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Architecture Overview

High-level architecture: solution structure, project layout, design philosophy, threading model, data flow, dependencies, and build system.

Note: This page describes the cross-cutting architecture and project layout. The day-to-day virtual-controller lifecycle (HIDMaestro thread-pool create/destroy, OpenXInput shim, bubble-up cascade, inactivity timeout) is documented in HIDMaestro Deep Dive.

graph TB
    subgraph "Presentation Layer. PadForge.App"
        UI[WPF Views<br/>Dashboard . Pad . Devices . Settings . Profiles . About]
        VM[ViewModels<br/>PadViewModel . DashboardViewModel . DevicesViewModel . SettingsViewModel]
    end

    subgraph "Services Layer. PadForge.App"
        IS[InputService<br/>Engine lifecycle . 30Hz UI sync]
        SS[SettingsService<br/>XML load/save . auto-save . profiles]
        DS[DeviceService<br/>Device list sync . HidHide]
        RS[RecorderService<br/>Input mapping recorder]
        FMS[ForegroundMonitorService<br/>Per-app profile switching]
    end

    subgraph "Engine. PadForge.App/Common/Input"
        IM[InputManager<br/>Polling loop . Steps 1-6]
        HMP[HM lifecycle thread pool<br/>Create / Destroy off polling thread]
        ABD[AudioBassDetector<br/>WASAPI loopback . IIR filter]
        RAS[RumbleAudioService<br/>Bass Shakers . WASAPI render]
    end

    subgraph "Virtual Controllers"
        MS[Xbox<br/>Xbox 360 / One / Series / Elite / Adaptive]
        SONY[PlayStation<br/>DS3 / DS4 / DualSense / DualSense Edge]
        NIN[Nintendo<br/>Switch Pro]
        EXT[Extended<br/>Sticks . Wheels . Custom HID]
        KBM[Keyboard+Mouse<br/>SendInput, no driver]
        MIDI[MIDI<br/>Windows MIDI Services]
        VR[VR<br/>SteamVR left+right hand pair]
    end

    subgraph "Data Layer. PadForge.Engine"
        PS[PadSetting . UserSetting . UserDevice<br/>Gamepad . RawHidState . Vibration]
        SDL[SdlDeviceWrapper<br/>SDL3 P/Invoke]
        RIL[RawInputListener<br/>Keyboard . Mouse]
        IHM[InputHookManager<br/>LL hooks . input suppression]
    end

    subgraph "External Systems"
        SDL3[SDL3.dll<br/>Custom fork: HM filter + Switch 2 Pro + 16-XInput + Share button]
        OXI[OpenXInput<br/>xinput1_4 shim]
        HM[HIDMaestro<br/>UMDF2 user-mode driver, 231 profiles<br/>+ native OpenVR driver for the VR slot]
        HH[HidHide Driver]
        WMS[Windows MIDI Services]
        WASAPI[Windows Audio<br/>WASAPI Loopback + Render]
        DSU_CLIENT[DSU Clients<br/>Cemu / Dolphin / Yuzu / Ryujinx]
        BROWSER[Web Browsers<br/>Phone / tablet]
        PEER[Remote Link Peers<br/>Paired PadForge PCs, LAN or internet relay]
    end

    UI --> VM
    VM --> IS
    VM --> SS
    IS --> IM
    IS --> ABD
    IS --> DS
    IS --> FMS
    RS --> IM
    IM --> HMP
    IM --> KBM
    IM --> MIDI
    IM --> RAS
    HMP --> MS
    HMP --> SONY
    HMP --> NIN
    HMP --> EXT
    HMP --> VR
    IM --> SDL
    IM --> RIL
    IM --> IHM
    ABD --> WASAPI
    RAS --> WASAPI
    SDL --> SDL3
    SDL --> OXI
    MS --> HM
    SONY --> HM
    NIN --> HM
    EXT --> HM
    VR --> HM
    MIDI --> WMS
    DS --> HH
    IM -.->|UDP 26760| DSU_CLIENT
    IM -.->|HTTP+WS| BROWSER
    IM -.->|TCP+UDP, crypto-paired| PEER

    style UI fill:#e1f5fe
    style IM fill:#f3e5f5
    style HMP fill:#f3e5f5
    style PS fill:#e8f5e9
    style SDL3 fill:#fff3e0
    style OXI fill:#fff3e0
    style HM fill:#fff3e0

Solution Structure

Six-project .NET 10 solution (PadForge.App, PadForge.Engine, PadForge.SteamWorkshop, PadForge.NativeChecks, and the two test projects):

Project Target Role
PadForge.App net10.0-windows10.0.26100.0 (WPF, WinExe) UI, input pipeline, virtual controllers, services
PadForge.Engine net10.0-windows (Class Library) Shared data types, SDL3 P/Invoke, device wrappers, input state structures
PadForge.SteamWorkshop net10.0-windows (Class Library) Steam Workshop config import (#9, v4.1): anonymous Steam clients over SteamKit2, VDF parser, Steam Input config model and translator, file cache. References Engine. See Steam Workshop Config Import Internals
PadForge.Tests net10.0-windows10.0.26100.0 (xUnit) Unit tests. References both App and Engine (Microsoft.NET.Test.Sdk + xunit + coverlet.collector)
PadForge.SteamWorkshop.Tests net10.0-windows (xUnit) Parser, client, cache, and translator tests, including 30 golden Workshop fixtures

PadForge.App references PadForge.Engine and PadForge.SteamWorkshop. The Engine has no WPF dependencies and is reusable. The non-test projects use GenerateAssemblyInfo=false and share AssemblyVersion / AssemblyFileVersion via the repo-root SharedVersion.cs linked into each csproj (<Compile Include="..\SharedVersion.cs" />). Per-project Properties/AssemblyInfo.cs carries no version attributes.


Project Layout

PadForge.App

PadForge.App/
  App.xaml / App.xaml.cs              # Entry point, single-file OpenXInput SetDllDirectory, global exception handling
  MainWindow.xaml / MainWindow.xaml.cs # Shell: app branding bar, sidebar navigation, page hosting, event wiring
  gamecontrollerdb_padforge.txt       # Custom SDL gamepad mappings (DS3 SDF, etc.)
  Properties/
    AssemblyInfo.cs                   # Assembly metadata only (title, copyright, theme, COM GUID). AssemblyVersion + AssemblyFileVersion live in ..\SharedVersion.cs linked into both csproj.

  Common/
    ControllerIcons.cs                # SVG path data for controller type icons (Xbox, PlayStation, Nintendo, Extended, MIDI, KB+M)
    CurveLut.cs                       # Sensitivity curve LUT generation (per-axis response curves)
    DriverInstaller.cs                # HidHide / Windows MIDI Services install. Legacy ViGEmBus / vJoy uninstall
    HidHideController.cs              # HidHide IOCTL API: blacklist/whitelist/cloaking via \\.\HidHide
    MarqueeBehavior.cs                # WPF attached behavior for scrolling/marquee text animation
    MappingDisplayResolver.cs         # Descriptor → grid display label, including the contextual aux-motion labels
    ProfileTransfer.cs                # Profile export / import payloads
    SoundPackageManager.cs            # Sound package install, listing, and lookup for macro sound actions
    SetupApiInterop.cs                # SetupAPI P/Invoke shared by the device-ancestry walks
    SettingsManager.cs                # Slot arrays, profiles, PadSetting defaults, partial class (see below)
    StartupHelper.cs                  # Launch-at-logon via a schtasks ONLOGON task (/RL HIGHEST), migrating the legacy HKCU\...\Run entry
    VirtualKey.cs                     # Windows VK code → display name lookup table

    Telemetry/                        # Racing-telemetry sources feeding wheel RPM LEDs
      TelemetryHub.cs                 # Demand-driven owner of the sources, publishes one current snapshot for FFB dispatch
      ITelemetrySource.cs             # Source interface
      ForzaUdpTelemetrySource.cs      # Forza Data Out (default port 5300)
      CodemastersUdpTelemetrySource.cs / OutGaugeTelemetrySource.cs / ScsTruckTelemetrySource.cs
      AssettoCorsaTelemetrySource.cs / IRacingTelemetrySource.cs / MadnessTelemetrySource.cs
      RFactor1TelemetrySource.cs / RFactor2TelemetrySource.cs / RaceRoomTelemetrySource.cs
      RpmLedMap.cs                    # RPM fraction → per-vendor LED bitmask

    Input/
      AudioBassDetector.cs            # WASAPI loopback capture + 8th-order IIR bass extraction
      InputManager.cs                 # Core partial class: fields, Start/Stop, PollingLoop, IDisposable
      InputManager.Step1.UpdateDevices.cs       # Device enumeration (SDL3 + Raw Input)
      InputManager.Step1.UsbipVhciGuard.cs      # PnP-ancestry check that keeps PadForge's own composite USB persona out of Step 1
      InputManager.Step2.UpdateInputStates.cs   # Input state reading + force feedback
      InputManager.Step3.MappingSetEval.cs      # Per-VC MappingSet evaluation (rows, sources, combine modes, shift layers)
      InputManager.Step3.SteeringLockFeedback.cs # At-lock steering feedback for winding-stick / 2D steering (#94)
      InputManager.Step3.UpdateOutputStates.cs  # Mapping engine (descriptor → OutputState)
      InputManager.Step4.CombineOutputStates.cs # Multi-device merge per slot
      InputManager.Step4b.EvaluateMacros.cs     # Macro trigger/action state machine
      InputManager.Step5.VirtualDevices.cs      # HIDMaestro + MIDI + KBM virtual controller lifecycle (HM lifecycle on thread pool)
      InputManager.Step6.RetrieveOutputStates.cs # Copy combined states for UI display
      InputManager.MenuRuntime.cs     # Radial / touch menu runtime: per-(slot, device, menu) hover-commit contexts (#9)
      HMaestroVirtualController.cs    # IVirtualController for HIDMaestro (Xbox, PlayStation, Nintendo, Extended)
      HMaestroVRController.cs         # IVirtualController for the VR slot type (#49): one HMVRController drives both SteamVR hands
      HMaestroProfileCatalog.cs       # HIDMaestro profile lookup (HMProfile per VC subtype)
      HMaestroFfbDescriptor.cs        # Feedback descriptor for HM controllers (rumble + FFB ranges)
      HMaestroFfbDecoder.cs           # Decodes raw HM feedback packets into Vibration / FFB state
      SonyReportPackers.cs            # DS4 / DualSense Report 0x01 input passthrough packers
      UserEffectsDispatcher.cs        # Per-Sony-slot sole writer of effect packets (rumble + lightbar + AT + mic LED)
      PlayStationEffectWriter.cs      # Low-level PlayStation effect packet write helper called by the dispatcher
      TouchpadPulseService.cs         # Sony-side swipe-haptic pulse delivery: 80 ms bursts max-combined into the dispatcher's rumble bytes (#219)
      DualSensePassthroughDispatcher.cs # Per-slot worker forwarding game-driven DS5 effect output reports (AT)
      Ds5EffectSynthesizer.cs         # Builds DS5 (DualSense) effect packets from PadSetting state
      Ds4EffectSynthesizer.cs         # Builds DS4 (DualShock 4) effect packets from PadSetting state
      XboxImpulseHidWriter.cs         # Raw HID writer for Xbox One+ rumble + impulse triggers (sole writer, bypasses SDL)
      SwitchHomeLedSetter.cs          # Switch HOME-button LED brightness via per-device SDL_SetJoystickLED, queued off-thread (#226)
      Ds3DirectService.cs             # Surfaces a BthPS3 RAW-PDO DualShock 3 (no DsHidMini) as an SDL virtual joystick
      Ds4SbcEncoder.cs                # Clean-room SBC encoder for the DS4 Bluetooth audio stream (32 kHz stereo, bitpool 48)
      AudioMuteService.cs             # Tracks system default-output mute state for audio-rumble gating
      SlotButtonSocd.cs               # Controller-button SOCD cleaner, applied to the slot's final combined output at the Step 5 submit (#240)
      RumbleAudioService.cs           # Rumble-to-audio (Bass Shakers) renderer: endpoint-keyed WASAPI players fed from the poll loop (#236)
      RumbleAudioSampleProvider.cs    # Allocation-free sine synthesizer for one rumble-to-audio endpoint (#236)
      MidiVirtualController.cs        # IVirtualController for Windows MIDI Services
      KeyboardMouseVirtualController.cs # IVirtualController for Win32 SendInput (KB+Mouse)
      InputExceptionEventArgs.cs      # Event args wrapping an Exception raised on the polling thread
      MirrorDsp.cs                    # Controller-audio DSP chain for the DualSense speaker/jack mirror: crossfeed, parametric EQ, limiter, AutoEq import (#347)

  Services/
    InputService.cs                   # Bridge: InputManager (engine thread) ↔ UI (30Hz timer)
    SettingsService.cs                # Settings load/save, applies PadSettings to InputManager
    DeviceService.cs                  # Device list UI sync (ObservableCollection from UserDevices)
    DsuMotionServer.cs                # UDP server on port 26760. DSU/Cemuhook motion protocol
    ForegroundMonitorService.cs       # Polls GetForegroundWindow at 30Hz for per-app profile switching
    RecorderService.cs                # Input mapping recorder (physical input → mapping descriptors)
    WebControllerServer.cs            # Embedded HTTP+WebSocket server for browser-based virtual controllers
    CursorControlService.cs           # Samples the desktop cursor at 200 Hz for the Mouse Position X/Y sources (#107)
    GyroCalibratorService.cs          # Averages held-still gyro readings into a per-(device, slot) at-rest bias
    NfcReaderService.cs               # PC/SC context + monitor thread raising TagDetected on tag presence (#150)
    WiiPairingService.cs              # In-app Bluetooth pairing ceremony for Wii controllers (#116)
    Ds3PairingService.cs             # Guided USB pairing ceremony for the DualShock 3 (#116)
    Ds3DriverInstaller.cs             # Installs/arms Nefarius BthPS3 + BthPS3PSM + DS3 WinUSB INF
    StarterProfileCatalog.cs          # The bundled starter profiles (#256): genre archetypes with no device GUIDs baked in
    WorkshopProfileMaterializer.cs    # Turns a translated Workshop config into a real ProfileData with its VC slots (#9)
    WorkshopTuningApplier.cs          # Moves a Workshop import's device tuning onto the device once one is assigned (#9)
    HeadsetTrackerRepair.cs           # Repairs a Sony headset whose head-tracker HID node never enumerates (#188)
    VoiceMacroService.cs              # Voice macro recognition (#317): one session per microphone, pulsing that device's phrase buttons
    VoskVoiceEngine.cs                # Vosk offline recognizer behind the same session surface SAPI uses (#317)
    WebControllerTls.cs               # HTTPS lane for the web controller (#296): motion sensors need a secure context
    WebCustomLayoutStore.cs           # Browser-built custom pad layouts (#296), machine-scoped on AppSettingsData
    QrCode.cs                         # Byte-mode QR generator (Nayuki port) for the web-controller card's URL

  ViewModels/
    ViewModelBase.cs                  # Base class: INotifyPropertyChanged, OnCultureChanged hook
    MainViewModel.cs                  # Shell VM: navigation, sidebar items, profile list, Pads[] array
    DashboardViewModel.cs             # Per-slot status cards, virtual controller status
    PadViewModel.cs                   # Per-slot mapping/settings/deadzone/macro configuration
    PadViewModel.Mouse.cs             # Mouse tab state: per-(slot, device) mouse-gesture settings (#200)
    PadViewModel.Touchpad.cs          # Touchpad tab state: per-(slot, device, pad) gesture settings
    PadViewModel.AudioDsp.cs          # Audio tab state: crossfeed / EQ / limiter settings per (slot, device) (#347)
    DevicesViewModel.cs               # Physical device list with live input visualization
    DeviceRowViewModel.cs             # Single device card in the Devices page
    SettingsViewModel.cs              # App-level settings (polling rate, driver status, etc.)
    MappingItem.cs                    # Single axis/button mapping row in PadPage
    MappingSourceItem.cs              # One source row within a multi-source MappingItem (Engine.Data.MappingSource)
    MacroItem.cs                      # Macro definition: trigger, actions, repeat mode, state machine
    ShiftLayerInfo.cs                 # VM wrapper around one ShiftActivator on a slot's MappingSet (#61)
    MenuEditorItem.cs                 # Editor VM for one radial / touch menu on a slot's MappingSet, write-through like the mapping grid (#9)
    MidiSlotConfig.cs                 # Per-slot MIDI config: channel, velocity, CC/note counts
    DeviceSlotConfig.cs               # Per-slot PlayStation output config (Adaptive Triggers + Lighting tabs)
    KbmSlotConfig.cs                  # Per-slot keyboard+mouse output config (SOCD / Snap Tap, #205)
    ExtendedSlotConfig.cs                 # Extended VC config: axis/button/POV/stick/trigger counts (HIDMaestro Extended profile)
    StickConfigItem.cs                # Thumbstick deadzone / anti-deadzone / linear config
    TriggerConfigItem.cs              # Trigger deadzone / anti-deadzone / max range config
    ProfileShortcutViewModel.cs       # Global button-combo → profile-switch shortcut row (GlobalMacroData)
    RemoteLinkNearbyPeer.cs           # One PadForge PC discovered on the LAN, shown in Dashboard "Nearby PCs" (#138)
    RemoteLinkTrustedPeer.cs          # One trusted peer row in the Settings paired-peer manager (#138)

  Views/
    DashboardPage.xaml(.cs)           # Card-based dashboard with per-slot status and 3D/2D preview
    PadPage.xaml(.cs)                 # Mapping grid, deadzone sliders, macros
    DevicesPage.xaml(.cs)             # Physical device list with live input visualization
    SettingsPage.xaml(.cs)            # Polling rate, driver install, DSU toggle
    ProfilesPage.xaml(.cs)            # Profile management: save/load/delete
    AboutPage.xaml(.cs)               # Version, credits, license
    ControllerModelView.xaml(.cs)     # 3D controller visualization (HelixToolkit viewport)
    ControllerModel2DView.xaml(.cs)   # 2D controller overlay (Canvas-based)
    ControllerSchematicView.xaml(.cs) # Schematic controller diagram (vector-based)
    KBMPreviewView.xaml(.cs)          # Keyboard+Mouse interactive preview
    MidiPreviewView.xaml(.cs)         # MIDI piano keyboard + CC slider preview
    MousePreviewControl.xaml(.cs)     # Read-only mouse graphic for Devices page detail pane
    VRPreviewView.xaml(.cs)           # VR slot preview: left and right hand controller art with live input regions (#49)
    MenuOverlayWindow.xaml(.cs)       # Click-through radial / touch menu HUD, pulled from ActiveMenuOverlay on the ~30 Hz UI timer (#9)
    CopyFromDialog.xaml(.cs)          # Copy mappings + every assigned device's tuning from another slot
    ProfileDialog.xaml(.cs)           # Save new profile (name + exe list)
    RemoteLinkPairDialog.xaml(.cs)    # First-contact pairing approval: short authentication string + fingerprint (#138)
    RemoteLinkPasswordDialog.xaml(.cs) # Set/enter the Remote Link portable-identity password (#138)

  Models3D/
    ControllerModelBase.cs            # Abstract base for 3D models (OBJ loading, part animation)
    ControllerModelXbox360.cs         # Xbox 360 3D model parts and animation bindings
    ControllerModelXboxSeries.cs      # Xbox Series 3D model, real Share button, replaces the Xbox One stand-in for Series profiles
    ControllerModelDS4.cs             # DualShock 4 3D model parts and animation bindings
    ControllerModelDualSense.cs       # DualSense 3D model
    ControllerModelDualSenseEdge.cs   # DualSense Edge: DualSense body against the DualSenseEdge asset folder
    ControllerModelSwitch2Pro.cs      # Switch 2 Pro mesh, serves every Nintendo slot (switch-pro and switch2-pro profile families)
    ControllerModelSteamDeck.cs       # Steam Deck mesh (#337/#338)
    ControllerModelSteamController.cs # 2015 Steam Controller mesh (#337/#338)
    ControllerModelSteamController2.cs # 2026 Steam Controller mesh (#337/#338)

  Models2D/
    ControllerOverlayLayout.cs        # 2D overlay positioning data (button/stick coordinates)
    Controller2DColorways.cs          # Per-colorway sprite variants for the 2D overlays
    NintendoPreviewMap.cs             # Raw-HID button index to Nintendo preview target mapping

  2DModels/                           # PNG sprites from Gamepad-Asset-Pack (MIT)
    DS4/                              # DualShock 4 sprites
    DualSense/                        # DualSense sprites
    DUALSENSEEDGE/                    # DualSense Edge sprites
    XBOX360/                          # Xbox 360 sprites
    XBOXONE/                          # Xbox One S sprites (shared with Elite / Adaptive)
    XBOXSERIES/                       # Xbox Series sprites (adds Share button overlay)
    SWITCHPRO/                        # Switch Pro sprites
    SWITCH2PRO/                       # Switch 2 Pro sprites
    STEAMDECK/ STEAMCONTROLLER/ STEAMCONTROLLER2/  # Valve family sprites, dispatched by ControllerModel2DView like every other family
    VRCONTROLLER/                     # VR slot preview art (#49)
    MOUSE/                            # Mouse layers for the KBM preview

  3DModels/                           # OBJ meshes, loaded from the assembly's resource stream (MSBuild renames the folder to _3DModels)
    DS4/                              # DualShock 4 meshes
    DualSense/                        # DualSense meshes (Touchpad split out for click-mapping)
    DualSenseEdge/                    # DualSense Edge meshes
    XBOX360/                          # Xbox 360 meshes (Handheld Companion, CC BY-NC-SA 4.0)
    XboxSeries/                       # Xbox Series meshes, also serve Xbox One / Elite / Adaptive profiles
    Switch2Pro/                       # Switch 2 Pro meshes (every Nintendo slot)
    SteamDeck/                        # Steam Deck meshes, flat (#337/#338)
    SteamController/                  # 2015 Steam Controller meshes, flat, from Valve's STEP (#337/#338)
    SteamController2/                 # 2026 Steam Controller meshes, flat, from Valve's STEP (#337/#338)

  Controls/
    CurveEditor.xaml(.cs)             # Interactive sensitivity curve editor (Bezier/linear)
    RangeSlider.cs                    # Dual-thumb range slider (deadzone min/max)
    TriggerTravelArc.xaml(.cs)        # Trigger travel arc visual for the adaptive-trigger surfaces
    EqCurveControl.cs                 # Graphic EQ response curve for the controller-audio DSP tab (#347)

  Views/Controls/
    LabeledShapeIcon.xaml(.cs)        # Labeled shape glyph
    ProfilePill.xaml(.cs)             # Profile chip used in the shell and dialogs
    TriggerEffectGraph.xaml(.cs)      # Adaptive-trigger effect curve graph

  Converter/
    BoolToTriggerShapeKindConverter.cs # bool → trigger shape kind (left / right)
    BoolToVisibilityConverter.cs      # bool → Visible / Collapsed
    CrossGeometryConverter.cs         # Cross/X geometry for close buttons
    NormToCanvasConverter.cs          # Normalized float → Canvas pixel coordinate
    SignedNormToCanvasConverter.cs    # Signed normalized (-1..+1) → centered Canvas position
    NullToCollapsedConverter.cs       # null → Collapsed, non-null → Visible
    PercentToSizeConverter.cs         # Percentage → pixel size
    SlopedWedgeGeometryConverter.cs   # Wedge geometry for trigger visuals
    StringToVisibilityConverter.cs    # Non-empty string → Visible, empty → Collapsed
    DzShapeNameConverter.cs           # DeadZoneShape → display name
    EnumEqualityVisibilityConverter.cs / EnumIndexConverter.cs  # Enum comparison and index binding
    IndexLessThanVisibilityConverter.cs / IndexToLetterConverter.cs / OneBasedIndexConverter.cs
    HexToBrushConverter.cs / RgbToBrushConverter.cs  # Color string or RGB triple → Brush
    ExeIconConverter.cs               # Executable path → its shell icon
    UppercaseConverter.cs             # String → upper case
    EqBandTypeNameConverter.cs        # EQ band type enum → display name (#347)

  Resources/
    ControllerIcons.xaml              # XAML resource dictionary with controller icon geometries
    ZackslyIcons/                     # Vendor button-glyph icon set
    BthPS3/                           # Microsoft-signed BthPS3 + BthPS3PSM drivers and the DS3 WinUSB INF (embedded)
    PadForge.ico                      # Application icon
    PadForge-logo.png                 # App logo bitmap (WPF Resource)
    PadForge-icon.png                 # App icon bitmap (WPF Resource)
    Strings/
      Strings.resx                    # Base (English) UI string resources
      Strings.Designer.cs            # Hand-written INotifyPropertyChanged resource accessor
      Strings.de.resx                # German
      Strings.es.resx                # Spanish
      Strings.fr.resx                # French
      Strings.it.resx                # Italian
      Strings.ja.resx                # Japanese
      Strings.ko.resx                # Korean
      Strings.nl.resx                # Dutch
      Strings.pt-BR.resx             # Brazilian Portuguese
      Strings.zh-Hans.resx           # Simplified Chinese
    SDL3/x64/SDL3.dll                 # SDL3 native library (custom fork: HM filter + Switch 2 Pro + 16-XInput + Share button)
    SDL3/arm64/, OpenXInput/arm64/, VisualCpp/arm64/   # ARM64 copies for the win-arm64 build (4.5.1, preliminary)
    SDL3/x64/libusb-1.0.dll           # libusb for HIDAPI backend (Switch 2 support)
    OpenXInput/x64/xinput1_4.dll      # OpenXInput fork. Single-file-embedded into PadForge.exe. SetDllDirectory at launch resolves it ahead of System32. Filters HM virtuals from PadForge's own XInput view
    Interhaptics/x64/HAR.dll          # Interhaptics engine, P/Invoked lazily by SensaHapticsService (#374)
    Interhaptics/x64/Interhaptics.RazerProvider.dll  # HAR.dll's Razer Sensa backend
    HIDMaestro/HIDMaestro.Core.dll    # HIDMaestro SDK v1.9.0, x64 and ARM64 driver payloads in one assembly (HMContext, HMProfile, HMController, SubmitState, SubmitRawReport)
    HidHide_1.5.230_x64.exe           # Embedded HidHide installer

  WebAssets/
    index.html                        # Landing page with Xbox 360 and DS4 layout cards
    controller.html                   # Controller UI shell (dynamic overlay layout)
    touchpad.html                     # Touchpad surface UI
    css/controller.css                # Responsive dark theme with touch-optimized zones
    js/controller_client.js           # WebSocket client, touch handling, layout renderer
    js/nipplejs.min.js                # Virtual joystick library for analog sticks
    custom.html                       # Browser-side custom pad builder (#296)
    js/custom_client.js               # Builder client, persists layouts via /api/custom-layouts (#296)

  Themes/
    Generic.xaml                      # Custom control default styles (RangeSlider)

PadForge.Engine

PadForge.Engine/
  Properties/
    AssemblyInfo.cs

  Common/
    SDL3Minimal.cs              # SDL3 P/Invoke declarations (init, joystick, gamepad, haptic, sensor)
    ISdlInputDevice.cs          # Interface: GetCurrentState(), GetDeviceObjects(), rumble
    SdlDeviceWrapper.cs         # Joystick/Gamepad open, state reading, GUID construction, haptic
    SdlKeyboardWrapper.cs       # Keyboard via Raw Input, ISdlInputDevice adapter
    SdlMouseWrapper.cs          # Mouse via Raw Input with delta accumulation, ISdlInputDevice adapter
    RawInputListener.cs         # Hidden HWND_MESSAGE window, RIDEV_INPUTSINK, per-device state
    CustomInputState.cs         # API-agnostic input snapshot: axes[24], sliders[8], povs[4], buttons[256], gyro[3], accel[3], per-pad touchpads[]
    DeviceObjectItem.cs         # Metadata for one axis/button/hat on a device
    ForceFeedbackState.cs       # Per-device rumble: change detection, haptic effect lifecycle
    GamepadTypes.cs             # Gamepad struct (XInput layout), TouchpadState, RawHidState, KbmRawState, MidiRawState
    LfeOutputState.cs           # Packed per-slot LFE voice state for rumble-to-audio: four ushort voices in one long, one Volatile read/write per side (#236)
    InputTypes.cs               # DeviceObjectTypeFlags + MapType enums, ObjectGuid + InputDeviceType constant classes
    VirtualControllerTypes.cs   # VirtualControllerType enum (Xbox 0, PlayStation 1, Extended 2, Midi 3, KeyboardMouse 4, Nintendo 5, Vr 6), IVirtualController interface
    VrRawState.cs               # One slot's VR output: VrHandRaw left + right, button bits mirroring HMVRButton exactly (#49)
    InputHookManager.cs         # WH_KEYBOARD_LL / WH_MOUSE_LL hooks for mapped input suppression
    PrecisionTouchpadReader.cs  # Windows Precision Touchpad reader (Raw Input, HID descriptors, tip-switch, multi-report frame assembly, HID-contact-id-stable slot assignment)
    TouchpadOverlayDevice.cs    # On-screen overlay touchpad surface (implements ISdlInputDevice)
    WebControllerDevice.cs      # Virtual input device from browser clients (implements ISdlInputDevice)

  Data/
    DeadZoneShape.cs            # Deadzone shape enum
    DeviceTuning.cs             # Per-pad-per-slot tuning bag (gyro, etc.)
    MappingRow.cs               # One output row inside a MappingSet (Target, Sources, CombineMode, LayerMask)
    MappingSet.cs               # Per-VC mapping table: rows + ShiftActivators (Issue #61) + Menus (#9)
    MappingSetMigrator.cs       # Loads v2 per-device PadSetting mapping fields into the v3 MappingSet shape
    MappingSource.cs            # One physical input feeding a row: Kind, DeviceGuid, Descriptor, Invert, Half, …
    MappingTranslation.cs       # Cross-layout mapping translation (Xbox/PlayStation/Nintendo/Extended/MIDI/KBM equivalence)
    PadSetting.cs               # Per-slot tuning (deadzones, force feedback, lighting, AT, MIDI, etc.)
    PassthroughCloneGenerator.cs # 1:1 passthrough clone of a physical device onto an Extended VC (#196)
    RumbleAudioConfig.cs        # Per-slot Rumble to Audio config carried on the MappingSet (#236)
    PerDeviceSettingsEntry.cs   # (v3.3) Clipboard payload. One per assigned device on Copy / Paste / Copy From, carrying a nested PadSettingJson
    ShiftActivator.cs           # One activator on a MappingSet: input descriptor, Mode, Kind, LayerMask, color
    UserDevice.cs               # Physical device record: GUID, name, capabilities, runtime state
    UserSetting.cs              # Links a UserDevice (InstanceGuid) to a pad slot (MapTo) with a PadSetting

  Menus/
    MenuDefinitionEntry.cs      # (v4.1) XML-serializable menu definition: kind (radial/grid), host surface, fire type, items with optional direct bindings (#9)
    MenuEvaluator.cs            # (v4.1) Hover-commit state machine: engage, hover, Click / ClickRelease / TouchRelease / Always fire types (#9)
    MenuSelectionMath.cs        # (v4.1) Pure radial-wedge / grid-cell selection math on the shipped #88 radial-zone convention (#9)

  Touchpad/
    GestureRecognizer.cs        # (v3.3) Per-tick touchpad recognizer: Tier 1 (swipes/radial/taps/longpress), Tier 2 (pinch/rotate/multi-finger), Tier 3 (shape matches via ShapeRecognizer + angular-margin)
    ShapeRecognizer.cs          # (v3.3) Canonical $Q point-cloud matcher (Magrofuoco/Vatavu/Anthony/Wobbrock 2018). Resample → Scale → TranslateTo, matched[]-tracked CloudDistance, LUT-driven ComputeLowerBound, bidirectional CloudMatch
    ShapeTemplate.cs            # (v3.3) Pre-processed template: PointCloud + LookupTable, FingerCount, ThresholdOverride, AngularSignature
    AngularMarginRecognizer.cs  # (v3.3) Per-segment angle-direction matcher (GestureSign-style). Runs alongside ShapeRecognizer on single-finger templates and keeps the higher-confidence match
    InBoxShapeTemplates.cs      # (v3.3) Procedural builders for the in-box shapes (Circle, CircleCCW, Square, Triangle, Z, Checkmark)
    TouchpadCustomGesture.cs    # (v3.3) XML-serializable user-recorded gesture, compiled to a ShapeTemplate at profile load
    TouchpadGestureContext.cs   # (v3.3) Per-(slot, device, padIdx) gesture state: finger paths, timestamps, FiredGesturesThisFrame, cooldown
    TouchpadGestureSettings.cs  # (v3.3) Per-(slot, device, padIdx) toggles + thresholds (every feature off by default)
    TouchpadSettingsEntry.cs    # (v3.3) Serialization wrapper that pairs TouchpadGestureSettings with its (DeviceGuid, TouchpadIndex) key inside PadSetting
    SwipeHapticsEvaluator.cs    # (v4.1) Per-(slot, device, pad) finger-travel accumulator emitting a swipe-haptic tick per travel detent (#219)
    TouchpadGestureAutoArm.cs   # Arms a gesture session without an explicit activation input

  Mouse/                        # Mouse-gesture recognition (#200)
    MouseGestureRecognizer.cs   # Per-tick recognizer over the accumulated mouse path
    MouseGestureContext.cs      # Per-(slot, device) gesture state
    MouseGestureSettings.cs     # Per-(slot, device) toggles + thresholds
    MouseGestureSettingsEntry.cs # Serialization wrapper keyed by device GUID

  RemoteLink/                   # Peer-to-peer controller sharing over LAN or the internet (#138, #294). Off by default
    LinkServer.cs               # TCP control listener (pairing handshake) + UDP input/feedback stream
    LinkDiscovery.cs            # LAN discovery of nearby PadForge PCs (Dashboard "Nearby PCs")
    LinkConnection.cs           # ILinkControlChannel: transport-agnostic duplex control channel
    LinkHandshake.cs            # SAS pairing handshake, yields the 32-byte session key + trust material
    LinkSession.cs              # AEAD seal/open of datagrams on the input/feedback channel
    TcpControlChannel.cs        # ILinkControlChannel over TCP: u32-length-prefixed framing with a size cap
    UdpControlChannel.cs        # ILinkControlChannel over a punched UDP path, same framing contract (#294)
    CustomInputStateCodec.cs    # Compact absolute-frame codec for CustomInputState datagrams
    OutputEffectCodec.cs        # Codec for the reverse output relay (rumble / effect, consumer → owner)
    PeerCrypto.cs               # Pinned suite: X25519, Ed25519, ChaCha20-Poly1305, HKDF-SHA256 (BouncyCastle)
    PeerIdentity.cs             # This PC's long-lived Ed25519 identity, SHA-256 fingerprint
    PeerTrust.cs                # One trusted-peer record (Ed25519 public key, serialized to PadForge.xml)
    PeerTrustStore.cs           # Trust list + admission decision (FirstContact vs known key)
    IdentityProtector.cs        # At-rest wrap of the private identity key (DPAPI or password)
    AntiReplayWindow.cs         # IPsec-style sliding replay window over the datagram sequence (RFC 6479)
    RemotePeerDevice.cs         # A peer-exposed device surfaced into the local pipeline (peer:// path)
    StunClient.cs               # STUN binding requests that learn this PC's reflexive address (#294)
    NatProfile.cs / PortPredictor.cs # NAT behavior classification and the port guess a symmetric NAT needs (#294)
    HolePuncher.cs              # UDP hole punch against the peer's candidate addresses (#294)
    PunchedConnection.cs        # The datagram path a landed punch yields (#294)
    RendezvousProtocol.cs       # Candidate exchange over the rendezvous lane (#294)
    IrohRelayClient.cs          # iroh relay client, the guaranteed lane when a punch cannot land (#294)
    LinkCode.cs                 # Short shareable link code that carries the peer identity (#294)
    Dht/                        # First-contact signaling over the public BitTorrent DHT (#294), because
                                #   an idle host's router drops the caller's probes and neither side can
                                #   punch first: Bencode, Krpc, UdpKrpcTransport, Bep44Record (BEP 44
                                #   mutable items), CodeRendezvous, IPresenceStore, DhtPresenceStore,
                                #   PresenceRecord, PresenceService, RemoteLinkInternetService

tools/

tools/
  DsuDiag/                      # Standalone DSU client for motion data diagnostics
  Ds4InputDump/                 # DS4 raw HID input dump (Report 0x01 passthrough debug)
  PersonaVerify/                # Composite USB persona audio verification harness
  SteamWorkshopSmoke/           # Manually-run live-network smoke harness for the Workshop client
  SteamWorkshopSweep/           # Wild-corpus regression sweep for the Workshop config translator
  WdgProbe/                     # Runs the handheld learner's ACPI _WDG / WMI path outside the app (#343)
  combomeasure/                 # WPF width-measurement harness for the Indicator LEDs combos
  capture_all.ps1               # Full screenshot capture orchestration (+ _wrapper for elevation)
  capture_vr.ps1 / capture_web.ps1 / capture_colorways.ps1 / capture_mouse_gestures.ps1
  prep_xml_for_capture.ps1      # Preps PadForge.xml with sample slots and macros for capture runs
  convert_screenshots.ps1 / add_slots_via_ui.ps1 / probe_macro_list.ps1
  mirror_screenshots.py         # Mirrors captured shots into the repo and the site, erroring on any gap
  diag-sweep.ps1                # Runtime self-diagnostics harvest via UI Automation, must run elevated
  btaudio-trace.ps1 / button-trace.ps1 / effect-trace.ps1  # Diag-mirror tails: DualSense BT audio,
                                #   button surface and edges, DS5 effect lane
  deploy.ps1                    # Copy the published exe to C:\PadForge and relaunch
  kill_padforge.ps1             # Elevated kill of a running instance
  verify_site_carousel.ps1      # Site carousel check
  overlay_positions.py          # 2D controller overlay coordinate generator
  gen_mouse_art.py / gen_2d_colorways.py / gen_dualsense_edge_art.py / gen_switchpro_s2_art.py
  steam_controller_2015_mesh.py / steam_controller_2026_mesh.py  # Valve STEP to per-part OBJs
  steam_controller_2026_pads.py / steam_deck_stick_well.py       # Mesh fix-ups on those sets

New since the initial trees (through 4.0.0)

The Common/Input/, Services/, Engine/Data/, and Engine/RemoteLink/ trees above cover the core pipeline and the physical-device / Remote Link subsystems. Later feature work added these files, kept here so the core trees stay readable:

App Common/Input/

  • SocdCleaner.cs. SOCD / Snap Tap cleaner for the keyboard VC (#205)
  • XboxGipGuideLedWriter.cs. Guide-button LED brightness for Xbox One+ over the \\.\XboxGIP interface (#209)
  • SteamHomeLedSetter.cs. Home-button LED brightness for the 2015 Steam Controller via SDL's Steam HIDAPI hint (#209)
  • SwitchHomeLedSetter.cs. HOME-button LED brightness for the Switch Pro Controller and right Joy-Con via per-device SDL_SetJoystickLED, queued to a background worker because the Switch subcommand path waits for the controller's ACK under SDL's joystick lock (#226, the third #209 lane, since 4.1.0)
  • PlayerIdentityDefaults.cs. Console-style player color / DualSense pip idle-floor defaults (#191)
  • RemoteLinkOutputRouter.cs. Consumer-side hub for the reverse output relay (#138)
  • FanatecRawHidWriter.cs / LogitechRawHidWriter.cs / ThrustmasterRawHidWriter.cs. Per-vendor wheel/pedal FFB writers, over RawHidOutput.cs (shared overlapped raw-HID write)
  • SincResamplingSampleProvider.cs. Windowed-sinc resampler for the haptic-tone downmix (#147)
  • SoundMacroService.cs. Sound playback for macro actions (#83)
  • BluetoothBatteryService.cs. Bluetooth battery percent read from the device's own PnP battery property (#187)
  • BluetoothLinkHelper.cs. Host-side Bluetooth disconnect / power-off via IOCTL_BTH_DISCONNECT_DEVICE (#162)
  • HapticToneService.cs (HD haptic tones #147), MidiInputDevice.cs (MIDI input #128), NfcReaderDevice.cs / NfcTagRegistry.cs / WinScard.cs (NFC #150), AudioPassthroughService.cs, WiiSpeakerService.cs

Engine Common/

  • ConsumerControlWrapper.cs + ConsumerUsageTable.cs (Consumer Control #168), MidiInputState.cs, TouchpadInputState.cs, IdleInputDetector.cs, and the Common/Mapping/ subtree (SourceCoercion, SourceEvaluator, CombineHelper, MappingExpression, TargetKind, SourceKindRuntime)
  • ConstantForceEvaluator.cs / ConstantTriggerForceEvaluator.cs. Fill in the user-configured Constant Force / Constant Trigger Force override when game-driven rumble is silent
  • CustomControllerLayout.cs. Per-slot HID descriptor shape for the Extended VC path (replaces the v2 ExtendedDeviceConfig struct)
  • MacroRumbleOverride.cs. Per-slot ephemeral rumble override driven by the MacroActionType.Rumble action
  • ShiftCycleStepper.cs. Pure Next/Previous/wrap/Base stepping math for a Shift Cycle activator cursor (#119)
  • GlobalHotkeyParser.cs. Round-trips canonical keyboard-combo strings (e.g. Ctrl+Alt+T) to / from Win32 VK-code arrays for global hotkeys
  • DeviceNameSanitizer.cs. Cleans HID product-string device names (trailing NULs / fixed-size buffer junk)
  • StableXInputInstance.cs. Resolves a stable PnP instance ID for an XInput-backed Xbox pad when SDL reports a synthetic XInput#N path
  • XboxControllerIdentity.cs. Single source of truth for "is this an Xbox One+ pad that accepts the 9-byte impulse-trigger HID output report"
  • SdlDiagLog.cs. In-memory diagnostics ring (SDL DEBUG lines, poll-loop stall watchdogs, subsystem diagnostics). crash.log is the only sanctioned on-disk artifact
  • GamepadObjectNames.cs. Canonical display names for the gamepad axes / buttons the mapping surfaces show
  • SyntheticInstanceId.cs. Stable instance ID for devices SDL surfaces without a real PnP path
  • SpaceMouseDecoder.cs. Descriptor-driven decode of 3Dconnexion 6DoF reports (#288). Shape comes from the report descriptor, never from report length

Engine namespaces

  • Haptics/ (HapticToneEncoder, HapticToneReducer, WiiSpeakerAdpcm, and since 4.4.0 TritonPcmEncoder for the 2026 Steam Controller's native PCM haptics, #381). Since 4.1.0: Menus/ (MenuDefinitionEntry, MenuEvaluator, MenuSelectionMath) and Touchpad/SwipeHapticsEvaluator.cs. The RemoteLink/ subtree is listed in full above.

New InputDeviceType values Touchpad = 26, Midi = 27, Nfc = 28, ConsumerControl = 29 (append-only, serialized as ints in PadForge.xml) make NFC readers, Consumer Control collections, and MIDI devices device sources. Later cycles appended HeadsetMotion = 30, Microphone = 31, HandheldButtons = 32, SystemMotion = 33, and HeadTracker = 34 under the same rule. A Remote Link peer's shared controller surfaces through RemotePeerDevice (an ISdlInputDevice), carrying the peer's own device type.

Since 4.1.0

The 4.1.0 cycle's Workshop import (#9) and its discussion spin-offs added:

  • Flick stick (#225). SourceKindRuntime.TickFlickStick turns stick rotation into calibrated mouse counts on the dedicated KbmRawState.MouseFlickX lane, resolved layer-aware off the KbmMouseX row and forwarded 1:1 by the KBM VC (no MouseSensitivity, no velocity accumulator)
  • Absolute touchpad pointer (#9 B-15). A "Touchpad N Pointer" source family that claims the MouseAbsX/Y absolute-cursor lane while a finger is engaged (Steam's mouse_region behavior). The KBM VC positions the cursor via SetCursorPos on the primary monitor
  • Touchpad swipe haptics (#219). Engine/Touchpad/SwipeHapticsEvaluator.cs accumulates finger travel into per-detent ticks. TouchpadPulseService.cs delivers 80 ms pulses through the Sony dispatcher's rumble bytes, HapticToneService.QueueTouchpadPulse covers the Steam Controller family
  • Radial / touch menus (#9 B-17). Engine/Menus/ (definition model on the slot's MappingSet), InputManager.MenuRuntime.cs (per-(slot, device, menu) hover-commit runtime), MenuEditorItem.cs (Menus tab VM), MenuOverlayWindow.xaml(.cs) (click-through HUD)
  • Mouse-gesture Custom activation (#216). A sixth gesture-activation session armed by a recorded cross-device input (keyboard key, gamepad button, wheel pedal) held while gesturing
  • Switch HOME LED (#226). SwitchHomeLedSetter.cs, the third #209 Guide LED lane (see the writer list above)
  • Nintendo virtual controllers (#215/#246). VirtualControllerType.Nintendo, a fourth HM-backed slot family. A console-family face like Xbox / PlayStation (own group, icon, Nintendo button lettering) riding the Extended raw-HID data path with the fixed switch-pro catalog profile. No Customize surface: the slot always deploys the catalog profile as-is
  • Rumble to Audio / Bass Shakers (#236). Routes the game feedback each slot's virtual controller receives to WASAPI render endpoints as low-frequency sine tones. RumbleAudioService + RumbleAudioSampleProvider (App) render, LfeOutputState (Engine) packs the four voices into one long, and the poll loop's UpdateRumbleAudioLane publishes once per tick from the slot's MappingSet.RumbleAudio config. Surfaced as the per-slot "Bass Shakers" tab
  • Controller-button SOCD (#240). SlotButtonSocd.cs extends #205's keyboard Snap Tap to gamepad and raw-HID slots: pair cleaning on the slot's final combined output right before the Step 5 submit, configured via MappingSet.SocdMode / SocdPairs

Since 4.2.0

App Common/Input/

  • HMaestroVRController.cs. The VR slot type (#49). One HMVRController pipe drives both SteamVR hands. Haptic pulses arrive as (hand, amplitude, duration) and fan into the slot's Vibration entry with a decay timer, because the rumble path latches motor speeds until someone writes zero
  • SonyHeadsetMotionDevice.cs / SonyHeadsetHid.cs / HeadTrackerHid.cs / HeadTrackerMath.cs. Sony headset head tracker (WH-1000XM5 family) over Bluetooth Classic as an Android Head Tracker HID sensor collection, surfaced as a motion-only ISdlInputDevice (#188). HeadTrackerMath synthesizes an angular rate from consecutive rotation vectors when the descriptor reports rotation but no gyro usage
  • AtToImpulseTranslator.cs. Adaptive-trigger blocks a game writes to a virtual DualSense, translated to Xbox impulse-trigger output when the physical pad is an Xbox One+ (#271 item 3)
  • MidiServiceRecovery.cs / MidiEndpointJanitor.cs. One-shot recovery for a wedged midisrv, and removal of PadForge MIDI endpoint devnodes Windows MIDI Services stranded past their owner's death
  • PlayStationEffectWriter.cs. The former SonyEffectWriter.cs, renamed to match the PlayStation VC family naming

App Common/

  • Telemetry/. Racing-telemetry sources for wheel RPM LEDs, listed in the tree above
  • AmbientMotionProbe.cs, StickBoundary.cs, StickPeakHoldBehavior.cs, StickTrailBehavior.cs, EmberTheme.cs, DeviceTransport.cs, DeviceTypeGlyph.cs, MenuIconResolver.cs, ComboBoxWidthBehavior.cs

Engine

  • Common/VrRawState.cs. VrHandRaw left + right per slot. Button bits mirror HMVRButton exactly, so the wrapper's conversion is a cast rather than a table
  • Mouse/. Mouse-gesture recognition, listed in the tree above
  • Data/RumbleAudioConfig.cs, Touchpad/TouchpadGestureAutoArm.cs

VirtualControllerType.Vr = 6 is appended after Nintendo. Numeric values are persisted, so the enum is append-only.

Since 4.2.0, shipped in 4.3.0

App Common/Input/

  • OpenVrConsumerService.cs. Consumes real VR hardware as input sources (#287). The HMD pose becomes a "VR Headset" device (lean and orientation axes plus gyro / accel), and every tracked controller becomes a "VR Controller" device. Runs its own OpenVrConsumer thread
  • SpaceMouseService.cs. 3Dconnexion SpaceMouse bridge (#288). Opens the 6DoF HID puck directly and streams it into SDL as a virtual joystick, so the mapping grid, macros, curves, DSU, and per-app profiles consume it unchanged. Report shape comes from Engine/Common/SpaceMouseDecoder.cs
  • PsMoveDirectService.cs. PS Move over USB and Bluetooth (#277). Per-pad calibration blobs are read over USB and cached by MAC, and the Bluetooth lane scales its sensors from them, the psmoveapi architecture
  • MicrophoneInputDevice.cs. A Windows capture endpoint exposed to the pipeline as an ISdlInputDevice (#317). Its buttons are the registered voice phrases: button 0 is "Any Phrase", each phrase sits at its own stable index
  • VoicePhraseRegistry.cs / VoicePulse.cs. The persisted phrase-to-index registry, and the per-pad pulse store SdlDeviceWrapper.ExternalVoiceAugment applies each poll so a spoken phrase reads as an ordinary button press

App Services/

  • VoiceMacroService.cs / VoskVoiceEngine.cs. Voice macro recognition (#317), one session per microphone. Vosk is the shipped engine, behind the same session surface SAPI uses
  • WebControllerTls.cs / WebCustomLayoutStore.cs / QrCode.cs. The web controller's HTTPS lane, its browser-built custom pad layouts, and the QR generator for the pairing card (#296)

Engine

  • Common/SpaceMouseDecoder.cs, Common/GamepadObjectNames.cs, Common/SyntheticInstanceId.cs
  • RemoteLink/. The #294 internet lane, listed in full in the tree above: StunClient, NatProfile, PortPredictor, HolePuncher, PunchedConnection, RendezvousProtocol, UdpControlChannel, IrohRelayClient, LinkCode. Direct punch first, iroh relay as the guaranteed fallback

PadForge.SteamWorkshop

PadForge.SteamWorkshop/
  ISteamWorkshopGate.cs      # Opt-in gate. Every client constructor throws when it is off
  Api/                       # SteamWorkshopClient (SteamKit2 anonymous CM), Store / Community /
                             #   RemoteStorage / UGC / Artwork HTTPS clients, shared SteamHttp
  Vdf/                       # Original VDF parser (VdfParser, VdfNode, VdfSyntaxException)
  Model/                     # Typed SteamInputConfig model (groups, presets, activators, bindings)
  Translation/               # ConfigTranslator, TranslationReport + reason keys, slot resolver, VK tables
  Cache/                     # SteamWorkshopCache: %LOCALAPPDATA%\PadForge\SteamWorkshopCache, dual budgets
  Local/                     # LocalWorkshopConfigStore: legacy read from the local Steam install

Added for the Steam Workshop config import (#9, v4.1). Full detail on Steam Workshop Config Import Internals.


Key Design Decisions

Why SDL3 (not DirectInput or raw XInput)

SDL3 is the sole input abstraction for all physical controllers, including Xbox/XInput gamepads.

Advantage Detail
Unified API Gamepad API normalizes button/axis layouts across Xbox, DualSense, Switch Pro, etc. No per-family code paths
Sensor support Gyro and accelerometer from DualSense, DS4, Switch Pro, and Joy-Con via one API. DirectInput has no gyro/accel
Background input SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS reads input without window focus
Gamepad database SDL's gamecontrollerdb + PadForge's gamecontrollerdb_padforge.txt auto-map hundreds of controllers
HIDAPI backend Reads exotic controllers (Switch 2 Pro via custom fork) that no Windows API supports natively

PadForge makes no XInput call to read controller input. XInput slot assignment (0–3) for a new HIDMaestro Xbox virtual controller is deterministic: Step 5 gates the driver's CreateController calls by visual position so xinputhid allocates kernel slots in creation order, and the SDL3 fork already drops HM-only slots from SDL_XINPUT_JoystickDetect. The only direct xinput1_4.dll P/Invoke anywhere is XInputGetCapabilitiesEx / XInputPowerOff (ordinals 108 / 103) in BluetoothLinkHelper, for host-side Bluetooth power-off (#162).

Key SDL3 hints:

SDL_SetHint(SDL_HINT_JOYSTICK_XINPUT, "1");                // Xbox enumeration via XInput backend
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); // Background input without focus
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH2, "1");         // Switch 2 Pro (custom fork)
// NEVER set SDL_HINT_JOYSTICK_RAWINPUT. Conflicts with XInput enumeration

Why HIDMaestro (not ViGEmBus + vJoy)

Virtual Xbox, PlayStation, Nintendo, Extended, and VR controllers all come from HIDMaestro. v2 used ViGEmBus for Xbox / DS4 virtuals and vJoy for everything else. v3 replaces both:

Advantage Detail
One driver, two roles HIDMaestro covers Xbox-family, DS4 / DualSense, Switch Pro, and arbitrary HID descriptors (flight sticks, wheels, HOTAS). v2 needed ViGEmBus + vJoy side by side
231 profiles in the catalog Pre-built profiles for the long tail of DirectInput devices, plus a profile builder for custom HID descriptors. vJoy was generic-only
DualSense native A real virtual DualSense (lightbar, adaptive triggers, mic LED, touchpad). ViGEmBus only emulated Xbox 360, Xbox One, and DS4
Per-controller OutputReceived One callback per virtual device delivers full game output (rumble, lightbar, AT, FFB). Feeds Sony's UserEffectsDispatcher and the FFB decoder
Single bus enumerator One enumerator GUID, one stack to filter from SDL enumeration. v2's two drivers needed two filters and produced N² phantom controllers at edge cases
User-mode (UMDF2) No kernel-mode HID stack to fight with, no SetupAPI device-node rebuild rules, no vJoyInterface.dll handle generation logic

Why Polling (not event-driven)

The input pipeline is a fixed-rate polling loop (stable 1000 Hz):

Reason Detail
Deterministic timing Consistent latency regardless of controller type or OS scheduling
Multi-device merging Reads all devices synchronously each frame. Merged output reflects a single point in time
Macro evaluation Natural "frames" for the macro trigger/action state machine
Steady output rate Virtual controllers get constant updates. Event-driven output would burst on activity and go silent on idle

Design Philosophy

MVVM with CommunityToolkit.Mvvm

ViewModels extend ObservableObject (CommunityToolkit.Mvvm), using [ObservableProperty] and [RelayCommand] source generators. ViewModelBase adds OnCultureChanged() for live language switching.

Command + Event Decoupling

VMs expose commands and raise events but never call services or touch the input pipeline directly:

  1. VMs raise events (e.g. PadViewModel.SelectedDeviceChanged, MainViewModel.StartEngineRequested, DevicesViewModel.AssignToSlotRequested)
  2. MainWindow.xaml.cs or service classes subscribe
  3. Handlers call InputService, SettingsService, etc.

This keeps VMs testable and decoupled from the engine thread.

No DI Container

Dependencies are wired manually in App.xaml.cs and MainWindow.xaml.cs:

App.OnStartup()
  → Single-instance mutex check
  → Early language restore (regex parse of PadForge.xml before full load)
  → Admin elevation (declared in app.manifest. requireAdministrator)
  → new MainWindow()
      → Creates MainViewModel (root VM with Pads[] array)
      → Creates SettingsService, InputService, RecorderService, DeviceService
      → Wires ViewModel events → service handlers
      → SettingsService.Initialize() loads PadForge.xml
      → InputService.Start() creates InputManager, starts polling thread
      → Async Raw Input enumeration (keyboard/mouse on background thread)

App Branding Bar

The custom title bar was replaced with an app branding bar. A styled bar at the top of the window that uses ExtendsContentIntoTitleBar to blend the hamburger menu button and application icon into the window chrome. The branding bar background is pixel-sampled from the current theme to stay consistent across light/dark mode switches.


SettingsManager vs SettingsService

Two classes with distinct roles:

SettingsManager (static, Common/SettingsManager.cs)

A static data container shared between engine and UI threads:

  • UserDevices / UserSettings collections (SyncRoot locking)
  • Slot arrays: SlotCreated[], SlotEnabled[]
  • Profile data: Profiles, ActiveProfileId, EnableAutoProfileSwitching
  • Per-type limits: MaxXbox360Slots, MaxPlayStationSlots, MaxExtendedSlots, etc.
  • Helpers: CreateDefaultPadSetting(), AssignDeviceToSlot() / UnassignDevice(), GetAssignedSlots(), CanSlotTakeType() (slot swapping is InputService.SwapSlots())

Partial class split across: - Common/SettingsManager.cs. Profiles, slot arrays, helpers - InputManager.Step1.UpdateDevices.cs. UserDevices/UserSettings declarations and collection classes

Has no knowledge of XML, ViewModels, or UI.

SettingsService (instance, Services/SettingsService.cs)

The persistence and sync layer:

  • Loads PadForge.xml (or Settings.xml fallback) via XmlSerializer into SettingsManager
  • Saves SettingsManager state to XML (manual + auto-save timer)
  • Syncs SettingsManager data bidirectionally with ViewModels
  • Manages profiles: save-as, load, delete, default snapshot
  • Tracks dirty state: IsDirty flag, AutoSaved event

The engine thread reads SettingsManager without referencing the WPF-dependent SettingsService.


InputManager Partial Class Split

InputManager is a partial class split across 16 files for pipeline stage isolation. Each file owns one stage's fields, helpers, and state. This avoids a 5000+ line monolith while keeping stages in a single class (they share per-slot arrays and virtual controller references).

File Stage Responsibility
InputManager.cs Core Fields, constants, Start()/Stop(), PollingLoop(), IDisposable, motion snapshots, DSU broadcast
InputManager.MenuRuntime.cs Steps 2–4b Radial / touch menu runtime (#9): per-(slot, device, menu) hover-commit contexts ticked in Step 2, fired items read by Step 3 rows / activators / macro triggers, direct bindings delivered in Step 4b
InputManager.Step1.UpdateDevices.cs Step 1 SDL device enumeration, open/close, HIDMaestro filtering, UserDevices/UserSettings collection classes
InputManager.Step1.UsbipVhciGuard.cs Step 1 Composite-persona self-readback guard: walks a Sony-VID device's PnP ancestry for the ROOT\HIDMAESTRO_UDE stamp so PadForge never ingests its own USB persona
InputManager.Step2.UpdateInputStates.cs Step 2 Read CustomInputState per device, apply FFB from VibrationStates[] + audio bass
InputManager.Step3.MappingSetEval.cs Step 3 Evaluate the per-VC MappingSet (rows, sources, combine modes, shift layers) into OutputState
InputManager.Step3.SteeringLockFeedback.cs Step 3 At-lock steering feedback for the winding-stick / 2D steering path (#94)
InputManager.Step3.UpdateOutputStates.cs Step 3 Map CustomInputStateOutputState via PadSetting descriptors (deadzones, curves, inversion, range clamping)
InputManager.Step4.CombineOutputStates.cs Step 4 Merge device OutputStates per slot into CombinedOutputStates[] (max-wins axes, OR buttons)
InputManager.Step4b.EvaluateMacros.cs Step 4b Evaluate macro triggers, execute actions (button/axis overrides, volume OSD, toggle)
InputManager.Step5.VirtualDevices.cs Step 5 Create/destroy IVirtualController (HM lifecycle on thread pool, see HIDMaestro Deep Dive), submit CombinedOutputStates[] via HMController.SubmitState / SubmitRawReport (HM) or per-VC paths (VR / MIDI / KBM), XInput slot detection
InputManager.Step6.RetrieveOutputStates.cs Step 6 Copy CombinedOutputStates[]RetrievedOutputStates[] for UI
InputManager.GyroTilt.cs Step 3 helper Gyro Tilt, the degree-ranged hold mode beside the usual rate mode
InputManager.MenuPublication.cs Steps 2-5 The publication scope Steps 2 through 5 run inside, so a menu cannot observe a half-written frame
InputManager.SteeringAngleRumble.cs Step 6 helper Proportional steering-angle rumble on wheels, published per slot
InputManager.Tablets.cs Phase 1 helper Windows pen and drawing tablet rows, and their capture state

SettingsManager is also a partial class. Its collection types are declared alongside the Step 1 code that populates them.


Threading Model

Eleven documented execution contexts. Some run whenever the engine runs, the rest start on demand. The on-demand device services added since 4.2.0 spin their own named threads on top of these (OpenVrConsumer for #287, SpaceMouseMonitor / SpaceMouseRead for #288, PsMoveDirectRead / PsMoveDirectWrite for #277, VoiceMacro for #317, PadForge.HeadTrackerUdp for #355), each publishing through the same ISdlInputDevice or SDL virtual-joystick seam Step 1 already reads. Head tracking (#355) is a Dashboard service: HeadTrackingRuntime is a static mirror the Dashboard view model writes on the UI thread and the poll thread reads. Its master switch has two legs, the global AppSettingsData.HeadTrackingEnabled and the nullable per-profile ProfileData.EnableHeadTracking, and the global value stands whenever the active profile has no opinion. The port, the FreeTrack toggle, and the two ranges are global only. With the switch off there is no device row, no UDP socket, no FreeTrack mapping, and no thread.

1. Engine Thread (InputManager, 1000 Hz)

_pollingThread = new Thread(PollingLoop)
{
    Name = "PadForge.InputManager",
    IsBackground = true,
    Priority = ThreadPriority.AboveNormal
};

Runs the 6-step pipeline (see Input Pipeline). Uses a 3-tier sleep strategy with wall-clock drift compensation:

  1. Tier 1. HR Waitable Timer: CreateWaitableTimerExW with CREATE_WAITABLE_TIMER_HIGH_RESOLUTION (Windows 10 1803+). Sub-ms kernel sleep, near-zero CPU. Sleeps remaining - 0.1ms, leaving the tail for spin-wait.
  2. Tier 2. Multimedia Timer: timeSetEvent + ManualResetEvent.WaitOne (x360ce-style fallback). Periodic 1ms callback signals the event.
  3. Tier 3. Thread.Sleep(1): Legacy fallback when remaining > 1.5ms and both timers unavailable.
  4. Final spin-wait: Thread.SpinWait(1) loop against Stopwatch.ElapsedTicks for sub-ms cycle boundary.

Drift compensation: Each cycle accumulates expectedTicks += targetTicks and compares against wallClock.ElapsedTicks. Late cycles shorten. Early cycles lengthen. Drift exceeding 10 cycles (e.g., after system sleep) resets the wall clock.

timeBeginPeriod(1) is set for the polling loop's lifetime. Auto-idle (~20 Hz via Thread.Sleep(50)) activates when no created+enabled slot has an online mapped device, unless a Remote Link peer is connected or a virtual controller is still waiting out its inactivity timeout. Timing target recalculates each cycle from the adjustable PollingIntervalMs (default 1ms, configurable in Settings).

2. UI Thread (WPF Dispatcher, ~30 Hz)

InputService runs a DispatcherTimer at ~33ms interval:

  • Reads RetrievedOutputStates[] / RetrievedKbmRawStates[] for dashboard/schematic display
  • Reads UserDevice.InputState for Devices page live visualization (only when visible)
  • Pushes macro snapshots from PadViewModels to MacroSnapshots[]
  • Updates SlotControllerTypes[], SlotCustomLayouts[], SlotRawHidSurface[], _midiConfigs[]
  • Syncs device list from UserDevicesDevicesViewModel (via DeviceService)
  • Updates dashboard statistics (frequency, device count, online status)
  • Runs macro trigger recording

All WPF binding occurs on this thread. Engine results use atomic reference swap (Volatile.Read/write) or value copy semantics.

3. WASAPI Audio Thread (AudioBassDetector)

AudioBassDetector uses NAudio's WasapiCapture in loopback mode. NAudio's internal capture thread delivers audio buffers via DataAvailable. The callback runs an 8th-order cascaded IIR low-pass filter (configurable cutoff, default 80 Hz) and updates a volatile _bassEnergy float (0.0–1.0). The engine reads this in Step 2 via AudioBassDetector.MotorValue (the 0..65535 projection of BassEnergy) and merges it with game rumble via max(). The UI meter reads BassEnergy.

Implements IMMNotificationClient to restart capture on default audio device change.

4. Raw Input Thread (Hidden HWND_MESSAGE Window)

public static class RawInputListener

A background thread creates a message-only window (HWND_MESSAGE) and runs a GetMessageW pump. Registered for:

  • HID_USAGE_GENERIC_KEYBOARD with RIDEV_INPUTSINK (background capture)
  • HID_USAGE_GENERIC_MOUSE with RIDEV_INPUTSINK

Per-device state tracked via RAWINPUT.header.hDevice in concurrent dictionaries. The engine reads state in Step 2 via GetKeyboardState() / ConsumeMouseDelta().

Async enumeration: Keyboard and mouse device discovery runs on a Task.Run background thread during startup, preventing slow HID enumeration from blocking the UI thread. Results merge into the device list when the task completes.

Mouse path notes: lLastX/lLastY are accumulated as relative deltas. For reports whose usFlags has MOUSE_MOVE_ABSOLUTE (bit 0) set, the lLastX/lLastY delta is discarded (buttons and wheel in the same report are still consumed): RDP virtual mice, Wacom tablets in absolute mode, and some KVMs deliver 0..65535 absolute coordinates that would inject huge spurious motion into the gamepad-mapping aim and scroll paths. PadForge's mouse-as-source path is delta-only by design. RI_MOUSE_HWHEEL (horizontal scroll) is currently dropped. Only RI_MOUSE_WHEEL is consumed.

5. Precision Touchpad Reader Thread

public sealed class PrecisionTouchpadReader

A separate hidden message-only window background thread receives WM_INPUT for the digitizer touchpad top-level collection (0x0D / 0x05) with RIDEV_INPUTSINK. Each enumerated PTP device shows up as a UserDevice with CapType = Touchpad and ud.Device == null. The reader's per-device state replaces an ISdlInputDevice wrapper.

The reader implements four spec-mandatory behaviors on top of the basic HidP_GetUsageValue parse: tip-switch (usage 0x42) for "is this contact touching," multi-report frame assembly across the 2-contacts-per-report fragmentation typical of certified PTP hardware, HID-contact-id-stable slot assignment so engine-side paths don't extend with the wrong physical finger when a low-slot finger lifts, and a 100 ms staleness clear. Field-level reference: Engine Library.

Per-device state is held in PtpDeviceState keyed by RAWINPUTHEADER.hDevice. The engine reads it in Step 2 via _ptpReader.ReadInto(hDevice, state).

6. DSU Receive Thread

DsuMotionServer runs a dedicated background thread named PadForge.DsuServer on a blocking Socket.ReceiveFrom loop, handling DSU client subscriptions (Cemu, Dolphin). Motion data is broadcast by the engine thread after Step 2 (no separate send thread). DSU protocol is limited to 4 slots. Slots 4–15 skip broadcast.

7. Input Hook Thread (InputHookManager, on demand)

_hookThread = new Thread(() => HookThreadProc(ready))
{
    Name = "InputHookManager",
    IsBackground = true
};

Created when a device has Consume Mapped Inputs (Hooks) enabled, or when a global hotkey is registered. Installs WH_KEYBOARD_LL / WH_MOUSE_LL hooks and runs a GetMessageW pump. Suppression sets update via volatile reference swap from the UI thread. Stopped when the engine stops or hiding is disabled.

8. Web Controller Server Thread

_acceptThread = new Thread(AcceptLoop)
{
    Name = "PadForge.WebServer",
    IsBackground = true
};

Created when the web controller server is enabled. Runs an HttpListener accept loop. WebSocket connections spawn async tasks per client. Each browser client creates a WebControllerDevice (implements ISdlInputDevice) visible in Step 1 enumeration. Also serves static assets and /api/layout JSON.

9. Mouse Injector Thread (InputManager, ~500 Hz)

_mouseInjectorThread = new Thread(MouseInjectorLoop)
{
    Name = "PadForge.MouseInjector",
    IsBackground = true,
    Priority = ThreadPriority.AboveNormal
};

Started in Start() right after the polling thread, so it runs whenever the engine runs. The poll thread and the KBM virtual controller accumulate macro mouse-move deltas with Interlocked.Add into _pendingMouseDx / _pendingMouseDy (scroll into _pendingScroll / _pendingScrollH). This thread drains them with Interlocked.Exchange, issues SendInput (one call for movement, one for scroll), then Thread.Sleep(2) while input keeps arriving (~500 Hz cap, held near 2 ms by the poll loop's timeBeginPeriod(1)). With nothing pending it parks on a wait handle until the poll thread signals a new delta.

Injected mouse movement is processed synchronously: it traverses every process's low-level mouse hook chain. A SendInput on the poll thread itself could collapse the 1000 Hz poll rate to ~200 Hz, which is why the syscall is offloaded here. Accumulated delta is batched, never dropped. On shutdown the loop drains one final flush.

LinkServer (issue #138) is not a dedicated Thread. Start(port) opens a TCP listener and a UDP socket, then launches AcceptLoopAsync and UdpLoopAsync as fire-and-forget tasks on the thread pool, plus a 3-second Timer for keepalive and dead-connection reaping. TCP carries the pairing handshake, UDP carries the input/feedback datagram stream. Each paired peer's shared controller becomes a RemotePeerDevice visible in Step 1 enumeration. Off by default. Nothing listens until Remote Link is enabled, and the crypto identity gate runs before any peer input reaches the pipeline.

11. Bass Shakers WASAPI Render (RumbleAudioService, on demand)

RumbleAudioService (issue #236) renders each slot's inbound game feedback as low-frequency sine tones. Players are keyed by audio endpoint, not by slot: every slot routed to one endpoint shares a single NAudio WasapiOut (shared mode, event-sync, 30 ms buffers), one sample clock, and one composite limiter. Each WasapiOut runs its own render thread, and a 5-second reconcile Timer resolves configured endpoints and prunes dead players. The poll loop's UpdateRumbleAudioLane publishes a packed four-voice LfeOutputState long per slot each tick (Volatile.Write). RumbleAudioSampleProvider reads it on the render thread (Volatile.Read). Silence is an explicit edge, never an inference from callback inactivity: idle entry, engine stop, and slot delete publish it synchronously. A configured-but-unresolved endpoint fails closed (no fallback device).

Thread Safety Summary

Shared State Writer Reader Sync
UserDevices.Items Engine (Step 1) UI, Engine SyncRoot lock
UserSettings.Items UI thread Engine (Steps 2–5) SyncRoot lock
UserDevice.InputState Engine (Step 2) UI timer Atomic ref swap
CombinedOutputStates[] Engine (Step 4) Engine (Steps 5, 6) Single-thread write
RetrievedOutputStates[] Engine (Step 6) UI timer Value copy (struct)
VibrationStates[] HIDMaestro callback Engine (Step 2) Volatile fields
MacroSnapshots[] UI timer Engine (Step 4b) Atomic ref swap
SlotControllerTypes[] UI timer Engine (Step 5) Volatile read
MotionSnapshots[] Engine (loop) DSU broadcast Same thread
RawInputListener state Raw Input thread Engine (Step 2) ConcurrentDictionary
InputHookManager sets UI thread Hook callbacks Volatile ref swap
WebControllerDevice.InputState WebSocket task Engine (Step 2) Atomic ref swap
AudioBassDetector._bassEnergy WASAPI callback Engine (Step 2) Volatile float
_pendingMouseDx / _pendingMouseDy Engine (Step 4b), KBM VC Mouse Injector thread Interlocked.Add / Exchange
RemotePeerDevice state Remote Link UDP loop Engine (Step 2) _stateLock (double-buffered)
RumbleAudioService voice packs Engine (poll lane) WASAPI render thread Volatile long (four packed voices)

Data Flow

Physical controller to game:

Physical Controller (USB/Bluetooth)
SDL3.dll (HID / XInput / HIDAPI backend)
Step 1: UpdateDevices()
  │  SDL_GetJoysticks() → open new devices → SdlDeviceWrapper
  │  HIDMaestro virtuals are already filtered upstream by the SDL3 fork
  │  Update UserDevices collection (add new, mark disconnected)
Step 2: UpdateInputStates()
  │  For each online device:
  │    SdlDeviceWrapper.GetCurrentState() → CustomInputState
  │    Store as UserDevice.InputState (atomic swap)
  │  Apply force feedback: VibrationStates[] + AudioBass → physical rumble
Step 3: UpdateOutputStates()
  │  For each UserSetting (device → slot binding):
  │    Read PadSetting descriptors (axis/button/POV mappings)
  │    Apply per-mapping deadzones (activation threshold per mapping row)
  │    Apply global deadzones, sensitivity curves, inversion, range clamping
  │    CustomInputState → per-device OutputState (Gamepad struct)
Step 4: CombineOutputStates()
  │  For each slot (0–15):
  │    Merge all device OutputStates mapped to this slot
  │    Axes: max absolute value wins
  │    Buttons: OR (any device pressing = pressed)
  │    Also produces RawHidState, MidiRawState, KbmRawState
Step 4b: EvaluateMacros()
  │  For each slot with macros:
  │    Check triggers against CombinedOutputStates
  │    Execute actions: button overrides, axis overrides, volume OSD, toggle
  │    Modify CombinedOutputStates in-place
Step 5: UpdateVirtualDevices()
  │  For each created slot:
  │    Create/destroy IVirtualController if type changed or slot toggled
  │      (HM lifecycle dispatched to thread pool, see [HIDMaestro Deep Dive](hidmaestro-deep-dive.md))
  │    Submit CombinedOutputStates[i] → virtual controller
  │    Xbox / PlayStation / Nintendo / Extended: HMaestroVirtualController
  │      → HMController.SubmitState (gamepad path)
  │      → SubmitRawHidState → HMController.SubmitState (raw-HID surface: Extended custom layouts + Nintendo)
  │      → HMController.SubmitRawReport (Sony Report 0x01 passthrough on DS4 / DualSense)
  │    VR: HMaestroVRController → HMVRController (both SteamVR hands from one slot)
  │    KBM: SendInput() → Win32 keyboard/mouse events
  │    MIDI: Windows MIDI Services → virtual MIDI port
Step 6: RetrieveOutputStates()
  │  Copy CombinedOutputStates[] → RetrievedOutputStates[]
  │  Copy CombinedKbmRawStates[] → RetrievedKbmRawStates[]
  │  (Value copy, consumed by UI timer at 30 Hz)
Game reads virtual controller via XInput / DirectInput / SDL / raw HID

Reverse data flow (game rumble → physical controller)

Game sends rumble via XInput / DirectInput FFB
HIDMaestro feedback packet (UMDF2 driver → HMController.OutputReceived)
  │  HMaestroFfbDecoder parses packet → Vibration / FFB state
  │  Writes to VibrationStates[slotIndex]
Step 2: ApplyForceFeedback() (engine thread)
  │  Reads VibrationStates[slot] for each device in that slot
  │  Merges with audio-bass rumble (max), macro rumble (max), and Constant Force
  │  Routes by source-pad VID/PID to the per-family writer:
  │    Sony (DS4/DualSense) → UserEffectsDispatcher (sole writer, SDL skipped)
  │    Xbox One+ (One/Elite/Series) → XboxImpulseHidWriter raw HID (sole writer, SDL skipped)
  │    Everything else → SDL_RumbleJoystick or SDL haptic effects

Since 4.1.0 the same inbound feedback also feeds the optional Rumble to Audio path (#236): once per tick the poll loop's UpdateRumbleAudioLane publishes each slot's packed voice state to RumbleAudioService, which renders it as low-frequency tones on the configured audio endpoint (the "Bass Shakers" tab).


NuGet Dependencies

Package Version Project Purpose
WPF-UI 4.3.0 App Fluent Design theme (Windows 11-style UI)
Concentus 2.2.2 App Pure-C# Opus encoder for the DualSense Bluetooth speaker
HelixToolkit.Core.Wpf 2.27.3 App 3D viewport for controller model visualization
CommunityToolkit.Mvvm 8.2.2 App MVVM: ObservableObject, RelayCommand, source generators
NAudio.Wasapi 2.2.1 App WASAPI loopback capture for bass-driven rumble
Microsoft.Windows.Devices.Midi2 1.0.16-rc.3.7 App Windows MIDI Services SDK for virtual MIDI devices
Nefarius.Utilities.DeviceManagement 5.2.0 App Driver-store install, class filters, and USB CyclePort for the BthPS3 DualShock 3 stack (#116)
System.Speech 10.0.0 App SAPI recognizer session for voice macros (#317)
Vosk 0.3.38 App Offline voice-macro recognizer (Apache-2.0). Phrase-list grammar with an [unk] bucket
BouncyCastle.Cryptography 2.6.2 Engine Remote Link crypto: X25519, Ed25519, ChaCha20-Poly1305, HKDF-SHA256 (#138)
System.Security.Cryptography.ProtectedData 10.0.9 Engine DPAPI wrap of the Remote Link private identity key at rest (#138)
SteamKit2 3.4.0 SteamWorkshop Anonymous Steam CM session for Workshop search (#9). LGPL 2.1. protobuf-net and ZstdSharp.Port arrive transitively

The App also references System.Management 10.0.11 for the WMI queries behind the handheld hidden-button learner.

HIDMaestro.Core.dll is referenced as a project-local <Reference> (Resources/HIDMaestro/HIDMaestro.Core.dll), not a NuGet package. The DLL is copied from a tagged HIDMaestro release build to keep PadForge pinned to a known-good HIDMaestro snapshot. The shipped build reports file version 1.8.1.0. See HIDMaestro Deep Dive.

Native libraries folded into PadForge.exe and extracted beside it at first launch:

Library Caller Notes
SDL3.dll SDL3Minimal.cs Custom fork: HM filter + Switch 2 Pro + 16-XInput + Share button support. Resources/SDL3/x64/
libusb-1.0.dll SDL3's HIDAPI backend WinUSB access for the Switch 2 Pro Controller. Resources/SDL3/x64/
xinput1_4.dll XInput-consuming code paths OpenXInput fork. Single-file-embedded. SetDllDirectory at launch resolves the extracted copy ahead of System32. Filters HM virtuals from PadForge's own XInput view
HAR.dll SensaHapticsService (#374) Interhaptics engine, P/Invoked lazily, so a missing DLL degrades to a diagnostics line. Resources/Interhaptics/x64/
Interhaptics.RazerProvider.dll HAR.dll The Razer Sensa backend HAR.dll loads. Resources/Interhaptics/x64/
libvosk.dll + libgcc_s_seh-1.dll, libstdc++-6.dll, libwinpthread-1.dll Vosk.dll, behind VoskVoiceEngine (#317) x64: added by the Vosk 0.3.38 package's own targets file, not by the csproj, and the three MinGW DLLs are what that libvosk.dll links against. ARM64: a <Content> item, Resources/Vosk/arm64/libvosk.dll, built by tools/build-libvosk-arm64.sh with its runtime linked in, so it has no companions

Build System

PadForge must be built with dotnet publish (not dotnet build). Produces a single-file self-contained executable:

dotnet publish PadForge.App/PadForge.App.csproj -c Release

Key publish properties (PadForge.App.csproj):

<RuntimeIdentifiers>win-x64;win-arm64</RuntimeIdentifiers>
<RuntimeIdentifier Condition="'$(RuntimeIdentifier)' == ''">win-x64</RuntimeIdentifier>
<PublishSingleFile>true</PublishSingleFile>
<SelfContained>true</SelfContained>
<IncludeNativeLibrariesForSelfExtract>true</IncludeNativeLibrariesForSelfExtract>
<EnableCompressionInSingleFile>true</EnableCompressionInSingleFile>

Output: PadForge.App/bin/Release/net10.0-windows10.0.26100.0/win-x64/publish/PadForge.exe, or win-arm64/publish/ with -r win-arm64. See Building for ARM64.

SDL3.dll, libusb-1.0.dll, xinput1_4.dll, HAR.dll, and Interhaptics.RazerProvider.dll are declared as <Content> items with CopyToOutputDirectory=PreserveNewest and Link="filename" (flattened to root). With PublishSingleFile=true plus IncludeNativeLibrariesForSelfExtract=true they get folded into the single-file EXE and extracted to a %TEMP%\.net\PadForge\<hash>\ directory at first launch, so PadForge.exe ships standalone with no adjacent DLLs required at deploy time. The <Content> declaration is what makes the build pick them up at all. Without it the publish output would lack them entirely. On x64, libvosk.dll and the three MinGW runtime DLLs ride in the same way, added by the Vosk package's targets file rather than by the csproj. The ARM64 build drops those four and takes its own libvosk.dll from a <Content> item.

UseWindowsForms=true is set in the csproj. Required for System.Windows.Forms.NotifyIcon (system tray). WinForms implicit usings are removed to avoid WPF type ambiguities.

Embedded resources (extracted at install/runtime):

Resource Content
HidHide_1.5.230_x64.exe HidHide installer
gamecontrollerdb_padforge.txt PadForge SDL gamepad mapping additions
3DModels/**/*.obj 3D controller mesh assets
WebAssets/**/* Web controller frontend (served by WebControllerServer)
2DModels/**/*.png 2D controller sprites (included as <Resource>, not <EmbeddedResource>)

HIDMaestro's user-mode UMDF2 driver and signing assets ship inside HIDMaestro.Core.dll (referenced as a project-local <Reference HintPath> and bundled into the single-file EXE). DriverInstaller does not handle HM. On first engine start, InputManager.Step5.VirtualDevices.EnsureHMaestroContext calls HMContext.InstallDriver() to register the driver with Windows via pnputil. OpenXInput's xinput1_4.dll is embedded in the single-file EXE via <Content> + IncludeNativeLibrariesForSelfExtract. App.xaml.cs calls SetDllDirectory on the extract directory so the loader resolves PadForge's copy ahead of C:\Windows\System32\xinput1_4.dll. devobj.dll is deliberately not bundled. A stub devobj.dll from OpenXInput's source tree would hijack setupapi.dll's own DevObj* imports and crash HID class enumeration. The system devobj.dll resolves from System32 unaided.


Localization

10 languages via .resx files in Resources/Strings/:

File Language
Strings.resx English (base/fallback)
Strings.de.resx German
Strings.es.resx Spanish
Strings.fr.resx French
Strings.it.resx Italian
Strings.ja.resx Japanese
Strings.ko.resx Korean
Strings.nl.resx Dutch
Strings.pt-BR.resx Brazilian Portuguese
Strings.zh-Hans.resx Simplified Chinese

Strings.Designer.cs

Despite the <auto-generated> header, this file is hand-written (not ResXFileCodeGenerator). It implements INotifyPropertyChanged so XAML bindings update on language change.

Key design:

  • Singleton: Strings.Instance is the binding source for all XAML strings.
  • Weak event pattern: Instance-method handlers stored as (WeakReference<object>, MethodInfo) to avoid preventing GC. Static/lambda handlers use strong references. Dead entries pruned on every raise.
  • ChangeCulture(CultureInfo): Sets CurrentUICulture + DefaultThreadCurrentUICulture, raises PropertyChanged for all properties (refreshing bindings), then raises CultureChanged for ViewModel-side refresh.

XAML Binding Pattern

{Binding PropName, Source={x:Static strings:Strings.Instance}}

WPF updates all bound text when ChangeCulture() fires PropertyChanged.

ViewModel Integration

ViewModelBase subscribes to Strings.CultureChanged and exposes virtual OnCultureChanged(). Derived VMs override it to refresh computed strings. Weak references mean VMs need not unsubscribe.

Live Language Switching

Strings.ChangeCulture() applies immediately. No restart needed:

  1. CurrentUICulture updated.
  2. PropertyChanged fires for every resource property, refreshing all XAML bindings.
  3. CultureChanged fires, letting VMs recompute culture-dependent strings.

Early Language Restore

App.OnStartup() applies the saved language before creating UI. Reads <Language> from PadForge.xml via regex (no full deserialization) and sets CurrentUICulture so the first window renders correctly.


Key Static / Singleton Classes

Class Location Lifetime Role
SettingsManager Common/SettingsManager.cs + partial in Step1 Static Shared state: slot arrays, UserDevices/UserSettings, profiles
RawInputListener Engine/Common/RawInputListener.cs Static Per-device keyboard/mouse input via hidden window
InputManager Common/Input/InputManager.cs Singleton Polling loop, 6-step pipeline, virtual controller lifecycle
InputService Services/InputService.cs Singleton UI–engine bridge, 30Hz timer, macro recording, DSU/web lifecycle
SettingsService Services/SettingsService.cs Singleton XML persistence, auto-save, profile CRUD, ViewModel sync
DeviceService Services/DeviceService.cs Singleton Device list sync, HidHide whitelist management

Slot System

Up to 16 virtual controller slots (MaxPads = 16). Per-type limits:

Type Limit Constant
Xbox 16 MaxXbox360Slots = MaxPads (constant name preserved from v2)
PlayStation 16 MaxPlayStationSlots = MaxPads
Nintendo 16 MaxNintendoSlots = MaxPads
Extended 16 MaxExtendedSlots = 16
MIDI 16 MaxMidiSlots = MaxPads
Keyboard+Mouse 16 MaxKeyboardMouseSlots = MaxPads
VR 1 MaxVrSlots = 1

The "Add Controller" button hides when all 16 slots are in use.

VR is the one type capped below the global count. One slot already drives both SteamVR hands, so a second would fight the first over the same pair of devices. SettingsManager.CanSlotTakeType() enforces the cap in one place, because a type switch on an existing slot could otherwise mint a second VR slot past the add-popup's own check.

XInput visibility: The XInput API addresses only slots 0–3. Xbox VCs beyond slot 3 still work but may be invisible to XInput-only games. DirectInput, SDL, and raw HID see all 16. PlayStation, Nintendo, and Extended VCs are unaffected by the XInput slot cap.

Per-slot state arrays in SettingsManager:

public static bool[] SlotCreated;   // Slot exists in config
public static bool[] SlotEnabled;   // Slot is active (user toggle)

Per-slot state arrays in InputManager:

public Gamepad[] CombinedOutputStates;          // Step 4 output
public RawHidState[] CombinedRawHidStates;      // Step 4 output (raw-HID axes/buttons/POVs: Extended custom + Nintendo)
public MidiRawState[] CombinedMidiRawStates;    // Step 4 output (MIDI)
public KbmRawState[] CombinedKbmRawStates;      // Step 4 output (KeyboardMouse)
public VrRawState[] CombinedVrRawStates;        // Step 4 output (VR: the slot's left+right hand pair)
public Gamepad[] RetrievedOutputStates;          // Step 6 output (UI display)
public KbmRawState[] RetrievedKbmRawStates;     // Step 6 output (KBM UI preview)
public Vibration[] VibrationStates;              // HIDMaestro feedback
public MotionSnapshot[] MotionSnapshots;         // DSU motion data
public MacroItem[][] MacroSnapshots;             // Macro definitions
public VirtualControllerType[] SlotControllerTypes;  // Configured type
internal bool[] SlotRawHidSurface;               // Raw-HID pipeline (custom axis/button counts) vs Gamepad preset pipeline
internal MidiSlotConfig[] _midiConfigs;          // Per-slot MIDI configuration

Pad indices are data identity. A pad's mappings, profile, devices, and settings live at its pad index and never move. Visual position within an HM-backed group (Xbox / PlayStation / Nintendo / Extended) is the kernel-slot anchor: drag-reorder mutates SettingsManager.SlotOrders and reroutes the pad-index pointer in _virtualControllers[] so the data at the new pad-at-position-V feeds into V's kernel slot. Same-profile reorders pointer-swap. Different-profile positions destroy + recreate. See Services Layer#slot-reordering.


See Also

  • Input Pipeline: 6-step polling loop, mapping engine, macro evaluation
  • Services Layer: InputService, SettingsService, DeviceService, RecorderService, ForegroundMonitorService
  • Engine Library: Gamepad, CustomInputState, IVirtualController, PadSetting, UserDevice
  • ViewModels: PadViewModel, DashboardViewModel, DevicesViewModel, SettingsViewModel
  • XAML Views: DashboardPage, PadPage, DevicesPage, SettingsPage
  • Settings and Serialization: XML persistence, SettingsManager, SettingsService data flow
  • Virtual Controllers: IVirtualController implementations (HMaestroVirtualController for Xbox / PlayStation / Nintendo / Extended, HMaestroVRController for VR, plus MIDI and KB+M)
  • HIDMaestro Deep Dive: HM SDK surface, thread-pool lifecycle, OpenXInput shim, bubble-up cascade
  • SDL3 Integration: SDL3 P/Invoke, device enumeration, state reading, haptic
  • Build and Publish: Build commands, publish configuration, CI/CD

Last updated for PadForge 4.5.2.