a virtual handle event based on the target game device information, output to the target device to perform game actions, including filtering processing, modification and conversion steps to ensure the stability and accuracy of the event.

Benefits of technology

It improves the versatility and flexibility of the handle hub, avoids signal interference, ensures the stability and accuracy of input events, supports more types of input devices and gaming platforms, and improves the user experience.

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Abstract

The invention discloses a method and a device for simulating a gamepad and a gamepad concentrator. The method comprises the following steps: receiving an equipment input event for realizing man-machine interaction from general-purpose input equipment, and creating a virtual input event for executing game actions according to the equipment input event; acquiring target equipment information of target game equipment, and converting the virtual input event into a virtual handle event according to the target equipment information; and outputting the virtual gamepad event to the target game equipment so as to control the target game equipment to execute game actions. According to the invention, signal interference among different handles can be avoided, and the universality of the handle concentrator can be improved.
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Description

Technical Field

[0001] The present invention relates to the field of electronic data processing, and in particular to a method and device for simulating a game controller, and a controller hub. Background Art

[0002] In modern consumer electronics, game controller hubs, devices used to connect and manage multiple game controllers, have become widely used in computers, game consoles, and other applications. Their primary function is to connect multiple controllers to gaming devices through a single interface, simplifying the connection process and enhancing the user's gaming experience. However, existing game controller hubs still suffer from numerous drawbacks and deficiencies in practical applications.

[0003] First, when multiple types of game controllers are connected to a game controller hub simultaneously, signals from different controllers may interfere with each other, leading to chaotic controller events, misoperations, or signal loss, seriously impacting gameplay. Second, due to protocol differences between different game controllers and gaming platforms, existing hubs may not be compatible with certain controllers or gaming platforms, limiting their versatility across multiple devices and scenarios. Summary of the Invention

[0004] The present invention provides a method and device for simulating a game controller, and a controller hub, which can not only avoid signal interference between different controllers but also improve the versatility of the controller hub.

[0005] In one aspect of the present invention, a method for simulating a game controller is provided. The method comprises: receiving a device input event from a universal input device for implementing human-computer interaction, and creating a virtual input event for executing a game action based on the device input event; obtaining target device information of a target game device, and converting the virtual input event into a virtual controller event based on the target device information; and outputting the virtual controller event to the target game device for controlling the target game device to execute the game action.

[0006] In another aspect of the present invention, a device for simulating a game controller is provided. The device includes: a controller event reconstruction module configured to receive device input events for implementing human-computer interaction from a universal input device, and to create virtual input events for executing game actions based on the device input events; a controller event modification module configured to receive the virtual input events, and to modify the virtual input events to generate modified virtual input events, wherein the modifications include at least one of basic modifications and customized modifications; and a controller event conversion module configured to receive the modified virtual input events, obtain target device information of a target game device, and, based on the target device information, convert the modified virtual input events into virtual controller events, wherein the virtual controller events are used to control the target game device to execute game actions.

[0007] In another aspect of the present invention, a controller hub is provided. The controller hub includes an input interface configured to couple to a universal input device and / or a game controller; an output interface configured to couple to a target gaming device; a memory configured to store an executable program; and a processor configured to execute the program to perform the aforementioned method for simulating a game controller.

[0008] According to the technical solution of the present invention, device input events from a universal input device are received and virtual input events are created. These virtual input events are then configured based on the relevant information of the target gaming device to form virtual controller events, which are then output to the target gaming device to execute gaming actions. This invention can utilize universal input devices (such as a mouse or keyboard) to emulate the functionality of a gaming controller, thereby expanding the scope of use of the controller hub, enabling it to support not only gaming controllers but also a wider range of input devices. Furthermore, due to the high compatibility of universal input devices with gaming platforms, the controller hub can support a wider range of gaming platforms, effectively enhancing the versatility and flexibility of the controller hub. Furthermore, by converting input events from universal input devices into virtual controller events, the generation and transmission of these virtual controller events are processed internally within the hub, preventing interference from other gaming controller signals. This ensures the stability and accuracy of the input events. BRIEF DESCRIPTION OF THE DRAWINGS

[0009] Figure 1 Flowchart of a method for simulating a game controller according to an embodiment of the present invention; Figure 2 is another flow chart of a method for simulating a game controller according to an embodiment of the present invention; Figure 3 This is a flow chart of a method for creating a virtual handle event according to an embodiment of the present invention; Figure 4 This is a flow chart of a method for modifying a virtual handle event according to an embodiment of the present invention; Figure 5 This is a flow chart of a method for converting virtual handle events according to an embodiment of the present invention; Figure 6 This is a module block diagram of a device for simulating a game controller according to an embodiment of the present invention; Figure 7 This is a module block diagram of a handle hub according to an embodiment of the present invention; Figure 8 Schematic diagram of the connection between the handle hub and the target gaming device according to an embodiment of the present invention. DETAILED DESCRIPTION

[0010] To illustrate the technical content, achieved objectives and effects of the present invention in detail, the following description is given in conjunction with the embodiments and accompanying drawings.

[0011] In existing technologies, when multiple types of game controllers are connected to a game controller hub simultaneously, signals from different controllers may interfere with each other, leading to chaotic controller events, misoperations, or signal loss, seriously impacting gameplay. Furthermore, due to protocol differences between different game controllers and gaming platforms, existing hubs may not be compatible with certain controllers or gaming platforms, limiting their versatility across multiple devices and scenarios.

[0012] To address at least the aforementioned technical issues, the present disclosure provides a method for simulating a game controller. According to the present disclosure, universal input events from a universal input device are received and virtual input events are created. The virtual input events are then configured based on the relevant information of the target game device to form virtual controller events, which are then output to the target game device to execute game actions. In this way, embodiments of the present disclosure can utilize universal input devices (such as a mouse or keyboard) to simulate the functionality of a game controller, thereby expanding the scope of use of a controller hub, enabling it to support not only game controllers but also a wider range of input devices. Furthermore, due to the high compatibility of universal input devices with game platforms, the controller hub can support a wider range of game platforms, effectively improving the versatility and flexibility of the controller hub. Furthermore, by converting input events from universal input devices into virtual controller events, the generation and transmission of the virtual controller events are processed internally within the hub, preventing interference from other game controller signals, thereby ensuring the stability and accuracy of the input events.

[0013] Hereinafter, the technical solutions according to the present disclosure will be described with reference to specific embodiments and in conjunction with the accompanying drawings.

[0014] Figure 1 1 is a flow chart illustrating a method 100 for simulating a game controller according to an embodiment of the present disclosure. Figure 1 , the method 100 includes the following steps 102 to 106.

[0015] In step 102, device input events for implementing human-computer interaction are received from a universal input device, and virtual input events for executing game actions are created based on the device input events. In some embodiments, the device input events may include events from a mouse and / or keyboard. In some embodiments, the virtual input events may include virtual controller events.

[0016] In some embodiments, after creating a virtual input event for executing a game action based on the universal input event, the method 100 may further include smoothing the virtual input event using a filtering algorithm to generate a smoothed virtual input event. In this way, smoothing the virtual input event using a filtering algorithm can effectively reduce jitter and noise in the virtual input event, making the virtual controller event smoother and more stable, thereby improving the input accuracy and responsiveness of the controller hub.

[0017] In step 104, target device information of the target gaming device is acquired, and the virtual input event is configured according to the target device information to obtain a virtual handle event.

[0018] In some embodiments, the target device information includes interaction parameters and device type. In some embodiments, converting the virtual input event into a virtual handle event according to the target device information includes: configuring the virtual input event according to the interaction parameters to obtain a standard input event, and converting the standard input event into a virtual handle event according to the device type. In this way, configuring the virtual input event according to the interaction parameters of the target device can ensure that the generated standard input event meets the input requirements of the target device. Converting the standard input event into a virtual handle event according to the device type allows the virtual handle event to accurately adapt to the protocols and characteristics of different game devices. Through event conversion processing, the target game device believes that the current user is using a game controller to perform game actions, rather than using a general input device for human-computer interaction.

[0019] In some embodiments, the interaction parameters include a target operating range and a dead zone range. In some embodiments, configuring the virtual input event according to the interaction parameters to obtain a standard input event includes: determining an original operating range of the virtual input event; and converting the virtual input event into a standard input event that matches the target operating range based on the original operating range, the target operating range, and the dead zone range. In this embodiment, converting the virtual input event into the standard input event that matches the target operating range includes using the following formula: standard input event = [(virtual input event - dead zone range) / conversion parameter] 2× Target operating range / original operating range. In this way, based on the target operating range and dead zone range used by the target gaming device for human-computer interaction, virtual input events within the original operating range are converted into standard input events within the target operating range. This allows virtual controller events to better adapt to the characteristics of the target gaming device, improving the accuracy and followability of virtual controller events, and further enhancing the compatibility and adaptability of the controller hub.

[0020] In some embodiments, converting the standard input event into a virtual controller event based on the device type includes: obtaining a target controller protocol based on the device type, and converting the standard input event into a virtual controller event based on the target controller protocol. In this way, obtaining the target controller protocol based on the device type and converting the standard input event into a virtual controller event can ensure that the virtual controller events of the universal input device can be correctly recognized and processed by the target gaming device, solving compatibility issues caused by protocol differences between different gaming devices and enabling better support for multiple gaming devices and platforms.

[0021] In step 106 , the virtual handle event is output to the target game device to control the target game device to perform game actions.

[0022] In some embodiments, the method 100 may further include: performing modification on the virtual input event to generate a modified virtual input event, wherein the modification includes at least one of basic modification and customized modification. In some embodiments, converting the virtual input event into a virtual handle event based on the target device information includes: converting the modified virtual input event into a virtual handle event. In this way, performing basic modification and customized modification on the virtual input event, generating a modified virtual input event, and converting it into a virtual handle event can significantly improve the adaptability and stability of the system.

[0023] In some embodiments, modifying the virtual input event includes: detecting whether the virtual input event contains abnormal information, marking the virtual input event containing the abnormal information as an abnormal input event, and filtering or correcting the abnormal input event based on a customized optimization strategy. In this way, by detecting whether the virtual input event contains abnormal information and marking, filtering, or correcting the abnormal input event, problems such as game misoperation or signal loss caused by abnormal input events can be effectively avoided, thereby improving the stability and reliability of the controller hub, ensuring the normal progress of the game, and enhancing the user's gaming experience.

[0024] In some embodiments, modifying the virtual input event includes: if multiple virtual input events are received continuously within a preset time, detecting whether the multiple virtual input events comply with a custom event combination strategy, and if they comply with the event combination strategy, combining the multiple virtual input events to obtain a composite input event, and the composite input event is used to control the target game device to execute the game operation mapped by the event combination strategy. In this way, by detecting whether multiple continuous input events comply with the custom event combination strategy, and combining the multiple input events that comply with the strategy to obtain a composite input event, the target game device can be controlled to execute complex operations through the composite input event. The present invention simplifies these complex operations into a composite input event through the event combination strategy. Users only need to follow the preset combination strategy to easily trigger complex skills or combos, which reduces the difficulty of operation and improves operation efficiency.

[0025] In some embodiments, method 100 may further include receiving game input events from a game controller for executing game actions, and converting the game input events into game controller events based on the device type. The virtual controller events and the game controller events are alternately stored in a preset streaming queue, and the virtual controller events and the game controller events are sequentially output to the target game device based on the streaming queue. In this way, the virtual controller events and the game controller events are alternately stored in the streaming queue and sequentially output to the target game device, making the controller hub compatible with both general input devices (such as mice and keyboards) and game controllers, further improving the functionality and compatibility of the controller hub and meeting the needs of users using different types of input devices in different scenarios. Furthermore, the orderly transmission and processing of virtual controller and game controller events can be guaranteed, avoiding conflicts and interference between events, ensuring the stability and accuracy of the controller hub when processing events from multiple input devices, and improving the performance and compatibility of the controller hub.

[0026] In some embodiments, the method 100 may further include: after receiving the device input event or the game input event, sending the device description information of the universal input device or the game controller to the target game device, so that the target game device can access and respond to the virtual controller event or the game controller event through the device description information. In this way, after receiving the input event, the device description information of the universal input device and the game controller is sent to the target game device, so that the target game device can access and respond to the virtual controller event or the game controller event through the device description information, thereby improving the communication efficiency and compatibility between the controller hub and the target game device, ensuring that the controller hub can smoothly transmit the input event to the target game device and be correctly processed, and further improving the performance of the controller hub and the user experience.

[0027] Figure 2 2 is a flow chart illustrating a method 200 for simulating a game controller according to an embodiment of the present disclosure. Figure 2 , the method 200 includes the following steps 202 to 206.

[0028] In step 202, a virtual handle event is created.

[0029] Specifically, Figure 3 is a flow chart illustrating a method for creating a virtual handle event according to an embodiment of the present disclosure. Figure 3 , the method includes the following steps 2022 to 2026.

[0030] In step 2022, a device input event for realizing human-computer interaction is received from a mouse or keyboard, and a virtual input event for executing a game action is created according to the device input event.

[0031] In some embodiments, creating virtual input events for executing game actions based on device input events specifically involves converting device input events into virtual input events for executing game actions based on a preset mapping relationship. For example, when the universal input device is a mouse, mouse movements are converted into a virtual joystick on a game controller for moving the game character, and mouse clicks are converted into virtual buttons on the game controller for enabling the game character's skills. When the universal input device is a keyboard, keyboard keys (WASD) are converted into a virtual joystick on the game controller for moving the game character, and keyboard keys (spacebar) are converted into virtual buttons on the game controller for enabling the game character's skills.

[0032] In some embodiments, after receiving a device input event from a universal input device (mouse or keyboard) or a game input event from a game controller, the device description information of the universal input device or the game controller is sent to a target game device so that the target game device can access and respond to virtual controller events or game controller events through the device description information.

[0033] In step 2024 , the virtual input event is smoothed using a filtering algorithm to generate a smoothed virtual input event.

[0034] Filtering algorithms may include moving average filtering, weighted moving average filtering, exponentially weighted smoothing, Kalman filtering, and low-pass filtering. In this embodiment, moving average filtering uses the average value within a sliding window to reduce random fluctuations; exponentially weighted smoothing inserts intermediate values between sampling points to ensure continuous movement; Kalman filtering combines prediction and measurement to dynamically estimate the optimal state; and low-pass filtering removes high-frequency noise while retaining low-frequency signals to smooth input changes.

[0035] In one specific application scenario, the filtering algorithm combines low-pass filtering and moving average filtering to achieve smoothing. Specifically, the following steps are performed: Initialize the parameter alpha, which controls the smoothness of the low-pass filter. A smaller alpha value results in a stronger filtering effect but slower response speed; a larger alpha value results in a weaker filtering effect but faster response speed. Initialize the parameter window_size, which indicates the maximum number of data points that can be stored within the moving average window. A larger window size enhances the moving average effect but also increases latency. Initialize a dead zone radius parameter, dead_radius. When the input amplitude is less than this value, it is considered invalid jitter, ignored, and the value (0,0) is returned. Each time a new controller event position, new_pos, is received, the update method is called to perform filtering. In this embodiment, the update method performs the following steps: First, perform dead zone processing, namely, calculate the amplitude (i.e., Euclidean distance) of the input position, new_pos. If this amplitude is less than the dead zone radius, dead_radius, it is considered invalid jitter and the value (0,0) is returned, ignoring the event. If the amplitude of the input position is greater than the dead zone radius, a low-pass filter is performed. The low-pass filter formula is filtered_value = α × new_value + (1 − α) × last_value. That is, the x and y coordinates of new_pos are low-pass filtered to obtain filtered_x and filtered_y, respectively. In this embodiment, α is the preset filtering parameter, new_value is the current input coordinate value, last_value is the coordinate value after the previous filtering, and alpha is the smoothing coefficient. The low-pass filtered result (filtered_x, filtered_y) is added to the moving average window window. If the number of data points in the window exceeds the set window size window_size, the earliest added data point is removed, maintaining the window size unchanged. The average value of all data points in the moving average window is calculated. That is, the x coordinates of all data points in the window are averaged to obtain avg_x, and the y coordinates of all data points in the window are averaged to obtain avg_y. The moving average result (avg_x, avg_y) is used as the new last_position for the next filtering calculation. Returns (avg_x, avg_y) as the final smoothed output.

[0036] In step 2026, a virtual input event is configured according to the interaction parameters of the target gaming device to obtain a standard input event. In this embodiment, the interaction parameters include a target operating range and a dead zone range.

[0037] DPI can be used to describe the display resolution of a display device or the precision of a general input device such as a mouse. In a specific application scenario, the mouse input precision DPI is 1000, that is, the original operating range is 1000, and the coordinates of the mouse virtual input event are (0.8, 0.6); the display resolution DPI of the target gaming device is 2000, that is, the target operating range is 2000, its dead zone range is 0.1, and the conversion parameter is 0.9. Then, the X-axis coordinate of the standard input event within the target operating range = [(0.8-0.1) / 0.9] 2 ×2000 / 1000=1.000, Y-axis coordinate = [(0.6-0.1) / 0.9] 2 ×2000 / 1000=0.616, that is, the coordinates of the standard input event are (1.000,0.616).

[0038] In step 204, the virtual handle event is modified.

[0039] Specifically, Figure 4 is a flow chart illustrating a method for modifying a virtual handle event according to an embodiment of the present disclosure. Figure 4 , the method includes the following steps 2042 to 2044.

[0040] In step 2042, the standard input event containing abnormal information is marked as an abnormal input event, and the abnormal input event is filtered or corrected based on the customized optimization strategy to implement basic modification of the standard input event.

[0041] In some embodiments, abnormal input events are determined by analyzing and detecting whether standard input events have abnormal fluctuations, noise, and unexpected behavior, and then these abnormal input events are removed or corrected through customized strategies. In this embodiment, jitter or errors in virtual input events are generally manifested as: rapid small fluctuations, inconsistent input, and unreasonable values. In addition, optimization strategies include button deduplication, event deduplication, removal of extreme values, smoothing filtering, and threshold filtering to filter out input events of low quality.

[0042] In step 2044, multiple standard input events received continuously within a preset time are combined and processed to obtain a composite input event, thereby implementing customized modification of the standard input event.

[0043] In some embodiments, different combination processing can be configured based on different game types to meet different game operations. For example, in a fighting game or action game, the player may need to press the attack key and the direction key continuously in a very short period of time to trigger a specific combo. In a role-playing game, the player may need to press a skill button while inputting a specific direction with the joystick to cast a skill. In an action-adventure game, the player may need to press the weapon switch button while inputting a specific direction with the joystick to trigger a weapon's special attack.

[0044] In some embodiments, the above steps 2042 and 2044 may also be applicable to game input events of a game controller to optimize the application scenarios of the game controller.

[0045] In step 206 , the virtual handle event is converted.

[0046] Specifically, Figure 5 is a flow chart illustrating a method for converting a virtual handle event according to an embodiment of the present disclosure. Figure 5 , the method includes the following steps 2062 to 2066.

[0047] In step 2062, the target controller protocol is obtained according to the device type of the target gaming device, and the standard input event is converted into a virtual controller event according to the target controller protocol.

[0048] In step 2064, the virtual handle event is output to the target game device via a transmission medium such as USB / Bluetooth to control the target game device to perform game actions.

[0049] In some embodiments, after receiving virtual controller events and game controller events, the virtual controller events and game controller events are alternately stored in a preset streaming queue, and then sequentially output to the target gaming device based on the streaming queue. For example, if a universal input device and a game controller alternately trigger events, alternating the input events of the two in the streaming queue to achieve time-sharing multiplexing can simulate a scenario where two players alternately operate on the same gaming console.

[0050] According to another aspect of the present invention, Figure 6 3 is a block diagram showing a device 300 for simulating a game controller according to an embodiment of the present invention. Figure 6 The device 300 includes a handle event reconstruction module 302 , a handle event modification module 304 , and a handle event conversion module 306 .

[0051] The handle event reconstruction module 302 is configured to receive device input events for realizing human-computer interaction from a universal input device, and to create virtual input events for executing game actions according to the device input events.

[0052] The handle time modification module 304 is configured to receive the virtual input event, and perform modification on the virtual input event to generate the modified virtual input event, wherein the modification includes at least one of a basic modification and a customized modification.

[0053] The handle event conversion module 306 is configured to receive the modified virtual input event, obtain target device information of the target game device, and convert the modified virtual input event into a virtual handle event based on the target device information. The virtual handle event is used to control the target game device to perform game actions.

[0054] It should be understood that the handle event reconstruction module 302, the handle event modification module 304 and the handle event conversion module 306 can be further configured to respectively execute the corresponding steps or actions in the method of simulating a game handle as described in the above embodiment, which will not be repeated here.

[0055] According to another aspect of the present invention, Figure 7 4 is a block diagram showing a module of a handle hub 400 according to an embodiment of the present invention. Figure 7 The controller hub 400 includes an input interface 402, an output interface 404, a memory 406, a processor 408, and an executable program stored in the memory 406 and executable on the processor 408. When the processor 408 executes the program, the steps of the method for simulating a game controller as described above are implemented. The input interface 402 is configured to couple to a universal input device and / or a game controller, and the output interface 404 is configured to couple to a target gaming device.

[0056] Figure 8 1 is a schematic diagram showing the connection between the handle hub and the target gaming device according to an embodiment of the present invention. Figure 8 The handle hub is coupled between the universal input device and / or the game controller and the target game device. Specifically, the input interface 402 of the handle hub is configured to be coupled to the universal input device and / or the game controller, and the output interface 404 of the handle hub is configured to be coupled to the target game device.

[0057] In summary, the present invention provides a method and device for simulating a game controller, and a controller hub. First, the received general input events are filtered and smoothed, which effectively reduces jitter and noise and makes the input events more stable. Secondly, according to the interaction parameters and device type of the target device, the virtual input events are accurately converted into virtual controller events adapted to the target device, ensuring the accuracy and compatibility of the input events. Then, by detecting and marking abnormal input events, and filtering or correcting them based on the optimization strategy, game misoperation and signal loss are avoided, and the stability and reliability of the system are improved. In addition, the event combination strategy is supported to combine multiple continuous input events into composite input events, which simplifies complex operation processes, reduces user operation difficulty, and improves operation efficiency. Finally, it is compatible with general input devices and game controllers, and alternately outputs events through streaming queues, ensuring the orderly transmission and processing of multiple input devices, and further improving the functionality and compatibility of the controller hub. These steps work together to significantly improve the performance of the controller hub, providing users with a smoother, more accurate, and stable gaming experience.

[0058] The above descriptions are merely embodiments of the present invention and are not intended to limit the patent scope of the present invention. Any equivalent transformations made using the contents of the present invention's description and drawings, or directly or indirectly applied in related technical fields, are also included in the patent protection scope of the present invention.

Claims

1. A method for simulating a game controller, characterized in that: include: Receiving a device input event for realizing human-computer interaction from a universal input device, and creating a virtual input event for executing a game action according to the device input event; Acquire target device information of a target gaming device, and convert the virtual input event into a virtual handle event according to the target device information; as well as The virtual handle event is output to the target game device to control the target game device to perform game actions.

2. The method according to claim 1, characterized in that The target device information includes interaction parameters and device type, wherein converting the virtual input event into a virtual handle event according to the target device information includes: Configuring the virtual input event according to the interaction parameters to obtain a standard input event; and The standard input event is converted into the virtual handle event according to the device type.

3. The method according to claim 1, characterized in that Also includes: performing modification on the virtual input event to generate a modified virtual input event, wherein the modification includes at least one of a basic modification and a customized modification; The converting of the virtual input event into a virtual handle event according to the target device information includes: converting the modified virtual input event into a virtual handle event.

4. The method according to claim 3, characterized in that Modifying the virtual handle event includes: detecting whether the virtual input event contains abnormal information; and The virtual input event containing the abnormal information is marked as an abnormal input event, and the abnormal input event is filtered or corrected based on a customized optimization strategy.

5. The method according to claim 3, characterized in that Modifying the virtual handle event includes: If a plurality of the virtual input events are received continuously within a preset time, detecting whether the plurality of virtual input events conform to a customized event combination strategy; and If the event combination strategy is met, the multiple virtual input events are combined to obtain a composite input event, and the composite input event is used to control the target game device to execute the game operation mapped by the event combination strategy.

6. The method according to claim 2, characterized in that Also includes: receiving a game input event for executing a game action from a game controller, and converting the game input event into a game controller event according to the device type; Alternately storing the virtual handle event and the game handle event in a preset streaming queue; as well as The virtual handle event and the game handle event are sequentially output to the target gaming device based on the streaming queue.

7. The method according to claim 1, characterized in that After creating a virtual input event for executing a game action according to the device input event, the method further includes: The virtual input event is smoothed by a filtering algorithm to generate the smoothed virtual input event.

8. The method according to claim 2, characterized in that The interaction parameters include a target operating range and a dead zone range, wherein configuring the virtual input event according to the interaction parameters to obtain a standard input event includes: determining an original operating range of the virtual input event; and The virtual input event is converted into the standard input event matching the target operating range according to the original operating range, the target operating range, and the dead band range.

9. The method according to claim 8, characterized in that Converting the virtual input event into the standard input event matching the target operating range includes using the following formula: Standard input event = [(virtual input event - dead band range) / conversion parameter] 2 × Target operating range / Original operating range.

10. The method according to claim 2, characterized in that Converting the standard input event into a virtual handle event according to the device type includes: Obtain the target controller protocol according to the device type; and The standard input event is converted into a virtual handle event according to the target handle protocol.

11. The method according to claim 6, characterized in that Also includes: After receiving the device input event or the game input event, the device description information of the universal input device or the game controller is sent to the target game device, so that the target game device accesses and responds to the virtual controller event or the game controller event through the device description information.

12. A device for simulating a game controller, characterized in that: include: A handle event reconstruction module is configured to receive device input events for realizing human-computer interaction from a universal input device, and to create virtual input events for executing game actions according to the device input events; a handle event modification module, configured to receive the virtual input event, and perform modification on the virtual input event to generate a modified virtual input event, wherein the modification includes at least one of a basic modification and a customized modification; as well as The handle event conversion module is configured to receive the modified virtual input event, obtain target device information of the target game device, and convert the modified virtual input event into a virtual handle event according to the target device information, and the virtual handle event is used to control the target game device to perform game actions.

13. A handle hub, characterized in that: include: an input interface configured to couple to a universal input device and / or a game controller; an output interface configured to be coupled to a target gaming device; a memory configured to store an executable program; as well as A processor configured to execute the program to perform the method according to any one of claims 1 to 11.

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