Technical Reference¶
The deep tier. These pages document how PadForge works inside: the architecture, the polling pipeline, the drivers, and the wire protocols. Nothing here is required reading for using the app.
Architecture¶
| Page | Covers |
|---|---|
| Architecture Overview | The three projects and how data flows between them |
| Input Pipeline | The six-step, 1000 Hz loop from raw input to virtual output |
| Engine Library | PadForge.Engine: the UI-free core |
| Services Layer | The App-side services |
| ViewModels | The WPF view-model layer |
| XAML Views | The view layer |
| Settings and Serialization | PadForge.xml, round-trips, migration |
| Build and Publish | Building from source |
Integrations and drivers¶
| Page | Covers |
|---|---|
| SDL3 Integration | The input backend and the PadForge SDL3 fork |
| HIDMaestro Deep Dive | The virtual-controller bus driver |
| Driver Installation Internals | How install, repair, and removal work |
Protocols and subsystems¶
| Page | Covers |
|---|---|
| DSU Motion Server | The Cemuhook motion server |
| DSU Protocol | The wire protocol itself |
| Remote Link Internals | Cross-PC device sharing on the wire |
| Steam Workshop Import Internals | The VDF parser and config translator |
| Controller Audio Internals | Speaker and haptic audio paths |
| Wheel Force Feedback Internals | DirectInput FFB effects |
| MIDI Input Internals | MIDI parsing and routing |
| Wii Controllers Internals | Extensions, Motion Plus, IR camera |
| 2D Overlay System | The overlay renderer |
| 3D Model System | The 3D controller models |