Method and apparatus for emulating a gamepad, gamepad hub

CN120437575BActive Publication Date: 2026-08-07FUZHOU ROCKCHIP SEMICON
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
FUZHOU ROCKCHIP SEMICON
Filing Date
2025-06-12
Publication Date
2026-08-07

AI Technical Summary

Technical Problem

然而,现有技术的游戏手柄集线器在实际应用中仍存在诸多缺陷和不足

Benefits of technology

[0007]在本发明的另一方面,提供一种手柄集线器。该手柄集线器包括输入接口,被配置为耦合到通用输入设备和/或游戏手柄;输出接口,被配置为耦合到目标游戏设备;存储器,被配置为存储可执行程序;以及处理器,被配置为执行所述程序以执行上述的模拟游戏手柄的方法。

✦ Generated by Eureka AI based on patent content.

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Abstract

The application discloses a method and device for simulating a game handle, and a handle concentrator. The method comprises the following steps: receiving a device input event from a general input device for realizing human-computer interaction, and creating a virtual input event for executing a game action according to the device input event; obtaining target device information of a target game device, and converting the virtual input event into a virtual handle event according to the target device information; and outputting the virtual handle event to the target game device for controlling the target game device to execute a game action. The application can not only avoid signal interference between different handles, but also improve the universality of the handle concentrator.
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Description

Technical Field

[0001] This invention relates to the field of electronic data processing, and more particularly to a method and apparatus for simulating a game controller, and a controller hub. Background Technology

[0002] In the modern consumer electronics field, game controller hubs, as devices for connecting and managing multiple game controllers, have been widely used in scenarios such as computers and game consoles. The main function of a game controller hub is to connect multiple game controllers to a gaming device through a single interface, thereby simplifying the connection process and enhancing the user's gaming experience. However, existing game controller hub technologies still have many shortcomings and deficiencies in practical applications.

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

[0004] This invention provides a method and apparatus 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 includes: receiving a device input event from a general-purpose input device for implementing human-computer interaction, and creating a virtual input event for performing game actions based on the device input event; acquiring target device information of a target game device, and converting the virtual input event into a virtual game controller event based on the target device information; and outputting the virtual game controller event to the target game device for controlling the target game device to perform game actions.

[0006] In another aspect of the invention, an apparatus for simulating a game controller is provided. The apparatus includes: a controller event reconstruction module configured to receive device input events from a general-purpose input device for implementing human-computer interaction, and to create virtual input events for performing 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, the modification including at least one of basic modification and custom modification; and a controller event conversion module configured to receive the modified virtual input events, obtain target device information of a target game device, and convert the modified virtual input events into virtual controller events based on the target device information, the virtual controller events being used to control the target game device to perform game actions.

[0007] In another aspect of the invention, a gamepad hub is provided. The gamepad hub includes an input interface configured to couple to a general-purpose input device and / or a gamepad; 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 described method of simulating a gamepad.

[0008] According to the technical solution of this invention, by receiving device input events from general input devices and creating virtual input events, and then configuring the virtual input events according to the relevant information of the target gaming device to form virtual gamepad events, the results are output to the target gaming device to execute game actions. This invention can utilize general input devices (such as mice and keyboards) to simulate the function of gamepads, thereby expanding the application range of gamepad hubs, enabling them to support not only gamepads but also more types of input devices. Furthermore, due to the high compatibility of general input devices with gaming platforms, gamepad hubs can support more types of gaming platforms, effectively improving their versatility and flexibility. In addition, by converting input events from general input devices into virtual gamepad events, the generation and transmission of virtual gamepad events are processed internally within the hub, avoiding interference from other gamepad signals, thus ensuring the stability and accuracy of the input events. Attached Figure Description

[0009] Figure 1 This is a flowchart of a method for simulating a game controller according to an embodiment of the present invention; Figure 2 This is another flowchart of the method for simulating a game controller according to an embodiment of the present invention; Figure 3 This is a flowchart of a method for creating virtual controller events according to an embodiment of the present invention; Figure 4 This is a flowchart of a method for modifying virtual controller events according to an embodiment of the present invention; Figure 5 This is a flowchart of a method for converting virtual controller events according to an embodiment of the present invention; Figure 6 This is a 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 the handle hub according to an embodiment of the present invention; Figure 8 This is a schematic diagram illustrating the connection between the controller hub and the target gaming device according to an embodiment of the present invention. Detailed Implementation

[0010] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided 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, the signals from different controllers may interfere with each other, leading to controller event disorder, misoperation, or signal loss, which seriously affects the normal gameplay. Secondly, due to protocol differences between different game controllers and gaming platforms, existing hubs may not be compatible with certain specific controllers or gaming platforms, limiting their versatility across various devices and scenarios.

[0012] To address at least the aforementioned technical problems, this disclosure provides a method for simulating a game controller. According to this disclosure, by receiving general input events from a universal input device and creating virtual input events, and then configuring the virtual input events according to relevant information of the target game device to form virtual game controller events, these events are output to the target game device to execute game actions. In this way, embodiments of this disclosure can utilize universal input devices (such as mice and keyboards) to simulate the function of a game controller, thereby expanding the application scope of the game controller hub to support not only game controllers but also more types of input devices. Furthermore, due to the high compatibility of universal input devices with game platforms, the game controller hub can support more types of game platforms, effectively improving its versatility and flexibility. In addition, by converting input events from universal input devices into virtual game controller events, the generation and transmission of these virtual game controller events are processed internally within the hub, avoiding interference from other game controller signals, thus ensuring the stability and accuracy of the input events.

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

[0014] Figure 1 This is a flowchart illustrating a method 100 for simulating a game controller according to an embodiment of the present disclosure. (See also...) Figure 1 The method 100 includes the following steps 102 to 106.

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

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

[0017] In step 104, the target device information of the target gaming device is obtained, and the virtual input event is configured according to the target device information to obtain the virtual controller 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 gamepad event based on 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 gamepad event according to the device type. In this way, configuring the virtual input event according to the target device's interaction parameters ensures that the generated standard input event conforms to the target device's input requirements. Converting the standard input event into a virtual gamepad event according to the device type allows the virtual gamepad event to accurately adapt to the protocols and characteristics of different gaming devices. Through event conversion processing, the target gaming device perceives that the user is currently using a gamepad 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 to obtain a standard input event based on the interaction parameters includes: determining the original operating range of the virtual input event; and converting the virtual input event into a standard input event matching 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 matching 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 under the original operating range are converted into standard input events under the target operating range. This allows virtual gamepad events to better adapt to the characteristics of the target gaming device, improving the accuracy and responsiveness of virtual gamepad events, and further enhancing the compatibility and adaptability of the gamepad hub.

[0020] In some embodiments, converting the standard input event into a virtual gamepad event based on the device type includes: obtaining a target gamepad protocol based on the device type, and converting the standard input event into a virtual gamepad event based on the target gamepad protocol. In this way, by obtaining the target gamepad protocol based on the device type and converting the standard input event into a virtual gamepad event, it is possible to ensure that virtual gamepad events from general-purpose input devices can be correctly recognized and processed by the target gaming device, resolving 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 controller event is output to the target gaming device to control the target gaming device to perform game actions.

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

[0023] In some embodiments, modifying the virtual input event includes: detecting whether there is abnormal information in the virtual input event, marking the virtual input event with the abnormal information as an abnormal input event, and filtering or correcting the abnormal input event based on a custom optimization strategy. In this way, by detecting whether there is abnormal information in the virtual input event 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, improving the stability and reliability of the gamepad hub, ensuring normal game operation, and enhancing the user's gaming experience.

[0024] In some embodiments, modifying the virtual input events includes: if multiple virtual input events are received consecutively within a preset time period, detecting whether the multiple virtual input events conform to a custom event combination strategy; if they conform to the event combination strategy, combining the multiple virtual input events to obtain a composite input event, which 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 consecutive input events conform to a custom event combination strategy and combining multiple input events that conform to the strategy to obtain a composite input event, complex operations can be controlled to be performed on the target game device through the composite input event. This invention simplifies these complex operations into a single composite input event through an event combination strategy. Users only need to operate according to the preset combination strategy to easily trigger complex skills or combos, reducing the difficulty of operation and improving operational efficiency.

[0025] In some embodiments, the method 100 may further include: receiving game input events from a game controller for performing game actions, and converting the game input events into game controller events according to the device type. The virtual game controller events and the game controller events are alternately stored in a preset streaming queue, and the virtual game controller events and the game controller events are sequentially output to the target game device based on the streaming queue. In this manner, by alternately storing virtual game controller events and game controller events in the streaming queue and sequentially outputting them to the target game device, the game controller hub can be compatible with both general input devices (such as mice and keyboards) and game controllers, further improving the functionality and compatibility of the game controller hub and meeting the needs of users using different types of input devices in different scenarios. Furthermore, it ensures the orderly transmission and processing of virtual game controller and game controller events, avoiding conflicts and interference between events, ensuring the stability and accuracy of the game controller hub when processing events from multiple input devices, and improving the performance and compatibility of the game 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 an input event, sending the device description information of the universal input device and the game controller to the target game device enables the target game device to access and respond to the virtual controller event or the game controller event through the device description information, improving the communication efficiency and compatibility between the game controller hub and the target game device, ensuring that the game controller hub can successfully transmit input events to the target game device and process them correctly, further improving the performance of the game controller hub and the user experience.

[0027] Figure 2 This is a flowchart illustrating a method 200 for simulating a game controller according to an embodiment of the present disclosure. (See also...) Figure 2 The method 200 includes the following steps 202 to 206.

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

[0029] Specifically, Figure 3 This is a flowchart illustrating a method for creating virtual controller events according to embodiments of the present disclosure. (Refer to...) Figure 3 The method includes steps 2022 to 2026.

[0030] In step 2022, a device input event for human-computer interaction is received from a mouse or keyboard, and a virtual input event for performing game actions is created based on the device input event.

[0031] In some embodiments, creating virtual input events for performing game actions based on device input events specifically involves converting device input events into virtual input events for performing game actions based on a preset mapping relationship. For example, when the common input device is a mouse, mouse movement is converted into a virtual joystick on a game controller for moving the game character, and mouse clicks are converted into virtual buttons on a game controller for performing game character skills. When the common input device is a keyboard, keyboard keys (WASD) are converted into virtual joysticks on a game controller for moving the game character, and keyboard keys (spacebar) are converted into virtual buttons on a game controller for performing game character 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, device description information of the universal input device or game controller is sent to the 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 reduces random fluctuations by using the average value within a sliding window; 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 and retains low-frequency signals to achieve smooth input changes.

[0035] In a specific application scenario, the filtering algorithm combines low-pass filtering and moving average filtering to achieve smoothing. Specifically: The parameter `alpha` is initialized to control the smoothing degree of the low-pass filter. A smaller value of `alpha` results in a stronger filtering effect but a slower response time; a larger value of `alpha` results in a weaker filtering effect but a faster response time. The parameter `window_size` is initialized to represent the maximum number of data points stored within the moving average window. A larger window results in a more pronounced moving average effect but also increases latency. A dead zone radius parameter `dead_radius` is initialized. When the input amplitude is less than this value, it is considered an invalid jitter, ignored, and (0,0) is returned. Each time a new handle event position `new_pos` is received, the `update` method is called for filtering. In this embodiment, the specific steps of the `update` method are as follows: First, dead zone processing is performed, i.e., the amplitude (Euclidean distance) of the input position `new_pos` is calculated. If this amplitude is less than the dead zone radius `dead_radius`, it is considered an invalid jitter, and (0,0) is returned, ignoring the event. If the amplitude of the input position is greater than the dead zone radius, low-pass filtering is performed. The low-pass filtering 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 respectively to obtain filtered_x and filtered_y. In this embodiment, α is a preset filtering parameter, new_value is the current input coordinate value, last_value is the coordinate value after the last filtering, and alpha is a 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, keeping the window size unchanged. The average value of all data points in the moving average window is calculated, that is, the average of the x coordinates of all data points in the window is calculated to obtain avg_x, and the average of the y coordinates of all data points in the window is calculated 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, virtual input events are configured according to the interaction parameters of the target gaming device to obtain standard input events. In this embodiment, the interaction parameters include the target operating range and the dead zone range.

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

[0038] In step 204, modify the virtual controller event.

[0039] Specifically, Figure 4 This is a flowchart illustrating a method for modifying virtual controller events according to an embodiment of the present disclosure. (Refer to...) Figure 4 The method includes steps 2042 to 2044.

[0040] In step 2042, standard input events containing abnormal information are marked as abnormal input events. Abnormal input events are filtered or corrected based on a custom optimization strategy to achieve basic modification of standard input events.

[0041] In some embodiments, anomalous input events are identified by analyzing and detecting abnormal fluctuations, noise, and unexpected behavior in standard input events. These anomalous input events are then removed or corrected using a custom strategy. In this embodiment, jitter or errors in virtual input events typically manifest as rapid, small fluctuations, inconsistent input, and unreasonable values. Furthermore, optimization strategies include button deduplication, event deduplication, removal of extreme values, smoothing filtering, and threshold filtering to filter out low-quality input events.

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

[0043] In some embodiments, different combinations of processing can be set based on different game types to meet different game operations. For example, in fighting games or action games, players may need to press the attack button and the direction key in quick succession to trigger a specific combo. In role-playing games, players may need to press a skill button while simultaneously inputting a specific direction using the joystick to unleash the skill. In action-adventure games, players may need to press the weapon switch button while simultaneously inputting a specific direction using the joystick to trigger a special weapon attack.

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

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

[0046] Specifically, Figure 5 This is a flowchart illustrating a method for converting virtual controller events according to an embodiment of the present disclosure. (Refer to...) Figure 5 The method includes steps 2062 to 2066.

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

[0048] In step 2064, the virtual controller event is output to the target gaming device via a transmission medium such as USB / Bluetooth, so as to control the target gaming 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 output to the target gaming device sequentially based on the streaming queue. For example, if a general-purpose input device and a game controller are alternately triggering events, time-sharing multiplexing can be achieved by alternately storing their input events in the streaming queue, which can simulate a scenario where two players take turns operating on the same game console.

[0050] According to another aspect of the invention, Figure 6 This is a block diagram illustrating a device 300 for simulating a game controller according to an embodiment of the present invention. (Refer to...) 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 controller event reconstruction module 302 is configured to receive device input events from a general input device for implementing human-computer interaction, and to create virtual input events for performing game actions based on the device input events.

[0052] The controller timing modification module 304 is configured to receive the virtual input event and modify the virtual input event to generate a modified virtual input event, wherein the modification includes at least one of basic modification and custom modification.

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

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

[0055] According to another aspect of the invention, Figure 7 This is a module block diagram illustrating a handle hub 400 according to an embodiment of the present invention. (Refer to...) Figure 7 The gamepad 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, it implements the various steps of the method for simulating a gamepad as described above. The input interface 402 is configured to couple to a general-purpose input device and / or a gamepad, and the output interface 404 is configured to couple to a target gaming device.

[0056] Figure 8 This is a schematic diagram illustrating the connection between a game controller hub and a target gaming device according to an embodiment of the present invention. (Refer to...) Figure 8 The gamepad hub is coupled between a general-purpose input device and / or a gamepad and a target gaming device. Specifically, the input interface 402 of the gamepad hub is configured to couple to a general-purpose input device and / or a gamepad, and the output interface 404 of the gamepad hub is configured to couple to the target gaming device.

[0057] In summary, this invention provides a method and apparatus for simulating a game controller, as well as a controller hub. First, it filters and smooths received general input events, effectively reducing jitter and noise, making the input events more stable. Second, based on the interaction parameters and device type of the target device, it accurately converts virtual input events into virtual controller events adapted to the target device, ensuring the accuracy and compatibility of the input events. Next, by detecting and marking abnormal input events and filtering or correcting them based on optimization strategies, it avoids game misoperations and signal loss, improving the stability and reliability of the system. Furthermore, it supports event combination strategies, combining multiple consecutive input events into composite input events, simplifying complex operation processes, reducing user difficulty, and improving operational efficiency. Finally, it is compatible with general input devices and game controllers, using a streaming queue to alternately output events, ensuring the orderly transmission and processing of various input devices, further enhancing 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 description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for simulating a game controller, characterized in that, include: Receive device input events from a general-purpose input device for implementing human-computer interaction, and create virtual input events for performing game actions based on the device input events; The virtual input event is modified to generate a modified virtual input event, wherein the modification includes at least one of basic modification and custom modification; Obtain target device information of the target gaming device, and convert the virtual input event into a virtual gamepad event based on the target device information, including converting the modified virtual input event into a virtual gamepad event; as well as The virtual controller events are output to the target gaming device to control the target gaming device to perform game actions. The modification of the virtual input events includes: detecting whether there is abnormal information in the virtual input events; marking the virtual input events with abnormal information as abnormal input events, and filtering or correcting the abnormal input events based on a custom optimization strategy; if multiple virtual input events are received consecutively within a preset time, detecting whether the multiple virtual input events conform to a custom event combination strategy; and if they conform to the event combination strategy, combining the multiple virtual input events to obtain a composite input event, which is used to control the target game device to execute the game operation mapped by the event combination strategy.

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 controller event based on the target device information includes: The virtual input event is configured according to the interaction parameters to obtain the standard input event; and The standard input event is converted into the virtual controller event based on the device type.

3. The method according to claim 2, characterized in that, Also includes: Receive game input events from a game controller for performing game actions, and convert the game input events into game controller events according to the device type; The virtual controller events and the game controller events are alternately stored in a preset streaming queue; as well as The virtual controller events and the game controller events are sequentially output to the target gaming device based on the streaming queue.

4. The method according to claim 1, characterized in that, After creating a virtual input event for performing a game action based on the device input event, the method further includes: The virtual input event is smoothed using a filtering algorithm to generate a smoothed virtual input event.

5. The method according to claim 2, characterized in that, The interaction parameters include the target operating range and the dead zone range, wherein configuring the virtual input event according to the interaction parameters to obtain the standard input event includes: Determine the original operational range of the virtual input event; and Based on the original operating range, the target operating range, and the dead zone range, the virtual input event is converted into the standard input event that matches the target operating range.

6. The method according to claim 5, characterized in that, Converting the virtual input event into a 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.

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

8. The method according to claim 3, characterized in that, Also includes: Upon 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 can access and respond to the virtual controller event or the game controller event through the device description information.

9. A device for simulating a game controller, characterized in that, include: The controller event reconstruction module is configured to receive device input events from a general input device for implementing human-computer interaction, and to create virtual input events for performing game actions based on the device input events; The controller event modification module is configured to receive the virtual input event and modify the virtual input event to generate a modified virtual input event, wherein the modification includes at least one of basic modification and custom modification; as well as The gamepad event conversion module is configured to receive the modified virtual input event, obtain target device information of the target gaming device, and convert the modified virtual input event into a virtual gamepad event based on the target device information. The virtual gamepad event is used to control the target gaming device to perform game actions. The controller event modification module is configured to: detect whether there is abnormal information in the virtual input event; mark the virtual input event with the abnormal information as an abnormal input event; and filter or correct the abnormal input event based on a custom optimization strategy. If multiple virtual input events are received consecutively within a preset time, it is then detected whether the multiple virtual input events conform to a custom event combination strategy. If the event combination strategy is met, the multiple virtual input events are combined to obtain a composite input event, which is used to control the target game device to execute the game operation mapped by the event combination strategy.

10. A handle hub, characterized in that, include: The input interface is configured to be coupled to a general-purpose input device and / or a game controller; The output interface is configured to be coupled to the target gaming device; The memory is configured to store executable programs; as well as A processor is configured to execute the program to perform the method according to any one of claims 1 to 8.

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