Engine Library¶
The PadForge.Engine assembly: data types, interfaces, and enums shared by the input pipeline and the WPF UI. No UI dependencies. Targets net10.0-windows.
v4 (2026-07-12): Updated for PadForge 4.0.0. The HIDMaestro SDK surface, OpenXInput shim, thread-pool lifecycle, and bubble-up cascade live on HIDMaestro Deep Dive. If anything here drifts from the live source, the live source wins.
graph TB
subgraph "Data Models. PadForge.Engine.Data"
PS[PadSetting<br/>mapping config · deadzones · curves]
US[UserSetting<br/>device-to-slot linkage]
UD[UserDevice<br/>physical device record]
MT[MappingTranslation<br/>cross-layout Copy From]
VJM[ExtendedMappingEntry<br/>custom axis/button/POV maps]
end
subgraph "Output State Types. PadForge.Engine"
GP[Gamepad<br/>XInput-layout struct]
VRS[RawHidState<br/>arbitrary axes · 128 buttons · 4 POVs]
KRS[KbmRawState<br/>256 VK codes · mouse deltas]
MRS[MidiRawState<br/>128 notes · 128 CCs]
end
subgraph "Device Wrappers. PadForge.Engine"
ISDI[ISdlInputDevice<br/>common interface]
SDW[SdlDeviceWrapper<br/>joystick/gamepad · rumble · haptic · sensors]
SKW[SdlKeyboardWrapper<br/>per-device keyboard]
SMW[SdlMouseWrapper<br/>per-device mouse]
WCD[WebControllerDevice<br/>browser gamepad]
TOD[TouchpadOverlayDevice<br/>on-screen touchpad window]
end
subgraph "Force Feedback"
FFS[ForceFeedbackState<br/>per-device FFB tracking]
VIB[Vibration<br/>left + right motor]
end
subgraph "Interfaces"
IVC[IVirtualController<br/>Create · Submit · Destroy]
end
US -->|references| PS
US -->|references| UD
PS -->|contains| VJM
PS -->|uses| MT
UD -->|runtime: Device| ISDI
SDW -.->|implements| ISDI
SKW -.->|implements| ISDI
SMW -.->|implements| ISDI
WCD -.->|implements| ISDI
TOD -.->|implements| ISDI
IVC -->|accepts| GP
IVC -->|accepts| VRS
IVC -->|accepts| KRS
IVC -->|accepts| MRS
FFS -->|outputs| VIB
style GP fill:#e1f5fe
style PS fill:#e8f5e9
style SDW fill:#f3e5f5
style IVC fill:#fff3e0
style FFS fill:#fce4ec
Project file: PadForge.Engine/PadForge.Engine.csproj
| Namespace | Contents |
|---|---|
PadForge.Engine |
Output state types, device wrappers, force-feedback types, common interfaces, PrecisionTouchpadReader |
PadForge.Engine.Data |
XML-persisted data models (PadSetting, UserSetting, UserDevice, MappingSet, etc.) |
PadForge.Engine.Common |
InputHookManager (LL hook host), (v3.6) ConsumerUsageTable, IdleInputDetector |
PadForge.Engine.Common.Mapping |
(v3.2) Multi-source mapping helpers: CombineHelper, SourceEvaluator, SourceCoercion, SourceKindRuntime, TargetKind, MappingExpression |
PadForge.Engine.Haptics |
(v3.6) HD haptic tone path (#147): HapticToneEncoder (per-family wire bytes), HapticToneReducer (PCM to tone), WiiSpeakerAdpcm (Yamaha 4-bit ADPCM, off the live path) |
PadForge.Engine.Touchpad |
(v3.3) Touchpad gesture pipeline: GestureRecognizer (Tier 1/2/3 detector), ShapeRecognizer (canonical $Q point-cloud matcher), ShapeTemplate, AngularMarginRecognizer, InBoxShapeTemplates, TouchpadCustomGesture, TouchpadGestureContext, TouchpadGestureSettings, (v4.1) SwipeHapticsEvaluator (swipe-haptic distance detents, #219) |
PadForge.Engine.Mouse |
(v4) Mouse-gesture pipeline (#200): MouseGestureRecognizer (per-button flick classifier), MouseGestureContext, MouseGestureSettings, MouseGestureSettingsEntry |
PadForge.Engine.Menus |
(v4.1) Radial / touch menus (#9 B-17): MenuDefinitionEntry (+ nested MenuItemDefinition, enums MenuKind / MenuFireType), MenuSelectionMath, MenuEvaluator, MenuRuntimeState |
SDL3 |
P/Invoke |
Table of Contents¶
- Gamepad (GamepadTypes.cs)
- TouchpadState (GamepadTypes.cs)
- RawHidState (GamepadTypes.cs)
- CustomControllerLayout (CustomControllerLayout.cs)
- KbmRawState (GamepadTypes.cs)
- MidiRawState (GamepadTypes.cs)
- VirtualControllerType (VirtualControllerTypes.cs)
- IVirtualController (VirtualControllerTypes.cs)
- CustomInputState (CustomInputState.cs)
- ISdlInputDevice (ISdlInputDevice.cs)
- SdlDeviceWrapper (SdlDeviceWrapper.cs)
- HapticEffectStrategy (SdlDeviceWrapper.cs)
- SdlKeyboardWrapper (SdlKeyboardWrapper.cs)
- SdlMouseWrapper (SdlMouseWrapper.cs)
- ConsumerControlWrapper (ConsumerControlWrapper.cs)
- ConsumerUsageTable (ConsumerUsageTable.cs)
- WebControllerDevice (WebControllerDevice.cs)
- TouchpadOverlayDevice (TouchpadOverlayDevice.cs)
- DeviceObjectItem (DeviceObjectItem.cs)
- InputTypes (InputTypes.cs)
- ForceFeedbackState (ForceFeedbackState.cs)
- FfbEffectTypes (ForceFeedbackState.cs)
- Vibration (ForceFeedbackState.cs)
- ConditionAxisData (ForceFeedbackState.cs)
- InputHookManager (InputHookManager.cs)
- RawInputListener (RawInputListener.cs)
- IdleInputDetector (IdleInputDetector.cs)
- PrecisionTouchpadReader (PrecisionTouchpadReader.cs)
- HapticToneEncoder (Haptics/HapticToneEncoder.cs)
- HapticToneReducer (Haptics/HapticToneReducer.cs)
- WiiSpeakerAdpcm (Haptics/WiiSpeakerAdpcm.cs)
- GestureRecognizer (Touchpad/GestureRecognizer.cs)
- ShapeRecognizer (Touchpad/ShapeRecognizer.cs)
- AngularMarginRecognizer (Touchpad/AngularMarginRecognizer.cs)
- ShapeTemplate (Touchpad/ShapeTemplate.cs)
- InBoxShapeTemplates (Touchpad/InBoxShapeTemplates.cs)
- TouchpadCustomGesture (Touchpad/TouchpadCustomGesture.cs)
- TouchpadGestureContext (Touchpad/TouchpadGestureContext.cs)
- TouchpadGestureSettings (Touchpad/TouchpadGestureSettings.cs)
- TouchpadSettingsEntry (Touchpad/TouchpadSettingsEntry.cs)
- SwipeHapticsEvaluator (Touchpad/SwipeHapticsEvaluator.cs)
- MouseGestureRecognizer (Mouse/MouseGestureRecognizer.cs)
- MouseGestureContext (Mouse/MouseGestureContext.cs)
- MouseGestureSettings (Mouse/MouseGestureSettings.cs)
- MouseGestureSettingsEntry (Mouse/MouseGestureSettingsEntry.cs)
- MenuDefinitionEntry (Menus/MenuDefinitionEntry.cs)
- MenuSelectionMath (Menus/MenuSelectionMath.cs)
- MenuEvaluator (Menus/MenuEvaluator.cs)
- PadSetting (Data/PadSetting.cs)
- ExtendedMappingEntry (Data/PadSetting.cs)
- UserSetting (Data/UserSetting.cs)
- UserDevice (Data/UserDevice.cs)
- DeadZoneShape (Data/DeadZoneShape.cs)
- MappingTranslation (Data/MappingTranslation.cs)
- SDL3 P/Invoke (SDL3Minimal.cs)
Gamepad¶
File: PadForge.Engine/Common/GamepadTypes.cs
Namespace: PadForge.Engine
Minimal struct matching the XInput XINPUT_GAMEPAD layout. Output of the mapping pipeline (Step 3 → Step 4 → Step 5).
public struct Gamepad
{
// Fields
public ushort Buttons; // Bitmask of button flags
public ushort LeftTrigger; // 0-65535
public ushort RightTrigger; // 0-65535
public short ThumbLX; // -32768 to 32767
public short ThumbLY; // -32768 to 32767
public short ThumbRX; // -32768 to 32767
public short ThumbRY; // -32768 to 32767
public bool Share; // Xbox Series Share button, outside the Buttons mask (HM bit 12)
// Methods
public bool IsButtonPressed(ushort flag);
public void SetButton(ushort flag, bool pressed);
public void Clear();
}
Share is a standalone bool, not a Buttons bit. All 16 XInput-equivalent bits are used, so the Xbox Series Share button rides outside the mask. HIDMaestro exposes it as HMButton.Share (bit 12) on Xbox Series profiles.
Button Flag Constants¶
| Constant | Value | Description |
|---|---|---|
DPAD_UP |
0x0001 |
D-pad up |
DPAD_DOWN |
0x0002 |
D-pad down |
DPAD_LEFT |
0x0004 |
D-pad left |
DPAD_RIGHT |
0x0008 |
D-pad right |
START |
0x0010 |
Start button |
BACK |
0x0020 |
Back button |
LEFT_THUMB |
0x0040 |
Left stick click |
RIGHT_THUMB |
0x0080 |
Right stick click |
LEFT_SHOULDER |
0x0100 |
Left bumper |
RIGHT_SHOULDER |
0x0200 |
Right bumper |
GUIDE |
0x0400 |
Guide/home button |
TOUCHPAD |
0x0800 |
Touchpad click. Output-side bitmask in Gamepad.Buttons. Mirrors CustomInputState.Buttons[16] on the input side (= SDL_GAMEPAD_BUTTON_TOUCHPAD). |
A |
0x1000 |
A button |
B |
0x2000 |
B button |
X |
0x4000 |
X button |
Y |
0x8000 |
Y button |
Methods¶
| Method | Signature | Description |
|---|---|---|
IsButtonPressed |
bool IsButtonPressed(ushort flag) |
true if the button flag bit is set in Buttons |
SetButton |
void SetButton(ushort flag, bool pressed) |
Sets or clears a button flag bit via bitwise OR/AND |
Clear |
void Clear() |
Resets all fields to zero, including Share to false |
TouchpadState¶
File: PadForge.Engine/Common/GamepadTypes.cs
Namespace: PadForge.Engine
Two-finger touchpad surface state for PlayStation slots. Step 5's HMaestroVirtualController.SubmitGamepadState overload takes a TouchpadState alongside the Gamepad struct so games see touchpad finger positions on the DS4 / DualSense extended report.
public struct TouchpadState
{
public float X0; // Finger 0 X (0.0–1.0, left → right)
public float Y0; // Finger 0 Y (0.0–1.0, top → bottom)
public float X1; // Finger 1 X
public float Y1; // Finger 1 Y
public bool Down0; // Finger 0 contact state
public bool Down1; // Finger 1 contact state
public bool Click; // Touchpad click button
public byte PacketCounter; // Increments on each finger down/up edge (DS4_TOUCH encoding)
}
X / Y coordinates are normalized [0, 1] across the active touch surface. PacketCounter increments only on finger-state transitions (not every frame) so the DS4 / DualSense touch encoder can fire its own internal touch-event accounting.
RawHidState¶
File: PadForge.Engine/Common/GamepadTypes.cs
Namespace: PadForge.Engine
Raw output state for Extended-category and Nintendo virtual controllers and custom HID descriptors. Bypasses the fixed Gamepad struct to support arbitrary axis, button, and POV counts. Step 5 forwards this directly to HIDMaestro via HMaestroVirtualController.SubmitRawHidState, which since 4.1.0 also carries a MotionSnapshot argument for the gyro-passthrough IMU channel (HM v1.3.18). The struct was named ExtendedRawState before the 4.1.0 raw-surface grammar rename.
public struct RawHidState
{
public short[] Axes; // Up to 8 axes (signed short range -32768..32767)
public uint[] Buttons; // Button state as 4 x 32-bit words = 128 buttons max
public int[] Povs; // Up to 4 POV hat switches (-1=centered, 0-35900=direction)
public short[] HardwareAxes; // Pre-tuning snapshot of Axes (#174). Runtime-only, null unless populated
public static RawHidState Create(int nAxes, int nButtons, int nPovs);
public void SetButton(int index, bool pressed);
public bool IsButtonPressed(int index);
public void Clear();
}
Methods¶
| Method | Signature | Description |
|---|---|---|
Create |
static RawHidState Create(int nAxes, int nButtons, int nPovs) |
Factory. Clamps axes to 8, buttons to 128 (stored as (N+31)/32 uint words), POVs to 4. All zeroed. |
SetButton |
void SetButton(int index, bool pressed) |
Sets button by 0-based index (word = index/32, bit = index%32). No-op if out of range. |
IsButtonPressed |
bool IsButtonPressed(int index) |
true if button at index is set. false if out of range. |
Clear |
void Clear() |
Resets axes to 0, buttons to 0, POVs to −1 (centered). |
Button Storage¶
Buttons use a 128-bit bitmask stored as uint[4] (32 buttons per word).
POV Values¶
Hundredths of degrees: 0=N, 4500=NE, 9000=E, 13500=SE, 18000=S, 22500=SW, 27000=W, 31500=NW, 0xFFFFFFFF (−1) = centered.
HardwareAxes¶
(v4) Pre-tuning snapshot of Axes, taken before center offset, boundary reshape, deadzone, and curve (#174 stick boundary calibration). The calibration capture and the preview's cold dot read the frame the samples were recorded in. Runtime-only and absent from every wire / persistence mirror. Null when the producer did not populate it, in which case consumers fall back to Axes.
CustomControllerLayout¶
File: PadForge.Engine/Common/CustomControllerLayout.cs
Namespace: PadForge.Engine
Per-slot HID-descriptor shape for the Extended (custom DirectInput) virtual controller path. Replaces the v2 ExtendedDeviceConfig struct that used to live inside ExtendedVirtualController. The Step 3 → Step 5 pipeline reads these counts to translate per-axis / button / POV mappings into raw HID report indices.
public struct CustomControllerLayout
{
public int Axes; // Total axis report fields (sticks*2 + triggers)
public int Buttons; // Total button report fields
public int Povs; // Total POV (hat) report fields
public int Sticks; // Number of thumbsticks (each consumes 2 of Axes)
public int Triggers; // Number of triggers (each consumes 1 of Axes)
public bool IsTriggerSlot(int axisIndex);
}
IsTriggerSlot resolves the interleaved-then-trailing axis layout that ExtendedSlotConfig.ComputeAxisLayout produces. Sticks and triggers need different rest-state and combine rules. Centralizing the index → role formula here keeps Step 3 (mapping), Step 4 (multi-device merge), and the deadzone pipeline in agreement even when the layout edits.
KbmRawState¶
File: PadForge.Engine/Common/GamepadTypes.cs
Namespace: PadForge.Engine
Raw keyboard + mouse output state for KeyboardMouseVirtualController. Key states packed into 4 × 64-bit words covering 256 Windows VK codes. Mouse axes are signed shorts (delta per frame).
public struct KbmRawState
{
// Key state (256 VK codes packed into 4 ulongs)
public ulong Keys0; // VK 0-63
public ulong Keys1; // VK 64-127
public ulong Keys2; // VK 128-191
public ulong Keys3; // VK 192-255
// Mouse output
public short MouseDeltaX; // Mouse X delta (signed, pixels per frame)
public short MouseDeltaY; // Mouse Y delta (signed, pixels per frame)
public short ScrollDelta; // Mouse scroll delta (positive = up)
public byte MouseButtons; // Bit 0=LMB, 1=RMB, 2=MMB, 3=X1, 4=X2
// Pre-deadzone values (for UI stick/trigger preview)
public short PreDzMouseDeltaX; // Mouse X before center offset + deadzone
public short PreDzMouseDeltaY; // Mouse Y before center offset + deadzone
public short PreDzScrollDelta; // Scroll before deadzone
// Horizontal tilt-wheel (#154)
public short ScrollDeltaH; // Horizontal scroll (+ = right), sent as MOUSEEVENTF_HWHEEL
public short PreDzScrollDeltaH; // Horizontal scroll before deadzone
// Absolute pointer aim (#146 Wii IR)
public float MouseAbsX; // Normalized [-1..+1] screen X
public float MouseAbsY; // Normalized [-1..+1] screen Y
public bool MouseAbsValid; // Any-axis OR: true while the pointer is tracking
public bool MouseAbsXValid; // Per-axis validity (mixed IR/stick mappings)
public bool MouseAbsYValid;
// Methods
public bool GetKey(byte vk);
public void SetKey(byte vk, bool pressed);
public bool GetMouseButton(int index);
public void SetMouseButton(int index, bool pressed);
public void Clear();
public static KbmRawState Combine(KbmRawState a, KbmRawState b);
}
Methods¶
| Method | Signature | Description |
|---|---|---|
GetKey |
bool GetKey(byte vk) |
true if VK code bit is set (word = vk/64, bit = vk%64). |
SetKey |
void SetKey(byte vk, bool pressed) |
Sets or clears a VK code bit. |
GetMouseButton |
bool GetMouseButton(int index) |
true if mouse button bit is set (0=LMB, 1=RMB, 2=MMB, 3=X1, 4=X2). |
SetMouseButton |
void SetMouseButton(int index, bool pressed) |
Sets or clears a mouse button bit. |
Clear |
void Clear() |
Zeros all keys, mouse deltas, both scroll axes, mouse buttons, pre-deadzone fields, and the absolute-pointer fields. |
Combine |
static KbmRawState Combine(KbmRawState a, KbmRawState b) |
Merges two KBM states. Keys and mouse buttons OR'd. Deltas and both scroll axes take largest absolute magnitude. Absolute-pointer coordinates take the tracking side per axis, and the MouseAbs*Valid flags OR. |
MidiRawState¶
File: PadForge.Engine/Common/GamepadTypes.cs
Namespace: PadForge.Engine
Dynamic-sized MIDI output state for MidiVirtualController. CC values: 0–127 (MIDI range). Notes: boolean (on/off).
public struct MidiRawState
{
public byte[] CcValues; // CC values 0-127 per CC slot
public bool[] Notes; // Note on/off per note slot
public static MidiRawState Create(int ccCount, int noteCount);
public void Clear();
public static MidiRawState Combine(MidiRawState a, MidiRawState b);
}
Methods¶
| Method | Signature | Description |
|---|---|---|
Create |
static MidiRawState Create(int ccCount, int noteCount) |
Allocates arrays. CC values initialized to 0. |
Clear |
void Clear() |
Resets CCs to 64 (center), notes to false. |
Combine |
static MidiRawState Combine(MidiRawState a, MidiRawState b) |
Merges two states. CCs take the value furthest from center (64); notes OR'd. |
VirtualControllerType¶
File: PadForge.Engine/Common/VirtualControllerTypes.cs
Namespace: PadForge.Engine
public enum VirtualControllerType
{
[XmlEnum("Microsoft")] Xbox = 0,
[XmlEnum("Sony")] PlayStation = 1,
Extended = 2,
Midi = 3,
KeyboardMouse = 4,
Nintendo = 5
}
Numeric values are preserved across the rename so legacy PadForge.xml files keep loading. The [XmlEnum] attributes on Xbox and PlayStation are a back-compat accept-list for older settings files written with the prior identifiers. This is the exception path, not the canonical naming.
IVirtualController¶
File: PadForge.Engine/Common/VirtualControllerTypes.cs
Namespace: PadForge.Engine
Abstraction for virtual controller operations. v3 collapses Xbox / PlayStation / Extended onto a single concrete class backed by HIDMaestro; MIDI and KB+M remain separate.
| Class | Backend |
|---|---|
HMaestroVirtualController |
HIDMaestro SDK (HMContext, HMProfile, HMController). Handles Xbox, PlayStation, and Extended categories. Profile selected at construction. |
MidiVirtualController |
Windows MIDI Services |
KeyboardMouseVirtualController |
Win32 SendInput |
HMaestroVirtualController.Type reports the user-facing category (Xbox / PlayStation / Extended) so per-type counting in InputService keeps working without inspecting profile metadata.
public interface IVirtualController : IDisposable
{
VirtualControllerType Type { get; }
bool IsConnected { get; }
int FeedbackPadIndex { get; set; }
void Connect();
void Disconnect();
void SubmitGamepadState(Gamepad gp);
void RegisterFeedbackCallback(int padIndex, Vibration[] vibrationStates);
}
Members¶
| Member | Type | Description |
|---|---|---|
Type |
VirtualControllerType |
Virtual controller type |
IsConnected |
bool |
Whether the VC is connected |
FeedbackPadIndex |
int |
Slot index for feedback callbacks into VibrationStates[] (updated on SwapSlotData) |
Connect() |
void |
Creates and plugs in the VC |
Disconnect() |
void |
Unplugs and destroys the VC |
SubmitGamepadState(Gamepad) |
void |
Sends gamepad state to the VC |
RegisterFeedbackCallback(int, Vibration[]) |
void |
Registers a callback writing rumble to VibrationStates[] at the given index |
CustomInputState¶
File: PadForge.Engine/Common/CustomInputState.cs
Namespace: PadForge.Engine
API-agnostic snapshot of a device's full input state at one point in time.
public class CustomInputState
{
// Constants
public const int MaxAxis = 24;
public const int MaxSliders = 8;
public const int MaxPovs = 4;
public const int MaxButtons = 256;
// Fields
public int[] Axis; // 0-65535, center = 32768 (not 32767)
public int[] Sliders; // 0-65535
public int[] Povs; // centidegrees 0-35900, or -1 for centered
public bool[] Buttons; // true = pressed; index 16 = SDL_GAMEPAD_BUTTON_TOUCHPAD
public float[] Gyro; // [X, Y, Z] radians per second
public float[] Accel; // [X, Y, Z] meters per second squared
public float[] AccelAux; // [X, Y, Z] m/s^2 aux/left accelerometer (#199 Nunchuk / left Joy-Con)
public TouchpadInputState[] Touchpads; // per-pad contacts, replaced TouchpadFingers[6]/TouchpadDown[2] in v3.3 (multi-pad, e.g. Steam Controller)
public MidiInputState Midi; // MIDI note/CC state for MIDI-input devices (#128), null until a MIDI read
public int BatteryPercent; // 0..100 or -1 if unknown. Refreshed periodically, not per-frame.
public bool BatteryCharging; // True when the source pad reports charging or fully charged.
// 3.6.0 pointer / mouse sources (value-type fields, no per-frame allocation)
public WiiIrState Ir; // Wii Remote IR pointer (#146): X, Y in [-1..+1], Detected flag
public float JoyConIrIntensity; // Right Joy-Con NIR camera average intensity 0..1 (#151)
public float JoyCon2MouseDX; // Joy-Con 2 optical mouse X delta since last poll (#154)
public float JoyCon2MouseDY; // Joy-Con 2 optical mouse Y delta since last poll (#154)
// v4 mouse-gesture source (#200): unclamped Raw Input counts
public int MouseRawDX; // Raw mouse X counts since last poll (before Axis[0] clamp)
public int MouseRawDY; // Raw mouse Y counts since last poll (before Axis[1] clamp)
// Constructor
public CustomInputState();
// Methods
public CustomInputState Clone();
public static void GetAxisMask(DeviceObjectItem[] items, int numAxes,
out int axisMask, out int actuatorMask, out int actuatorCount);
}
Constructor¶
| Constructor | Description |
|---|---|
CustomInputState() |
Zeroed arrays at default sizes. POVs init to −1 (centered). Gyro/Accel/AccelAux are float[3]. Touchpads and Midi start null and are allocated lazily on first read. BatteryPercent defaults to −1 (unknown), BatteryCharging to false. |
Methods¶
| Method | Signature | Description |
|---|---|---|
Clone |
CustomInputState Clone() |
Deep copy of all arrays (Axis, Sliders, Povs, Buttons, Gyro, Accel, AccelAux, Touchpads) plus the Midi state, the pointer / mouse fields (Ir, JoyConIrIntensity, JoyCon2MouseDX/DY, MouseRawDX/DY), and the scalar Battery fields. |
GetAxisMask |
static void GetAxisMask(DeviceObjectItem[], int, out int, out int, out int) |
Scans device objects to build axis and FFB actuator bitmasks. Bit N = axis/actuator N exists. |
Value Conventions¶
| Array | Range | Center | Description |
|---|---|---|---|
Axis |
0–65535 | 32768 | 0–5 = X, Y, Z, Rx, Ry, Rz. 6–23 = additional |
Sliders |
0–65535 | 32768 | Overflow or dedicated slider controls |
Povs |
0–35900 or −1 | −1 | Centidegrees. −1 = centered |
Buttons |
bool | false | 256 max (covers full Windows VK range) |
Gyro |
float[3] | 0.0 | Radians/s. Gyro-capable devices only |
Accel |
float[3] | 0.0 | m/s². Accelerometer-capable devices only |
AccelAux |
float[3] | 0.0 | (v4) m/s² auxiliary/left accelerometer (#199). SDL_SENSOR_ACCEL_L: the Nunchuk's own sensor, or the left half of a combined Joy-Con pair. Zeroed without the sensor |
Touchpads |
TouchpadInputState[] | null | Per-pad contacts. One entry per physical pad (Steam Controller reports more than one). Each carries per-finger X/Y (0.0–1.0) and contact state. Replaced TouchpadFingers[6] / TouchpadDown[2] in v3.3 |
Midi |
MidiInputState | null | MIDI note / CC state for MIDI-input devices (#128). Allocated on the first MIDI read |
BatteryPercent |
int | -1 | SDL3-reported charge level. 0-100 = percentage; -1 = unknown. Not refreshed every frame. |
BatteryCharging |
bool | false | true when the source pad reports charging or fully charged. Drives the lightbar Battery mode |
Ir |
WiiIrState |
Detected=false |
(v3.6) Wii Remote IR-camera pointer (#146). X / Y normalized to the [−1..+1] stick range from the two sensor-bar dots, valid only when Detected. Value type, rebuilt each tick. |
JoyConIrIntensity |
float | 0.0 | (v3.6) Right Joy-Con NIR camera average intensity 0..1 (#151). Covered reads bright (high), uncovered dark (low). 0 when the camera is off. Excluded from the idle test. |
JoyCon2MouseDX |
float | 0.0 | (v3.6) Joy-Con 2 optical mouse X delta since the previous poll (#154). +X = right. 0 when idle or absent. |
JoyCon2MouseDY |
float | 0.0 | (v3.6) Joy-Con 2 optical mouse Y delta since the previous poll (#154). +Y = toward the user (down). 0 when idle or absent. |
MouseRawDX |
int | 0 | (v4) Unclamped Raw Input mouse X counts since the previous poll (#200). Feeds the mouse-gesture recognizer, which needs the counts before Axis[0] clamps them to the stick range. 0 when idle or non-mouse. |
MouseRawDY |
int | 0 | (v4) Unclamped Raw Input mouse Y counts since the previous poll (#200). 0 when idle or non-mouse. |
ISdlInputDevice¶
File: PadForge.Engine/Common/ISdlInputDevice.cs
Namespace: PadForge.Engine
Common interface for all SDL-based input device wrappers (joystick/gamepad, keyboard, mouse, web controller). Lets the pipeline (Steps 2–5) read state from any device type uniformly.
public interface ISdlInputDevice : IDisposable
{
// Identity
uint SdlInstanceId { get; }
string Name { get; }
Guid InstanceGuid { get; }
Guid ProductGuid { get; }
string DevicePath { get; }
string SerialNumber { get; }
string SdlGuid { get; }
ushort VendorId { get; }
ushort ProductId { get; }
// Capabilities
int NumAxes { get; }
int RawAxisCount => NumAxes; // default; SdlDeviceWrapper overrides (#193)
bool HasExtraGenericAxes => false; // raw axes beyond the standard six (#193)
int NumButtons { get; }
int RawButtonCount { get; }
int[] SupportedButtonIndices { get; } // sparse list of exposed button positions
int NumHats { get; }
IntPtr GamepadHandle { get; } // SDL_Gamepad pointer, Zero if not gamepad-opened
bool HasRumble { get; }
bool HasRumbleTriggers { get; } // per-trigger impulse motors (Xbox One+)
bool HasHaptic { get; }
bool HasGyro { get; }
bool HasAccel { get; }
bool HasAccelAux => false; // aux/left accelerometer (#199)
bool HasTouchpad { get; }
int NumTouchpads => HasTouchpad ? 1 : 0; // per-device pad count (SDL wrapper overrides)
int[] TouchpadFingerCounts => Array.Empty<int>(); // per-pad finger counts
bool IsAttached { get; }
// Haptic
HapticEffectStrategy HapticStrategy { get; }
IntPtr HapticHandle { get; }
uint HapticFeatures { get; }
int NumHapticAxes { get; }
// State reading
CustomInputState GetCurrentState(bool forceRaw = false);
DeviceObjectItem[] GetDeviceObjects();
int GetInputDeviceType();
// Force feedback
bool SetRumble(ushort low, ushort high, uint durationMs = uint.MaxValue);
bool StopRumble();
}
Properties¶
| Property | Type | Description |
|---|---|---|
SdlInstanceId |
uint |
SDL instance ID (unique per connection session; 0 = invalid) |
Name |
string |
Human-readable device name |
InstanceGuid |
Guid |
Deterministic GUID for settings matching (from path/serial/VID+PID) |
ProductGuid |
Guid |
Product GUID from VID/PID for device family identification |
DevicePath |
string |
Device path (may be empty) |
SerialNumber |
string |
Serial number, e.g., Bluetooth MAC (may be empty) |
SdlGuid |
string |
SDL joystick GUID (32 hex chars) for gamecontrollerdb matching |
VendorId |
ushort |
USB Vendor ID |
ProductId |
ushort |
USB Product ID |
NumAxes |
int |
Axis count (6 for gamepads) |
RawAxisCount |
int |
Total raw joystick axes before the gamepad layout caps NumAxes to 6. Default-interface member returning NumAxes. Only SdlDeviceWrapper overrides it (#193) |
HasExtraGenericAxes |
bool |
True when raw axes beyond the standard six surface as "Axis N" sources (#193). Default-interface member, false for everything but SdlDeviceWrapper |
NumButtons |
int |
Button count (11 for gamepads) |
RawButtonCount |
int |
Raw joystick button count before gamepad remapping. May exceed NumButtons |
SupportedButtonIndices |
int[] |
Sparse list of button positions the device actually exposes. Lets the preview skip positions the device lacks (e.g., paddles) |
NumHats |
int |
POV hat count (1 for gamepads) |
GamepadHandle |
IntPtr |
Native SDL_Gamepad pointer, IntPtr.Zero if not opened as a Gamepad. Used by the DualSense passthrough dispatcher for SDL_SendGamepadEffect |
HasRumble |
bool |
Supports simple rumble |
HasRumbleTriggers |
bool |
Per-trigger ("impulse") rumble motors (Xbox One / Elite / Series). Driven by SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN |
HasHaptic |
bool |
Has an SDL haptic handle open |
HasGyro |
bool |
Has gyroscope sensor |
HasAccel |
bool |
Has accelerometer sensor |
HasAccelAux |
bool |
Has an auxiliary/left accelerometer (#199 Nunchuk / left Joy-Con, SDL_SENSOR_ACCEL_L). Default-interface member, false except on the SDL wrapper and the Remote Link peer mirror |
HasTouchpad |
bool |
Has at least one touchpad surface |
NumTouchpads |
int |
Distinct touchpad surfaces (Steam Controller 2026 / Deck = 2, DualSense / DS4 = 1). Default-interface member returning HasTouchpad ? 1 : 0. The SDL wrapper overrides with the real count |
TouchpadFingerCounts |
int[] |
Per-touchpad finger count from SDL_GetNumGamepadTouchpadFingers. Default-interface member returning empty. The SDL wrapper overrides |
IsAttached |
bool |
Handle still valid and connected |
HapticStrategy |
HapticEffectStrategy |
Best haptic strategy chosen at open time |
HapticHandle |
IntPtr |
SDL haptic handle (IntPtr.Zero if none) |
HapticFeatures |
uint |
Bitmask of SDL_HAPTIC_* flags |
NumHapticAxes |
int |
Haptic axes (1 = wheel, 2+ = joystick) |
Methods¶
| Method | Signature | Description |
|---|---|---|
GetCurrentState |
CustomInputState GetCurrentState(bool forceRaw = false) |
Reads input state. forceRaw=true bypasses gamepad remapping. |
GetDeviceObjects |
DeviceObjectItem[] GetDeviceObjects() |
Returns metadata for each axis, hat, and button. Button count uses Math.Max(NumButtons, RawButtonCount). |
GetInputDeviceType |
int GetInputDeviceType() |
Returns an InputDeviceType constant. |
SetRumble |
bool SetRumble(ushort low, ushort high, uint durationMs) |
Sends rumble. Default duration uint.MaxValue (~49 days). |
StopRumble |
bool StopRumble() |
Stops all rumble (SetRumble(0, 0, 0)). |
SdlDeviceWrapper¶
File: PadForge.Engine/Common/SdlDeviceWrapper.cs
Namespace: PadForge.Engine
Wraps an SDL joystick (and optionally its Gamepad overlay) for unified device access: open/close, state polling, rumble, GUID construction, and object enumeration. Implements ISdlInputDevice.
Properties (beyond ISdlInputDevice)¶
| Property | Type | Default | Description |
|---|---|---|---|
Joystick |
IntPtr |
IntPtr.Zero |
Raw SDL joystick handle. Always valid when open. |
GameController |
IntPtr |
IntPtr.Zero |
SDL Gamepad handle. Zero if not a gamepad. |
Haptic |
IntPtr |
IntPtr.Zero |
SDL haptic handle. Non-zero when haptic FFB available. |
JoystickType |
SDL_JoystickType |
UNKNOWN |
SDL joystick type classification |
IsGameController |
bool |
(computed) | true if opened as an SDL Gamepad |
HasIrCamera |
bool |
(set at open) | Wii Remote IR camera present. Drives the IR Pointer joystick-direct read (#146). |
IsBalanceBoard |
bool |
(set at open) | Wii Balance Board. Drives the corner-load read (#146). |
HasJoyConIr |
bool |
(set at open) | Standalone right Joy-Con NIR camera. Drives the IR Brightness read (#151). |
HasJoyCon2Mouse |
bool |
(set at open) | Switch 2 Joy-Con optical mouse. Drives the Mouse Motion read (#154). |
GetCurrentState reads these sensors straight off the joystick (ReadIrPointer / ReadJoyConIr / ReadJoyCon2Mouse / the Balance corners) into the CustomInputState 3.6.0 fields, alongside the standard gamepad decode.
Public Methods¶
| Method | Signature | Description |
|---|---|---|
Open |
bool Open(uint instanceId) |
Opens SDL device. Tries Gamepad first, falls back to Joystick. Populates all properties. |
GetCurrentState |
CustomInputState GetCurrentState(bool forceRaw = false) |
Routes to GetGamepadState() (remapped) or GetJoystickState() (raw) based on device type and forceRaw. |
GetDeviceObjects |
DeviceObjectItem[] GetDeviceObjects() |
Builds DeviceObjectItem[] for each axis, hat, button. Uses Math.Max(NumButtons, RawButtonCount) for button count so extra raw buttons (beyond gamepad 11) are included with generic "Button N" names. First 6 axes use standard GUIDs; extras use Slider. |
GetInputDeviceType |
int GetInputDeviceType() |
Maps SDL_JoystickType to InputDeviceType. |
SetRumble |
bool SetRumble(ushort lowFreq, ushort highFreq, uint durationMs) |
Sends rumble via SDL_RumbleJoystick. false if unsupported. |
SetHomeLedBrightness |
bool SetHomeLedBrightness(int percent) |
(4.1.0, #226) Switch HOME-button LED brightness via SDL_SetJoystickLED with an equal-RGB byte. SDL's Switch driver recovers max(r,g,b) as a 0–100 brightness and issues subcommand 0x38. Devices without the LED refuse inside SDL's own type check. The subcommand ACK wait blocks ~30–100 ms while SDL's global joystick lock is held, so call from a dedicated worker (SwitchHomeLedSetter), never the poll or UI thread. |
StopRumble |
bool StopRumble() |
SetRumble(0, 0, 0). |
Static Methods¶
| Method | Signature | Description |
|---|---|---|
BuildProductGuid |
static Guid BuildProductGuid(ushort vid, ushort pid) |
Synthetic GUID from VID+PID. bytes[0–1]=VID LE, [2–3]=PID LE, [4–15]=0x00. |
BuildInstanceGuid |
static Guid BuildInstanceGuid(string devicePath, ushort vid, ushort pid, uint instanceId, string serial = null, string sdlGuid = null) |
Deterministic GUID via MD5. Priority: VID+PID+Serial (stable), device path (wired), VID+PID+SDL ID (session-only). |
HomeLedPercentToByte |
internal static byte HomeLedPercentToByte(int percent) |
(4.1.0) 0–100 percent to the equal-RGB LED byte: ceil(percent * 255 / 100). Ceiling is deliberate. SDL recovers percent as (int)((v / 255.0f) * 100.0f), and the ceiling makes that round-trip exact for every percent where plain rounding slips low on some values (99 to 98). Unit-tested (GuideLedTests). |
HatToCentidegrees |
static int HatToCentidegrees(byte hat) |
SDL hat bitmask to centidegrees (−1 for centered). |
DpadToCentidegrees |
static int DpadToCentidegrees(bool up, bool down, bool left, bool right) |
4 D-pad booleans to centidegrees (supports 8-way diagonals). |
Gamepad State Reading¶
GetGamepadState() reads through SDL's gamecontrollerdb mapping layer, producing a standardized layout:
| Output | Indices |
|---|---|
| Axes | [0]=LX, [1]=LY, [2]=LT, [3]=RX, [4]=RY, [5]=RT |
| Buttons | [0]=A, [1]=B, [2]=X, [3]=Y, [4]=LB, [5]=RB, [6]=Back, [7]=Start, [8]=LS, [9]=RS, [10]=Guide |
| POV[0] | Synthesized from gamepad D-pad buttons |
| Sensors | Gyro and Accel populated if available |
Guide suppression: When Back+Start+Guide are all pressed, Guide is suppressed (Windows/XInput synthesizes Guide from this combo).
Extra raw buttons: Raw joystick buttons beyond index 10 are appended (e.g., DualSense touchpad click), excluding indices consumed by the gamepad mapping (ParseMappedButtonIndices()).
Joystick State Reading¶
GetJoystickState() reads raw joystick input (no gamepad remapping):
- Axes: SDL signed (−32768..32767) converted to unsigned (0..65535) via - short.MinValue. First MaxAxis go to Axis[], overflow to Sliders[].
- Hats: SDL bitmask to centidegrees via HatToCentidegrees.
- Buttons: Uses RawButtonCount (not NumButtons) for full raw coverage.
HID Product String Fallback¶
SDL3 may return a raw VID/PID string (e.g., "0x16c0/0x05e1") for unknown devices. IsRawVidPidName() detects this; TryGetHidProductString() queries the HID product string via CreateFile + HidD_GetProductString P/Invoke.
Haptic Open Strategy¶
OpenHaptic() opens SDL_OpenHapticFromJoystick and selects the best strategy:
1. LeftRight. Best for dual-motor
2. Sine. Periodic fallback
3. Constant. Last resort
Devices with both simple rumble and LeftRight haptic prefer simple rumble (more reliable for gamepads). Gain set to 100 if SDL_HAPTIC_GAIN is supported.
HapticEffectStrategy¶
File: PadForge.Engine/Common/SdlDeviceWrapper.cs
Namespace: PadForge.Engine
public enum HapticEffectStrategy
{
None, // No haptic support
LeftRight, // Best: SDL_HAPTIC_LEFTRIGHT (dual-motor)
Sine, // Periodic effect (period varies by motor)
Constant // Fallback: constant level from dominant motor
}
SdlKeyboardWrapper¶
File: PadForge.Engine/Common/SdlKeyboardWrapper.cs
Namespace: PadForge.Engine
Wraps a keyboard device for unified input via ISdlInputDevice. State read from Raw Input (per-device) via RawInputListener.
Properties¶
| Property | Type | Value/Description |
|---|---|---|
NumAxes |
int |
0 |
NumButtons |
int |
Up to 256 (min of 256 and MaxButtons) |
RawButtonCount |
int |
0 |
NumHats |
int |
0 |
HasRumble |
bool |
false |
HasHaptic |
bool |
false |
HasGyro |
bool |
false |
HasAccel |
bool |
false |
RawInputHandle |
IntPtr |
The Raw Input device handle for per-device state reading |
Methods¶
| Method | Signature | Description |
|---|---|---|
Open |
bool Open(RawInputListener.DeviceInfo deviceInfo) |
Opens from Raw Input enumeration. Builds GUID from device path. Path hash is used as the pseudo SDL instance ID. |
GetCurrentState |
CustomInputState GetCurrentState(bool forceRaw) |
Reads from RawInputListener.GetKeyboardState, merges hooked state via InputHookManager.MergeHookedKeyState (suppressed keys bypass Raw Input). |
GetDeviceObjects |
DeviceObjectItem[] |
256 button items with ObjectGuid.Key GUIDs. Names from SDL.VirtualKeyName. |
GetInputDeviceType |
int |
InputDeviceType.Keyboard (19). |
SetRumble / StopRumble |
Always false. |
SdlMouseWrapper¶
File: PadForge.Engine/Common/SdlMouseWrapper.cs
Namespace: PadForge.Engine
Wraps a mouse device for unified input via ISdlInputDevice. State read from Raw Input (per-device) via RawInputListener.
Constants¶
| Constant | Value | Description |
|---|---|---|
MouseButtons |
5 | Left, Middle, Right, X1, X2 |
MouseAxes |
3 | X Motion, Y Motion, Scroll |
AxisCenter |
32767 | Center value for mouse axis output |
MotionScale |
2048f | Multiplier for mouse delta to axis value |
ScrollScale |
128f | Multiplier for scroll delta to axis value |
Properties¶
| Property | Type | Value/Description |
|---|---|---|
NumAxes |
int |
3 (X Motion, Y Motion, Scroll) |
NumButtons |
int |
5 (Left, Middle, Right, X1, X2) |
RawButtonCount |
int |
0 |
NumHats |
int |
0 |
HasRumble |
bool |
false |
RawInputHandle |
IntPtr |
The Raw Input device handle |
Methods¶
| Method | Signature | Description |
|---|---|---|
Open |
bool Open(RawInputListener.DeviceInfo deviceInfo) |
Opens from Raw Input enumeration. |
GetCurrentState |
CustomInputState GetCurrentState(bool forceRaw) |
Reads deltas via ConsumeMouseDelta, scroll via ConsumeMouseScroll, buttons via GetMouseButtons + MergeHookedMouseState. Axes = AxisCenter + (delta * Scale) clamped to 0–65535. |
GetDeviceObjects |
DeviceObjectItem[] |
3 RelativeAxis (X, Y, Scroll) + 5 PushButton (L, M, R, X1, X2). |
GetInputDeviceType |
int |
InputDeviceType.Mouse (18). |
ConsumerControlWrapper¶
File: PadForge.Engine/Common/ConsumerControlWrapper.cs
Namespace: PadForge.Engine
(v3.6, #168) Exposes a Windows Consumer Control HID collection (media remotes, headset strips, keyboard media rows) as an ISdlInputDevice. Buttons only, no axes. State read from Raw Input (per-device) via RawInputListener.GetConsumerState. Structurally mirrors SdlKeyboardWrapper, but there is no low-level hook for consumer usages, so there is no InputHookManager merge.
Properties¶
| Property | Type | Value/Description |
|---|---|---|
Name |
string |
"Consumer Control" until Open sets the device name |
NumAxes |
int |
0 |
NumButtons |
int |
ConsumerUsageTable.TotalSlots (fixed block + dynamic slack) |
RawButtonCount |
int |
0 |
NumHats |
int |
0 |
SupportedButtonIndices |
int[] |
Array.Empty<int>() |
HasRumble / HasHaptic / HasGyro / HasAccel / HasTouchpad |
bool |
all false |
RawInputHandle |
IntPtr |
The Raw Input device handle for per-device state reading |
Methods¶
| Method | Signature | Description |
|---|---|---|
Open |
bool Open(RawInputListener.DeviceInfo deviceInfo) |
Opens from a Raw Input enumeration result, including the "All Consumer Controls (Merged)" aggregate. Builds GUID from device path (MD5). Path hash is the pseudo SDL instance ID. |
GetCurrentState |
CustomInputState GetCurrentState(bool forceRaw = false) |
Reads from RawInputListener.GetConsumerState into Buttons. |
GetDeviceObjects |
DeviceObjectItem[] GetDeviceObjects() |
One PushButton item per slot with ObjectGuid.Key. Fixed-block names come from ConsumerUsageTable.Fixed. Dynamic slots resolve their live usage via RawInputListener.GetDynamicSlotUsage, else "Consumer Slot N". |
GetInputDeviceType |
int GetInputDeviceType() |
InputDeviceType.ConsumerControl (29). |
IsAttached |
bool (property) |
Matches by device path against RawInputListener.EnumerateConsumerControls, re-syncing the handle if it changed. |
SetRumble / StopRumble |
Always false. |
ConsumerUsageTable¶
File: PadForge.Engine/Common/ConsumerUsageTable.cs
Namespace: PadForge.Engine.Common
(v3.6, #168) The canonical Consumer Control usage table. Usage IDs are from the HID Usage Tables, Consumer Page (0x0C). The index in Fixed is the button index the mapping layer sees, so the table is append-only: reordering or removing a row silently retargets every saved "Button N" mapping on a consumer device. Names are invariant English. MappingDisplayResolver.LocalizeObjectName carries the per-locale strings (DevObj_Consumer* keys).
Fixed holds 36 named usages: Power, menu navigation (Menu / OK / Up / Down / Left / Right / Escape), media transport (Play / Pause / Record / Fast Forward / Rewind / Next / Previous / Stop / Eject / Play-Pause), Voice Command, Mute / Volume Up / Volume Down, Quit, Channel Up / Channel Down, app keys (Media Player, Email, Calculator, File Browser), and the browser row (Search / Home / Back / Forward / Stop / Refresh / Bookmarks).
Usages a device reports that are not in the table get a session-dynamic slot after the fixed block (up to DynamicSlack = 16), displayed as "Consumer 0xNNNN". Dynamic indices are not stable across sessions.
public static class ConsumerUsageTable
{
public readonly struct Entry { public readonly ushort Usage; public readonly string Name; }
public static readonly Entry[] Fixed; // 36 named usages, append-only
public const int DynamicSlack = 16; // session-dynamic slots after the fixed block
public static int TotalSlots => Fixed.Length + DynamicSlack;
public static int IndexOf(ushort usage); // fixed index, or -1 if untabled
public static string DynamicName(ushort usage); // "Consumer 0xNNNN"
}
WebControllerDevice¶
File: PadForge.Engine/Common/WebControllerDevice.cs
Namespace: PadForge.Engine
Virtual input device for a browser-connected gamepad. Implements ISdlInputDevice for standard pipeline integration. State written by WebSocket thread, read by polling thread via volatile reference swaps.
Constants¶
| Constant | Value | Description |
|---|---|---|
WebVendorId |
0xBEEF |
Distinctive VID to avoid HIDMaestro filter false positives |
WebProductId |
0xCA7E |
Distinctive PID |
WebProductGuidBase |
{BEBC0000-0000-0000-0000-CAFEFACE0001} |
Base ProductGuid. The instance ProductGuid is this MD5-mixed with the layout key ("xbox360" / "ds4" / "touchpad"), so different layouts read as different products. |
Fixed Capabilities¶
| Property | Value |
|---|---|
| Axes | 6 (LX, LY, LT, RX, RY, RT. 0–65535 range) |
| Buttons | 11 (standard Xbox layout: A, B, X, Y, LB, RB, Back, Start, LS, RS, Guide) |
| POV Hats | 1 |
| HasRumble | true (via browser Vibration API) |
| HasHaptic | false |
| HasGyro | false |
| HasAccel | false |
Constructor¶
public WebControllerDevice(string clientId, string displayName, bool isTouchpad = false, string layoutKey = "xbox360")
Creates a web controller. clientId is a unique browser localStorage identifier. InstanceGuid derived from client ID via MD5. SdlInstanceId is the client ID hash code. Stick axes init to center (32767), trigger axes to 0. isTouchpad reports the device as a touchpad. layoutKey ("xbox360" / "ds4" / "touchpad") is MD5-mixed into ProductGuid so different layouts read as different products.
Events¶
| Event | Signature | Description |
|---|---|---|
RumbleRequested |
Action<ushort, ushort> |
Fired on SetRumble. Parameters: (lowFreq, highFreq), 0–65535. |
State Update Methods¶
| Method | Signature | Description |
|---|---|---|
UpdateAxis |
void UpdateAxis(int code, int value) |
Sets axis (0=LX, 1=LY, 2=LT, 3=RX, 4=RY, 5=RT). Thread-safe. |
UpdateButton |
void UpdateButton(int code, bool pressed) |
Sets button (0=A through 10=Guide). Thread-safe. |
UpdatePov |
void UpdatePov(int value) |
Sets POV hat (centidegrees or −1). Thread-safe. |
SetConnected |
void SetConnected(bool connected) |
Sets connection state (volatile write). |
TouchpadOverlayDevice¶
File: PadForge.Engine/Common/TouchpadOverlayDevice.cs
Namespace: PadForge.Engine
(v3.2) Virtual input device that backs the on-screen touchpad overlay. Implements ISdlInputDevice so the overlay shows up on the Devices page like any other gamepad and can be assigned to PlayStation slots. The window reads its position / size / monitor / opacity from AppSettingsData.TouchpadOverlay* fields.
| Property | Value |
|---|---|
Name |
"Touchpad Overlay" |
VendorId / ProductId |
0xBEEF / 0xCA7F |
OverlayInstanceGuid |
BEBC0001-0000-0000-0000-CAFEFACE0002 (fixed) |
OverlayProductGuid |
BEBC0000-0000-0000-0000-CAFEFACE0002 (fixed) |
NumAxes / NumHats |
0 / 0 |
NumButtons / RawButtonCount |
17 (touchpad click lives at Buttons[16]) |
SupportedButtonIndices |
[16] (sparse, only the touchpad click is populated) |
HasTouchpad |
true |
HasRumble / HasGyro / HasAccel |
all false |
DevicePath |
"overlay://touchpad" |
Touch state is fed in by the overlay window through a callback. The device exposes the resulting CustomInputState (Touchpads[] / Buttons[16]) through the standard GetCurrentState interface so Step 2 reads it the same way it reads SDL devices. There is only ever one overlay device per session (SdlInstanceId = 0xFFFFFFFE).
DeviceObjectItem¶
File: PadForge.Engine/Common/DeviceObjectItem.cs
Namespace: PadForge.Engine
Describes a single input object (axis, button, hat, slider) on a device. Used by mapping UI and pipeline.
public class DeviceObjectItem
{
// Identity
public string Name { get; set; } // Default: ""
public Guid ObjectTypeGuid { get; set; } // Default: Guid.Empty
public DeviceObjectTypeFlags ObjectType { get; set; } // Default: All
// Position
public int InputIndex { get; set; } // Default: 0
public int Offset { get; set; } // Default: 0
// Computed helpers (read-only)
public bool IsAxis { get; }
public bool IsButton { get; }
public bool IsPov { get; }
public bool IsSlider { get; }
public override string ToString(); // "{Name} ({TypeLabel}, Index {InputIndex})"
}
Properties¶
| Property | Type | Default | Description |
|---|---|---|---|
Name |
string |
"" |
Display name (e.g., "X Axis", "Button 3") |
ObjectTypeGuid |
Guid |
Guid.Empty |
Well-known GUID from ObjectGuid |
ObjectType |
DeviceObjectTypeFlags |
All |
Classification flags |
InputIndex |
int |
0 |
Zero-based index into CustomInputState arrays |
Offset |
int |
0 |
Byte offset (synthetic for SDL, mapping compatibility) |
Computed Properties¶
| Property | Logic |
|---|---|
IsAxis |
(ObjectType & Axis) != 0 |
IsButton |
(ObjectType & Button) != 0 |
IsPov |
(ObjectType & PointOfViewController) != 0 |
IsSlider |
ObjectTypeGuid == ObjectGuid.Slider |
InputTypes¶
File: PadForge.Engine/Common/InputTypes.cs
Namespace: PadForge.Engine
DeviceObjectTypeFlags¶
[Flags]
public enum DeviceObjectTypeFlags : int
{
All = 0,
RelativeAxis = 1,
AbsoluteAxis = 2,
Axis = 3, // RelativeAxis | AbsoluteAxis
PushButton = 4,
Button = 12,
PointOfViewController = 16,
ForceFeedbackActuator = 0x01000000
}
ObjectGuid¶
Well-known GUIDs for device object types, matching DirectInput GUID constants.
| Field | GUID | Description |
|---|---|---|
XAxis |
{A36D02E0-C9F3-11CF-BFC7-444553540000} |
GUID_XAxis |
YAxis |
{A36D02E1-C9F3-11CF-BFC7-444553540000} |
GUID_YAxis |
ZAxis |
{A36D02E2-C9F3-11CF-BFC7-444553540000} |
GUID_ZAxis |
RxAxis |
{A36D02F4-C9F3-11CF-BFC7-444553540000} |
GUID_RxAxis |
RyAxis |
{A36D02F5-C9F3-11CF-BFC7-444553540000} |
GUID_RyAxis |
RzAxis |
{A36D02E3-C9F3-11CF-BFC7-444553540000} |
GUID_RzAxis |
Slider |
{A36D02E4-C9F3-11CF-BFC7-444553540000} |
GUID_Slider |
Button |
{A36D02F0-C9F3-11CF-BFC7-444553540000} |
GUID_Button |
Key |
{55728220-D33C-11CF-BFC7-444553540000} |
GUID_Key |
PovController |
{A36D02F2-C9F3-11CF-BFC7-444553540000} |
GUID_POV |
Unknown |
Guid.Empty |
GUID_Unknown |
InputDeviceType¶
Integer constants. 18–25 match the DirectInput device type values. 26–29 are PadForge extensions. Used in UserDevice.CapType.
| Constant | Value | Description |
|---|---|---|
Mouse |
18 | Mouse |
Keyboard |
19 | Keyboard |
Joystick |
20 | Joystick |
Gamepad |
21 | Gamepad |
Driving |
22 | Steering wheel |
Flight |
23 | Flight stick |
FirstPerson |
24 | First-person device |
Supplemental |
25 | Supplemental device (guitar, drum, dance pad) |
Touchpad |
26 | Precision touchpad |
Midi |
27 | MIDI controller (#128) |
Nfc |
28 | NFC reader (#150) |
ConsumerControl |
29 | Consumer Control / media keys (#168) |
MapType¶
ForceFeedbackState¶
File: PadForge.Engine/Common/ForceFeedbackState.cs
Namespace: PadForge.Engine
Per-device force feedback (rumble) state with change detection. Only sends to hardware when motor values differ. Uses uint.MaxValue duration (~49 days) to mimic XInput's "set and forget" model.
Public Properties¶
| Property | Type | Description |
|---|---|---|
LeftMotorSpeed |
ushort |
Last sent left (low-freq) motor speed, 0–65535. Read-only. |
RightMotorSpeed |
ushort |
Last sent right (high-freq) motor speed, 0–65535. Read-only. |
IsActive |
bool |
Whether FFB is active on the device. Read-only. |
Private Fields (Change Detection Cache)¶
| Field | Type | Description |
|---|---|---|
_cachedLeftMotorSpeed |
ushort |
Last sent left motor speed |
_cachedRightMotorSpeed |
ushort |
Last sent right motor speed |
_hapticEffectId |
int |
SDL haptic effect ID (-1 = none) |
_hapticEffectCreated |
bool |
Whether a haptic effect has been created |
_cachedEffectType |
uint |
Last sent FFB effect type |
_cachedSignedMag |
short |
Last sent signed magnitude |
_cachedDirection |
ushort |
Last sent polar direction |
_cachedPeriod |
uint |
Last sent period |
_cachedHasCondition |
bool |
Last sent condition data flag |
_cachedHasDirectional |
bool |
Last sent directional data flag |
Public Methods¶
| Method | Signature | Description |
|---|---|---|
SetDeviceForces |
void SetDeviceForces(UserDevice ud, ISdlInputDevice device, PadSetting ps, Vibration v) |
Main entry. Reads gain from PadSetting. Routes to directional haptic when HasDirectionalData or HasConditionData and device supports haptic, or scalar rumble otherwise. Only sends when values change. |
StopDeviceForces |
void StopDeviceForces(ISdlInputDevice device) |
Stops all rumble/haptic and resets cached state. |
Private Methods¶
| Method | Description |
|---|---|
SetDirectionalHapticForces(device, v, overallGain) |
Directional constant/periodic force. Single-axis (wheels): projects via sin(angle). Multi-axis: full 2D polar. Falls back to scalar if unsupported. |
SetConditionHapticForces(device, v, overallGain) |
Condition effects (spring/damper/friction/inertia) with per-axis coefficients. Scales HID (−10000..+10000) to SDL (−32767..+32767). |
SetHapticForces(device, left, right) |
Scalar haptic fallback. Translates dual-motor to SDL effect per HapticEffectStrategy. |
ApplyHapticEffect(device, ref effect) |
Creates on first call, updates in-place after. Avoids create/destroy churn. |
StopAndDestroyHapticEffect(device) |
Stops and destroys active haptic effect. Resets effect state. |
Scalar Haptic Strategy Mapping¶
| Strategy | SDL Effect | Large Motor | Small Motor |
|---|---|---|---|
| LeftRight | SDL_HAPTIC_LEFTRIGHT |
large_magnitude = left |
small_magnitude = right |
| Sine | SDL_HAPTIC_SINE |
magnitude = max/2, period = 120 |
period = 40 |
| Constant | SDL_HAPTIC_CONSTANT |
level = max/2 |
N/A |
FfbEffectTypes¶
File: PadForge.Engine/Common/ForceFeedbackState.cs
Namespace: PadForge.Engine
FFB effect type constants matching the HID PID effect-type values used in HIDMaestro's PID descriptor path. Defined in Engine so both Engine and App can reference them.
| Constant | Value | Description |
|---|---|---|
None |
0 | No effect |
Const |
1 | Constant force |
Ramp |
2 | Ramp force |
Square |
3 | Square wave periodic |
Sine |
4 | Sine wave periodic |
Triangle |
5 | Triangle wave periodic |
SawUp |
6 | Sawtooth up periodic |
SawDown |
7 | Sawtooth down periodic |
Spring |
8 | Spring condition |
Damper |
9 | Damper condition |
Inertia |
10 | Inertia condition |
Friction |
11 | Friction condition |
Vibration¶
File: PadForge.Engine/Common/ForceFeedbackState.cs
Namespace: PadForge.Engine
Vibration/FFB state for a virtual controller slot. Carries scalar motor speeds (rumble) and directional FFB data (haptic joysticks/wheels).
public class Vibration
{
// Scalar fields (HIDMaestro XInput / HID rumble callback path)
public ushort LeftMotorSpeed { get; set; } // 0-65535, low-frequency heavy rumble
public ushort RightMotorSpeed { get; set; } // 0-65535, high-frequency light buzz
// Directional FFB fields (HIDMaestro PID/FFB callback for haptic devices)
public bool HasDirectionalData { get; set; }
public uint EffectType { get; set; } // FfbEffectTypes constant
public short SignedMagnitude { get; set; } // -10000 to +10000
public ushort Direction { get; set; } // Polar 0-32767 (0=North)
public uint Period { get; set; } // ms, for periodic effects
public byte DeviceGain { get; set; } = 255; // 0-255, device-level gain
// Condition effect fields (spring/damper/friction/inertia)
public bool HasConditionData { get; set; }
public ConditionAxisData[] ConditionAxes { get; set; }
public int ConditionAxisCount { get; set; } // 1 for wheels, 2 for joysticks
// Constructors
public Vibration();
public Vibration(ushort leftMotor, ushort rightMotor);
}
Fields¶
| Field | Type | Default | Description |
|---|---|---|---|
LeftMotorSpeed |
ushort |
0 | Left (low-freq) motor speed. Set by HIDMaestro OutputReceived callback. |
RightMotorSpeed |
ushort |
0 | Right (high-freq) motor speed. Set by HIDMaestro OutputReceived callback. |
HasDirectionalData |
bool |
false |
Directional FFB data available (HIDMaestro PID descriptor path) |
EffectType |
uint |
0 | FfbEffectTypes constant |
SignedMagnitude |
short |
0 | −10000 to +10000. Negative = opposite direction. |
Direction |
ushort |
0 | Polar HID units 0–32767 (0=N, ~8192=E, ~16384=S, ~24576=W) |
Period |
uint |
0 | Period in ms (periodic effects) |
DeviceGain |
byte |
255 | Device-level gain 0–255, on top of per-effect gain |
HasConditionData |
bool |
false |
Per-axis condition data available |
ConditionAxes |
ConditionAxisData[] |
null |
Per-axis coefficients (0=X, 1=Y) |
ConditionAxisCount |
int |
0 | Valid entries (1 = wheel, 2 = joystick) |
ConditionAxisData¶
File: PadForge.Engine/Common/ForceFeedbackState.cs
Namespace: PadForge.Engine
Per-axis condition parameters for spring/damper/friction/inertia effects.
public struct ConditionAxisData
{
public short PositiveCoefficient; // 0–10000, force when displacement > center
public short NegativeCoefficient; // 0–10000, force when displacement < center
public short Offset; // -10000 to +10000, center offset
public uint DeadBand; // 0–10000, dead band around center
public uint PositiveSaturation; // 0–10000
public uint NegativeSaturation; // 0–10000
}
InputHookManager¶
File: PadForge.Engine/Common/InputHookManager.cs
Namespace: PadForge.Engine.Common
Manages WH_KEYBOARD_LL and WH_MOUSE_LL low-level hooks to suppress mapped keyboard/mouse inputs. Only suppresses inputs in the active suppression sets.
public class InputHookManager : IDisposable
{
void Start();
void Stop();
void SetSuppressedKeys(HashSet<int> vkCodes);
void SetSuppressedMouseButtons(HashSet<int> buttons);
bool HasAnySuppression { get; }
static void MergeHookedKeyState(bool[] dest, int count);
static void MergeHookedMouseState(bool[] dest, int count);
}
Methods¶
| Method | Signature | Description |
|---|---|---|
Start |
void Start() |
Creates background thread with GetMessage loop, installs both hooks. Blocks until installed (5s timeout). |
Stop |
void Stop() |
Posts WM_QUIT to hook thread, joins (2s timeout), clears state. |
SetSuppressedKeys |
void SetSuppressedKeys(HashSet<int> vkCodes) |
Updates VK codes to suppress. Clears state for removed keys. Volatile reference swap. |
SetSuppressedMouseButtons |
void SetSuppressedMouseButtons(HashSet<int> buttons) |
Updates mouse button IDs to suppress (0=L, 1=R, 2=M, 3=X1, 4=X2). Volatile reference swap. |
HasAnySuppression |
bool (property) |
true if any keys or mouse buttons suppressed. |
MergeHookedKeyState |
static void MergeHookedKeyState(bool[] dest, int count) |
Merges suppressed-key state into dest (hook state is authoritative). Called by SdlKeyboardWrapper. |
MergeHookedMouseState |
static void MergeHookedMouseState(bool[] dest, int count) |
Same for mouse buttons. Called by SdlMouseWrapper. |
Hook Callbacks¶
- Keyboard: Intercepts
WM_KEYDOWN/UP,WM_SYSKEYDOWN/UP. Returns(IntPtr)1to suppress,CallNextHookExto pass through. Captures state into_hookedKeyState[]before suppressing (LL hook runs beforeWM_INPUT). - Mouse: Intercepts button messages (
WM_[LR/M/X]BUTTONDOWN/UP). Converts viaMouseMessageToButtonId(). Captures into_hookedMouseState[].
Button ID Mapping¶
| Mouse Message | Button ID |
|---|---|
WM_LBUTTONDOWN/UP |
0 (Left) |
WM_RBUTTONDOWN/UP |
1 (Right) |
WM_MBUTTONDOWN/UP |
2 (Middle) |
WM_XBUTTONDOWN/UP (XBUTTON1) |
3 |
WM_XBUTTONDOWN/UP (XBUTTON2) |
4 |
| Other (move, wheel) | -1 (pass through) |
P/Invoke¶
| Function | DLL | Purpose |
|---|---|---|
SetWindowsHookExW |
user32.dll | Install low-level hook |
UnhookWindowsHookEx |
user32.dll | Remove hook |
CallNextHookEx |
user32.dll | Pass input to next hook |
GetModuleHandleW |
kernel32.dll | Get module handle for hook registration |
GetMessageW |
user32.dll | Message pump loop |
PostThreadMessageW |
user32.dll | Post WM_QUIT to hook thread |
GetCurrentThreadId |
kernel32.dll | Get hook thread ID |
RawInputListener¶
File: PadForge.Engine/Common/RawInputListener.cs
Namespace: PadForge.Engine
Receives keyboard and mouse input via Windows Raw Input API, even when unfocused (RIDEV_INPUTSINK). Creates a hidden message-only window (HWND_MESSAGE) on a background thread. State tracked per-device via RAWINPUT.header.hDevice for multi-device isolation.
DeviceInfo Struct¶
public struct DeviceInfo
{
public IntPtr Handle; // Raw Input device handle
public string Name; // Device display name
public string DevicePath; // Device interface path
public ushort VendorId; // USB VID
public ushort ProductId; // USB PID
}
Static Fields¶
| Field | Type | Description |
|---|---|---|
AggregateKeyboardHandle |
IntPtr |
Sentinel new IntPtr(-99). Aggregates all keyboards. |
AggregateMouseHandle |
IntPtr |
Sentinel new IntPtr(-98). Aggregates all mice. |
Public Methods¶
| Method | Signature | Description |
|---|---|---|
Start |
static void Start() |
Creates message-pump thread, registers Raw Input. Blocks until window created. |
Stop |
static void Stop() |
Posts WM_QUIT, joins thread. |
EnumerateKeyboards |
static DeviceInfo[] EnumerateKeyboards() |
All connected keyboards via GetRawInputDeviceList. |
EnumerateMice |
static DeviceInfo[] EnumerateMice() |
All connected mice. |
GetKeyboardState |
static void GetKeyboardState(IntPtr hDevice, bool[] dest, int count) |
Copies per-device key states. Aggregate handle for combined output. |
ConsumeMouseDelta |
static void ConsumeMouseDelta(IntPtr hDevice, out int dx, out int dy) |
Returns and resets accumulated mouse delta. |
ConsumeMouseScroll |
static int ConsumeMouseScroll(IntPtr hDevice) |
Returns and resets scroll delta. |
GetMouseButtons |
static void GetMouseButtons(IntPtr hDevice, bool[] dest) |
Copies per-device button states (5: L, M, R, X1, X2). |
Input Processing¶
- Keyboard (
RIM_TYPEKEYBOARD): ReadsRAWKEYBOARD.VKey, handlesRI_KEY_E0extended keys (right Ctrl/Alt/Shift, NumLock, Insert, Home, etc.). Per-device state inConcurrentDictionary<IntPtr, bool[]>. - Mouse (
RIM_TYPEMOUSE): AccumulateslLastX/lLastYdeltas. Tracks buttons viausButtonFlags. Scroll viaRI_MOUSE_WHEEL. - Scroll:
usButtonDatais a signedshort. Accumulated per-device, consumed byConsumeMouseScroll. - Absolute-mode skip: when
RAWMOUSE.usFlagshasMOUSE_MOVE_ABSOLUTE(bit 0) set,lLastX/lLastYare absolute coordinates in 0..65535 over the active region, not deltas. RDP virtual mice, Wacom tablets in absolute mode, and some KVMs send these. Treating them as deltas would inject 0..65535-magnitude jumps into the gamepad-mapping aim and scroll paths, so the reader returns early at the top of the mouse-event branch for absolute events. Matches the policy SDL3 and XInput use for the same situation.
IdleInputDetector¶
File: PadForge.Engine/Common/IdleInputDetector.cs
Namespace: PadForge.Engine.Common
(v3.6, #162) Pure idle test for the idle-disconnect countdown, the DS4Windows isDS4Idle() shape generalized to PadForge's normalized state. No state, no side effects. Two entry points:
| Method | Signature | Description |
|---|---|---|
IsGamepadIdle |
static bool IsGamepadIdle(CustomInputState s, CustomInputState previous = null) |
Absolute test for gamepad-typed devices (auto-map axis convention: sticks on axes 0/1/3/4 centered at 32767, triggers on axes 2/5 at rest 0). Idle when no button is pressed, no POV is deflected, both sticks sit inside the stick slop band, both triggers sit under the trigger slop, no touchpad finger is down, and the IR pointer / Joy-Con 2 mouse / Raw Input mouse are inactive. When previous is supplied, extra axes past 5 (#193) and sliders also take the change-detection test. |
IsUnchanged |
static bool IsUnchanged(CustomInputState current, CustomInputState previous) |
Generic change-detection test for devices whose axis layout and rest positions are unknown (raw joysticks, wheels, remotes). Idle means "nothing moved since the previous poll" within a small slop. Known limit: an axis held rock-steady off-rest reads idle. |
Constants¶
| Constant | Value | Description |
|---|---|---|
StickSlop |
16384 | Stick slop around 32767 center. The DS4Windows 64-of-128 half-range fraction scaled to the 32767 half-range. |
TriggerSlop |
1024 | Trigger slop above 0 rest. Absorbs worn-pot jitter. |
DeltaSlop |
1024 | Axis / slider delta slop for the change-detection test. |
Motion sensors (gyro / accel) are deliberately ignored, as DS4Windows ignores them: gyro noise never settles and would defeat the countdown forever. JoyConIrIntensity is excluded for the same reason (passive ambient-light scalar, never settles). The Wii IR pointer (Ir.Detected, #146), the Joy-Con 2 mouse deltas (JoyCon2MouseDX/DY, #154), and the Raw Input mouse counts (MouseRawDX/DY, #200) count as activity, so a user aiming or moving only those sources is not disconnected mid-use.
PrecisionTouchpadReader¶
File: PadForge.Engine/Common/PrecisionTouchpadReader.cs
Namespace: PadForge.Engine
Reads Windows Precision Touchpad (PTP) devices via Raw Input. Each enumerated PTP device shows up as a UserDevice with CapType = Touchpad and Device == null (data flows through this reader rather than an ISdlInputDevice wrapper). The reader runs its own hidden message-only window on a background thread, registers for digitizer top-level collection 0x0D / 0x05 with RIDEV_INPUTSINK, and uses the HidP_* API family to parse contacts from each report.
Constants¶
| Constant | Value | Purpose |
|---|---|---|
PtpMaxFingers |
5 |
Per-device contact ceiling. Matches the PTP-spec maximum and the canonical Windows-certified hardware bound. |
StaleThresholdTicks |
100 ms | If no WM_INPUT arrives within this window, all contacts and the in-progress frame are cleared on the next ReadInto. |
PtpDeviceState¶
Per-device state, keyed by Raw Input hDevice:
| Field | Type | Purpose |
|---|---|---|
X, Y, Down |
float[5] / bool[5] |
Per-slot contact position and touching flag. The gesture engine reads these via TouchpadInputState. |
LastFrameDown, CurrentContactId |
bool[5] / int[5] |
Persistent per-slot rising-edge tracking so the engine sees one continuous contact ID across the lifetime of a finger touching the slot. |
SlotToHidId |
int[5] |
HID contact ID currently occupying each engine slot, or -1 for free. Carries across frames — see "Stable slot assignment" below. |
FrameExpected, FrameSeen |
int |
Multi-report frame-assembly bookkeeping. |
FrameBufX, FrameBufY, FrameBufId |
parallel arrays | Per-fragment scratch buffer for the contacts seen so far in the in-progress frame. |
Name, DevicePath, VendorId, ProductId, LastReportTicks |
various | Device identity + staleness timestamp. |
Spec-mandatory behaviors¶
These four behaviors are required by the Microsoft Precision Touchpad spec and are the difference between a reader that works at 2 fingers and one that works through 5.
Tip-switch (digitizer usage 0x42)¶
The PTP spec sends one final report for each contact with tip-switch = 0 at lift, then drops the contact slot from subsequent reports. Without checking the bit, a lifted contact reads as still touching, inflates the apparent contact count, and corrupts the engine-side path the gesture recognizer builds.
ReadTipSwitch calls HidP_GetUsages on each per-finger link collection and scans the returned usage list for HID_USAGE_DIGITIZER_TIP_SWITCH. Touching iff the usage is present. HID-call failure falls back to "treat as touching" so non-conformant devices that don't expose the usage retain the legacy behavior.
Multi-report frame assembly¶
Most certified PTP hardware caps each HID report at 2 contacts; a 5-finger frame arrives as three reports (2 + 2 + 1). The PTP spec carries the total contact count on the first report's contact-count usage; continuation reports carry zero.
The reader accumulates contacts into FrameBuf* across reports and only commits ds.Down when the buffer reaches FrameExpected. Out-of-spec devices that never set contact-count (FrameExpected stays 0) fall back to per-report commit. Each fragment's contact append is bounded by FrameExpected - FrameSeen so that a descriptor with more contact link-collections than the frame actually carries (empty slots parse as zero-X/Y "contacts" with stale IDs) doesn't inflate the buffer past the spec-declared total.
Stable slot assignment by HID contact ID¶
Each contact in the assembled frame buffer carries the HID contact ID parsed from the report. Commit-time slot assignment runs in two passes:
- Pass 1 — existing IDs keep their slots. For each buffered contact, scan
SlotToHidIdfor a matching ID; if found, that contact stays in its existing slot. - Pass 2 — new IDs claim free slots. For each unassigned contact, scan
SlotToHidIdfor-1. The first free slot is claimed for this contact's HID ID.
Unclaimed slots get released (SlotToHidId[s] = -1) and the ReadDeviceState synth-cid pass turns the cleared Down[s] into a wasDown→!isDown transition that terminates the path cleanly.
Without slot stability, when a low-slot finger lifts, the remaining contacts shift down in buffer-arrival order on the next frame. Engine slot 0's continuous-touch path gets extended with a different physical finger's coordinates, the resulting position jump looks like a swipe, and the tap fails to fire.
Staleness clear¶
If no WM_INPUT report arrives for the device within StaleThresholdTicks, the next ReadInto clears ds.Down, resets SlotToHidId to -1, and zeros the in-progress frame state. Prevents an orphaned partial frame from bleeding into the next touch session.
Public API¶
| Method | Signature | Description |
|---|---|---|
Start |
void Start() |
Spawns the message-pump thread and registers for digitizer Raw Input. |
Stop |
void Stop() |
Posts WM_QUIT, joins thread. |
IsAvailable |
bool { get; } |
True once at least one PTP device has produced a report. |
GetDevices |
(IntPtr, string, string, ushort, ushort)[] GetDevices() |
Snapshots known devices. Called from Step 1 enumeration. |
ReadInto |
void ReadInto(IntPtr hDevice, CustomInputState state) |
Per-device read. Allocates state.Touchpads[0] if absent. |
ReadInto |
void ReadInto(CustomInputState state) |
Aggregate read for the "All Touchpads (Merged)" pseudo-device — first device's state. |
Interaction with InputManager¶
Step 2 (UpdateInputStates) reads PTP devices via the path:
if (ud.IsTouchpad && ud.Device == null && _ptpReader != null && _ptpReader.IsAvailable)
{
newState = new CustomInputState();
if (ud.InstanceGuid == PtpMergedGuid)
_ptpReader.ReadInto(newState);
else
{
IntPtr ptpHandle = FindPtpHandle(ud.InstanceGuid);
if (ptpHandle != IntPtr.Zero)
_ptpReader.ReadInto(ptpHandle, newState);
}
}
The picker fallback in MappingDisplayResolver.AddTouchpadGestureChoices defaults MaxFingers to PtpMaxFingers when ud.IsTouchpad && ud.Device == null so 3/4/5-finger gestures surface in the dropdown even when no live state is available at picker-build time.
HapticToneEncoder¶
File: PadForge.Engine/Haptics/HapticToneEncoder.cs
Namespace: PadForge.Engine.Haptics
(v3.6, #147) Pure tone-encoder cores for HD haptic tones on controllers whose haptics are LRAs. Turns a (frequency, amplitude) request into the exact wire bytes each device family's actuators expect. Deterministic and side-effect free so it unit-tests against the reference implementations without hardware. An LRA plays a tone with an amplitude envelope, not PCM, and a pad with two of them still plays the one mono tone. Beeps, alerts, and melodic cues land. Speech and music do not.
| Family | Report | Encoder | Notes |
|---|---|---|---|
| Joy-Con / Switch Pro | 0x10 rumble payload | EncodeJoyConRumble(freqHz, amp) |
Closed-form log2 encoding. FoldJoyConFrequency octave-folds out-of-band notes into [41, 626] Hz. Float32 math (MathF) to stay bit-faithful to the on-hardware reference. |
| Steam Controller 2015 / Deck | 0x8F feature blob | EncodeSteamClassic(freqHz, durationSeconds, haptic) |
Square-wave, pitch-only. The Deck's built-in controller reuses this exact path (no separate Deck encoder). |
| Steam Controller 2026 (Triton) | 0x83 LFO-tone output | EncodeTritonTone(haptic, freqHz, amp) |
10-byte output report. Byte 2 is a signed int8 gain_db (0 dB at amp=1, floored at −40, never positive). Actuator index 0/1/3/4. Grips driven through the per-note trackpad→grip frequency map so both sound the same pitch. |
Supporting members: MidiNoteToFrequency (melodic cue helper), TritonActuators / TritonIsGrip / TritonGripDriveHz (Triton actuator addressing and grip drive), EncodeTritonRumbleClear (0x80 zero-rumble sent before arming a fresh tone), AmpToGainDb (shared amplitude-to-dB map). Switch 2 was dropped from the tone scope: no reference plays an audible tone on a Switch 2 actuator.
HapticToneReducer¶
File: PadForge.Engine/Haptics/HapticToneReducer.cs
Namespace: PadForge.Engine.Haptics
(v3.6, #147) Reduces a stream of mono float audio to one (dominant frequency Hz, amplitude 0..1) per rumble tick, the PCM-to-tone step an LRA needs before HapticToneEncoder turns it into wire bytes. Amplitude is windowed RMS. Pitch is the normalized autocorrelation peak over the playable lag range (the first rise-then-fall above a voiced threshold, not the global max, to avoid the near-min-lag plateau). Standard DSP, not copied from a reference repo. Allocation-light (a reused per-lag score buffer, no per-tick allocation).
public sealed class HapticToneReducer
{
public const float SilenceRms = 0.02f; // below this the window is silence (amp 0)
public HapticToneReducer(int rate);
public (float Hz, float Amp) Push(float[] samples, int count);
}
Detects ~40 Hz to ~1300 Hz over an ~83 ms ring. Near-silent or unvoiced windows hold the last detected pitch and report the true loudness (0 for silence) so an unvoiced burst does not jump the coil.
WiiSpeakerAdpcm¶
File: PadForge.Engine/Haptics/WiiSpeakerAdpcm.cs
Namespace: PadForge.Engine.Haptics
(v3.6, #146) Yamaha 4-bit ADPCM codec for the Wii Remote speaker. The expand-nibble math (DiffLookup / IndexScale / clip) is the public WiiBrew / Dolphin algorithm. Two samples pack per byte, low nibble first (the order real Wii speaker hardware consumes, hardware-verified via the ffmpeg adpcm_yamaha + WiimoteLib playback path).
Off the live path. The live
WiiSpeakerServiceships 8-bit PCM (memoryless, tolerant of the SDL-shared BT link), not this differential ADPCM. This codec is kept compiled and unit-tested (HapticEncoderTests) as the verified reference implementation only.
public static class WiiSpeakerAdpcm
{
public struct State { public int Predictor; public int Step; public static State Initial { get; } }
public static short ExpandNibble(ref State s, int nibble);
public static short[] Decode(byte[] adpcm); // whole-stream, resets state
public static short[] Decode(byte[] adpcm, ref State s); // streaming, carries state
public static byte[] Encode(short[] pcm); // whole-cue, resets state
public static byte[] Encode(short[] pcm, ref State s); // streaming, throws on odd-length chunk
}
The encoder is the original inverse of the decoder: per target PCM sample it tries all 16 nibbles and keeps the one whose reconstructed predictor lands closest, then advances state with the exact decode formulas. The streaming Encode throws on an odd-length chunk, since a trailing padding nibble desyncs the decoder for the rest of the stream.
PadSetting¶
File: PadForge.Engine/Data/PadSetting.cs
Namespace: PadForge.Engine.Data
Complete mapping configuration for a device-to-slot assignment. All mapping properties are string descriptors: "Button N", "Axis N", "IHAxis N", "POV N Dir", "Slider N", or "" (unmapped). Declared partial.
Stored separately from UserSettings, linked via PadSettingChecksum. Multiple UserSettings can share one PadSetting. Numeric settings stored as strings for XML consistency.
Identity¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
PadSettingChecksum |
string |
[XmlElement] |
"" |
Checksum from all mapping/setting properties. Links to UserSettings. |
Button Mappings¶
| Property | Type | Serialization | Default |
|---|---|---|---|
ButtonA |
string |
[XmlElement] |
"" |
ButtonB |
string |
[XmlElement] |
"" |
ButtonX |
string |
[XmlElement] |
"" |
ButtonY |
string |
[XmlElement] |
"" |
LeftShoulder |
string |
[XmlElement] |
"" |
RightShoulder |
string |
[XmlElement] |
"" |
ButtonBack |
string |
[XmlElement] |
"" |
ButtonStart |
string |
[XmlElement] |
"" |
ButtonGuide |
string |
[XmlElement] |
"" |
LeftThumbButton |
string |
[XmlElement] |
"" |
RightThumbButton |
string |
[XmlElement] |
"" |
D-Pad Mappings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
DPad |
string |
[XmlElement] |
"" |
Combined D-Pad mapping. POV descriptor auto-extracts all 4 directions. Individual overrides take priority. |
DPadUp |
string |
[XmlElement] |
"" |
|
DPadDown |
string |
[XmlElement] |
"" |
|
DPadLeft |
string |
[XmlElement] |
"" |
|
DPadRight |
string |
[XmlElement] |
"" |
Trigger Mappings and Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftTrigger |
string |
[XmlElement] |
"" |
Mapping descriptor |
RightTrigger |
string |
[XmlElement] |
"" |
Mapping descriptor |
LeftTriggerDeadZone |
string |
[XmlElement] |
"0" |
0–100% |
RightTriggerDeadZone |
string |
[XmlElement] |
"0" |
0–100% |
LeftTriggerAntiDeadZone |
string |
[XmlElement] |
"0" |
0–100% |
RightTriggerAntiDeadZone |
string |
[XmlElement] |
"0" |
0–100% |
LeftTriggerMaxRange |
string |
[XmlElement] |
"100" |
1–100% |
RightTriggerMaxRange |
string |
[XmlElement] |
"100" |
1–100% |
LeftTriggerSensitivityCurve |
string |
[XmlElement] |
"0" |
−100 to 100 (0=linear, +100=exp, −100=log) |
RightTriggerSensitivityCurve |
string |
[XmlElement] |
"0" |
−100 to 100 |
Thumbstick Axis Mappings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbAxisX |
string |
[XmlElement] |
"" |
|
LeftThumbAxisY |
string |
[XmlElement] |
"" |
|
RightThumbAxisX |
string |
[XmlElement] |
"" |
|
RightThumbAxisY |
string |
[XmlElement] |
"" |
|
LeftThumbAxisXNeg |
string |
[XmlElement] |
"" |
Negative direction (buttons mapped to bidirectional axes) |
LeftThumbAxisYNeg |
string |
[XmlElement] |
"" |
|
RightThumbAxisXNeg |
string |
[XmlElement] |
"" |
|
RightThumbAxisYNeg |
string |
[XmlElement] |
"" |
Deadzone Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbDeadZoneX |
string |
[XmlElement] |
"0" |
Left stick deadzone X (0–100%) |
LeftThumbDeadZoneY |
string |
[XmlElement] |
"0" |
Left stick deadzone Y |
RightThumbDeadZoneX |
string |
[XmlElement] |
"0" |
Right stick deadzone X |
RightThumbDeadZoneY |
string |
[XmlElement] |
"0" |
Right stick deadzone Y |
LeftThumbDeadZoneShape |
string |
[XmlElement] |
"2" |
DeadZoneShape enum value. 2 = ScaledRadial. |
RightThumbDeadZoneShape |
string |
[XmlElement] |
"2" |
DeadZoneShape enum value |
LeftThumbAntiDeadZone |
string |
[XmlElement] |
"0" |
Legacy unified (0–100%). Prefer per-axis X/Y. |
RightThumbAntiDeadZone |
string |
[XmlElement] |
"0" |
Legacy unified |
LeftThumbAntiDeadZoneX |
string |
[XmlElement] |
"0" |
Left stick anti-deadzone X (0–100%) |
LeftThumbAntiDeadZoneY |
string |
[XmlElement] |
"0" |
Left stick anti-deadzone Y |
RightThumbAntiDeadZoneX |
string |
[XmlElement] |
"0" |
Right stick anti-deadzone X |
RightThumbAntiDeadZoneY |
string |
[XmlElement] |
"0" |
Right stick anti-deadzone Y |
LeftThumbLinear |
string |
[XmlElement] |
"0" |
Response curve (0–100%). 0=default, 100=fully linear. |
RightThumbLinear |
string |
[XmlElement] |
"0" |
Sensitivity Curve Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbSensitivityCurveX |
string |
[XmlElement] |
"0" |
−100 to 100 (0=linear, +100=exp, −100=log) |
LeftThumbSensitivityCurveY |
string |
[XmlElement] |
"0" |
|
RightThumbSensitivityCurveX |
string |
[XmlElement] |
"0" |
|
RightThumbSensitivityCurveY |
string |
[XmlElement] |
"0" |
Max Range Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbMaxRangeX |
string |
[XmlElement] |
"100" |
Left stick X max range (1–100%). Symmetric/positive direction. |
LeftThumbMaxRangeY |
string |
[XmlElement] |
"100" |
|
RightThumbMaxRangeX |
string |
[XmlElement] |
"100" |
|
RightThumbMaxRangeY |
string |
[XmlElement] |
"100" |
|
LeftThumbMaxRangeXNeg |
string |
[XmlElement] |
null |
Left stick X negative (left). Null = inherit symmetric. |
LeftThumbMaxRangeYNeg |
string |
[XmlElement] |
null |
Left stick Y negative (down) direction |
RightThumbMaxRangeXNeg |
string |
[XmlElement] |
null |
|
RightThumbMaxRangeYNeg |
string |
[XmlElement] |
null |
Stick Center Offset Calibration¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbCenterOffsetX |
string |
[XmlElement] |
"0" |
−100 to 100%. Corrects stick drift before deadzone. |
LeftThumbCenterOffsetY |
string |
[XmlElement] |
"0" |
|
RightThumbCenterOffsetX |
string |
[XmlElement] |
"0" |
|
RightThumbCenterOffsetY |
string |
[XmlElement] |
"0" |
Stick Boundary Calibration (#174)¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
LeftThumbBoundaryMap |
string |
[XmlElement] |
"" |
Measured left-stick boundary map: space-separated per-angle radii scaled by 100. Empty = uncalibrated, no reshaping. Reshaping runs before center offset, deadzone, and curve. |
RightThumbBoundaryMap |
string |
[XmlElement] |
"" |
Measured right-stick boundary map. Empty = uncalibrated. |
Wii Pointer (#203)¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
PointerMode |
string |
[XmlElement] |
"Mouse" |
Wii IR pointer cursor drive. "Mouse" = absolute aim, "FpsMouse" = center-offset velocity, "Mouse43" / "Mouse169" = cursor confined to an aspect region with border pin. Per (device, slot). Shapes the cursor drive only. The "IR Pointer X/Y" mapping sources read raw regardless. |
PointerFpsSpeed |
string |
[XmlElement] |
"35" |
FPS Mouse speed, pixels per 10 ms at full deflection. |
Force Feedback Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
ForceType |
string |
[XmlElement] |
"1" |
0=Off, 1=SDL Rumble |
ForceOverall |
string |
[XmlElement] |
"100" |
Overall strength 0–100%. Multiplier for both motors. |
ForceSwapMotor |
string |
[XmlElement] |
"0" |
"0"=no swap, "1"=swap left/right motors |
LeftMotorStrength |
string |
[XmlElement] |
"100" |
Left (low-freq) motor strength 0–100% |
RightMotorStrength |
string |
[XmlElement] |
"100" |
Right (high-freq) motor strength 0–100% |
Audio Rumble Settings¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
AudioRumbleEnabled |
string |
[XmlElement] |
"0" |
Enable audio bass rumble. "0"=off, "1"=on. |
AudioRumbleSensitivity |
string |
[XmlElement] |
"4" |
Bass detection sensitivity (1–20) |
AudioRumbleCutoffHz |
string |
[XmlElement] |
"80" |
Low-pass cutoff Hz (40–200) |
AudioRumbleLeftMotor |
string |
[XmlElement] |
"100" |
Left motor strength for audio rumble (0–100%) |
AudioRumbleRightMotor |
string |
[XmlElement] |
"100" |
Right motor strength for audio rumble (0–100%) |
Axis Configuration¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
AxisToButtonThreshold |
string |
[XmlElement] |
"50" |
Threshold 0–100% for axis-as-button |
MappingDeadZoneEntries |
ExtendedMappingEntry[] |
[XmlArray("MappingDeadZones")] [XmlArrayItem("Map")] |
null |
Per-mapping axis-to-button thresholds. Keys = target names, values = 0–100%. |
LeftThumbAxisXInvert |
string |
[XmlElement] |
"0" |
Invert left stick X. "0" or "1". |
LeftThumbAxisYInvert |
string |
[XmlElement] |
"0" |
|
RightThumbAxisXInvert |
string |
[XmlElement] |
"0" |
|
RightThumbAxisYInvert |
string |
[XmlElement] |
"0" |
Extended Custom Mappings (Dictionary-based)¶
For Extended slots with custom HID descriptors (arbitrary axis/button/POV counts). Keys: "ExtendedAxis0", "ExtendedAxis0Neg", "ExtendedBtn0", "ExtendedPov0Up". Values: mapping descriptors.
| Property | Type | Serialization | Description |
|---|---|---|---|
ExtendedMappingEntries |
ExtendedMappingEntry[] |
[XmlArray("ExtendedMappings")] [XmlArrayItem("Map")] |
Serializable array for XML persistence |
| Method | Signature | Description |
|---|---|---|
GetExtendedMapping |
string GetExtendedMapping(string key) |
Gets an Extended mapping value by key. Returns "" if not found. |
SetExtendedMapping |
void SetExtendedMapping(string key, string value) |
Sets an Extended mapping value. Empty/null removes the key. |
FlushExtendedMappings |
void FlushExtendedMappings() |
Flushes in-memory dictionary back to serializable array. |
MIDI Custom Mappings (Dictionary-based)¶
Same pattern as Extended. Keys: "MidiCC0", "MidiCC0Neg", "MidiNote0", etc.
| Property | Type | Serialization | Description |
|---|---|---|---|
MidiMappingEntries |
ExtendedMappingEntry[] |
[XmlArray("MidiMappings")] [XmlArrayItem("Map")] |
Serializable array |
| Method | Signature | Description |
|---|---|---|
GetMidiMapping |
string GetMidiMapping(string key) |
Gets a MIDI mapping value. |
SetMidiMapping |
void SetMidiMapping(string key, string value) |
Sets a MIDI mapping value. |
FlushMidiMappings |
void FlushMidiMappings() |
Flushes dictionary to array. |
KBM Custom Mappings (Dictionary-based)¶
Keys: "KbmKey41" (VK_A), "KbmMouseX", "KbmMouseXNeg", "KbmMBtn0", "KbmScroll", etc.
| Property | Type | Serialization | Description |
|---|---|---|---|
KbmMappingEntries |
ExtendedMappingEntry[] |
[XmlArray("KbmMappings")] [XmlArrayItem("Map")] |
Serializable array |
| Method | Signature | Description |
|---|---|---|
GetKbmMapping |
string GetKbmMapping(string key) |
Gets a KBM mapping value. |
SetKbmMapping |
void SetKbmMapping(string key, string value) |
Sets a KBM mapping value. |
FlushKbmMappings |
void FlushKbmMappings() |
Flushes dictionary to array. |
Per-Mapping Deadzones (Dictionary-based)¶
Same pattern as Extended/MIDI/KBM mappings. Keys = target mapping names (e.g. "LeftThumbAxisX"), values = 0–100% threshold for axis-to-button activation. Default removal values: "0" or "50".
| Method | Signature | Description |
|---|---|---|
GetMappingDeadZone |
string GetMappingDeadZone(string key) |
Gets deadzone for a target. Returns "" if not found. |
SetMappingDeadZone |
void SetMappingDeadZone(string key, string value) |
Sets or removes a deadzone entry. Removes at "0" or "50". |
FlushMappingDeadZones |
void FlushMappingDeadZones() |
Syncs in-memory dictionary to MappingDeadZoneEntries array for serialization. |
Computed Properties¶
| Property | Type | Serialization | Description |
|---|---|---|---|
HasAnyMapping |
bool |
[XmlIgnore] |
true if any mapping property has a non-empty descriptor. |
Clipboard-Only Payload Properties¶
Opaque payloads the App-side Copy path fills and the Paste path consumes. ToJson / FromJson round-trip them verbatim so the Engine keeps no App ViewModel references. All are [XmlIgnore] + [JsonIgnore], so none reach the on-disk XML.
| Property | Type | ToJson key | Description |
|---|---|---|---|
SlotDeviceConfigsJson |
string |
__SlotDeviceConfigs |
Per-(slot, device) bag: lighting, adaptive triggers, Mic LED, Player LED, audio-reactive, palette, tone filter. Was __SlotPlayStationConfigs before the DeviceSlotConfig rename. |
SlotExtendedConfigJson |
string |
__SlotExtendedConfig |
Extended custom layout snapshot (axis / trigger / POV / button counts, OEM / Product strings, FFB toggle). |
SlotMidiConfigJson |
string |
__SlotMidiConfig |
MIDI slot layout snapshot (channel, velocity, CC + note ranges). |
SlotKbmConfigJson |
string |
__SlotKbmConfig |
KBM slot config: SOCD mode + key pairs (#205). |
SlotShiftActivatorsJson |
string |
__SlotShiftActivators |
Slot shift authoring: ShiftActivators + Base flyout appearance (#119). |
SlotMenusJson |
string |
__SlotMenus |
(4.1.0) Slot radial / touch menu definitions (#9 B-17, MappingSet.Menus), so Copy / Paste carries the Menus-tab state like the shift authoring above. |
SlotPerDeviceSettingsJson |
string |
__SlotPerDeviceSettings |
Every device's PadSetting on the source slot (PerDeviceSettingsEntry[]), so all devices' per-device tuning round-trips through Copy / Paste and Copy From. |
DeviceScopedMultiSourceRows |
List<MappingRow> |
__MultiSourceRows |
This device's slice of the slot's multi-source rows (#61). |
SlotMultiSourceRows |
List<MappingRow> |
__SlotRows |
Whole-slot snapshot of every multi-source row, source DeviceGuids preserved. |
Methods¶
| Method | Signature | Description |
|---|---|---|
MigrateAntiDeadZones |
void MigrateAntiDeadZones() |
Migrates legacy unified anti-deadzone to per-axis X/Y. Call after deserialization. |
MigrateMaxRangeDirections |
void MigrateMaxRangeDirections() |
Copies symmetric max range to null/empty negative-direction properties. |
ComputeChecksum |
string ComputeChecksum() |
8-char hex checksum (first 4 bytes of MD5) from all properties. Keys sorted for determinism. |
UpdateChecksum |
void UpdateChecksum() |
Computes and stores checksum in PadSettingChecksum. |
ClearMappingDescriptors |
void ClearMappingDescriptors() |
Clears all mapping descriptors. Preserves deadzone and FFB settings. |
GetAllMappingDescriptors |
List<string> GetAllMappingDescriptors() |
All non-empty mapping descriptor strings. |
ToJson |
string ToJson(VirtualControllerType outputType, bool isExtended) |
JSON for clipboard. Embeds __OutputType / __IsExtended layout metadata, the mapping dicts (__ExtendedMappings, __MidiMappings, __KbmMappings, __MappingDeadZones, __MappingBidirectional), the typed touchpad and mouse-gesture sub-trees (__TouchpadSettings, __MouseGestureSettings), and the clipboard-only per-slot payloads written only when set on the source: __SlotDeviceConfigs (was __SlotPlayStationConfigs before the DeviceSlotConfig rename), __SlotExtendedConfig, __SlotMidiConfig, __SlotKbmConfig (#205 SOCD), __SlotShiftActivators (#119 shift authoring), __SlotMenus (#9 B-17 menus), __SlotPerDeviceSettings, __MultiSourceRows (device-scoped rows), and __SlotRows (whole-slot rows). |
FromJson |
static PadSetting FromJson(string json) |
Deserializes JSON. Returns null on invalid input. |
FromJson |
static PadSetting FromJson(string json, out VirtualControllerType, out bool) |
Same, also returns the source layout metadata so cross-layout paste can translate. Reattaches the typed TouchpadSettings / MouseGestureSettings and the clipboard-only payloads listed above. Still accepts the legacy __SlotPlayStationConfigs key (mapped to SlotDeviceConfigsJson) for payloads copied by pre-v4 builds. ToJson no longer writes it. |
CopyFrom |
void CopyFrom(PadSetting source) |
Reflection copy of every CopyablePropertyNames entry. Deep-copies mapping arrays and the TouchpadSettings typed sub-tree. Invalidates cached dicts. |
CopyFromTranslated |
void CopyFromTranslated(PadSetting source, VirtualControllerType srcType, bool srcIsExtended, VirtualControllerType tgtType, bool tgtIsExtended) |
Cross-layout copy via MappingTranslation. Translates mapping properties by canonical position. |
CloneDeep |
PadSetting CloneDeep() |
Deep copy including checksum. |
ExtendedMappingEntry¶
File: PadForge.Engine/Data/PadSetting.cs
Namespace: PadForge.Engine.Data
Key-value entry for Extended/MIDI/KBM mapping and per-mapping deadzone XML persistence. Shared by all four dictionary-based systems.
public class ExtendedMappingEntry
{
[XmlAttribute] public string Key { get; set; } = "";
[XmlAttribute] public string Value { get; set; } = "";
}
UserSetting¶
File: PadForge.Engine/Data/UserSetting.cs
Namespace: PadForge.Engine.Data
Links a physical device to a virtual controller slot and mapping. One per device-to-slot assignment. Implements INotifyPropertyChanged.
Serialized Properties¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
InstanceGuid |
Guid |
[XmlElement] |
Physical device instance GUID | |
InstanceName |
string |
[XmlElement] |
"" |
Instance name (for offline display) |
ProductGuid |
Guid |
[XmlElement] |
Product GUID for matching across sessions | |
ProductName |
string |
[XmlElement] |
"" |
Product name |
MapTo |
int |
[XmlElement] |
-1 |
VC slot index (0–15). −1 = unmapped. Raises PropertyChanged. |
PadSettingChecksum |
string |
[XmlElement] |
"" |
Links to a PadSetting |
IsEnabled |
bool |
[XmlElement] |
true |
Whether this mapping is enabled. Disabled = skipped in pipeline. |
DateCreated |
DateTime |
[XmlElement] |
DateTime.Now |
Creation timestamp |
DateUpdated |
DateTime |
[XmlElement] |
DateTime.Now |
Last modification timestamp |
Runtime-Only Fields (Not Serialized)¶
| Property | Type | Serialization | Description |
|---|---|---|---|
OutputState |
Gamepad |
[XmlIgnore] |
Mapped output from Step 3. Written by background thread. |
RawMappedState |
Gamepad |
[XmlIgnore] |
Pre-processing state (axis-selected, Y-negated, before DZ/ADZ/linear/range). For UI preview. |
RawHidOutputState |
RawHidState |
[XmlIgnore] |
Mapped raw output for Extended slots. Forwarded to HIDMaestro via HMaestroVirtualController.SubmitRawHidState. |
MidiRawOutputState |
MidiRawState |
[XmlIgnore] |
Mapped MIDI raw output for MIDI slots. |
KbmRawOutputState |
KbmRawState |
[XmlIgnore] |
Mapped KBM raw output for KeyboardMouse slots. |
TouchpadOutputState |
TouchpadState |
[XmlIgnore] |
PlayStation touchpad output for this device. Written by the background thread (Step 3), read by Step 4. |
_cachedPadSetting |
PadSetting |
[XmlIgnore] (internal) |
Cached PadSetting reference set by SettingsManager. |
Methods¶
| Method | Signature | Description |
|---|---|---|
GetPadSetting |
PadSetting GetPadSetting() |
Returns cached PadSetting. |
SetPadSetting |
void SetPadSetting(PadSetting ps) |
Sets cached PadSetting. Called by SettingsManager on load/sync. |
UserDevice¶
File: PadForge.Engine/Data/UserDevice.cs
Namespace: PadForge.Engine.Data
Data model for a physical input device. Serializable properties (settings-persisted) and runtime-only fields (pipeline). Partial class. Implements INotifyPropertyChanged.
Serialized Identity Properties¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
InstanceGuid |
Guid |
[XmlElement] |
Deterministic GUID from device path | |
InstanceName |
string |
[XmlElement] |
"" |
Instance name (e.g., "Xbox Controller") |
ProductGuid |
Guid |
[XmlElement] |
Product GUID (PIDVID format) | |
ProductName |
string |
[XmlElement] |
"" |
Product name |
VendorId |
ushort |
[XmlElement] |
0 | USB Vendor ID |
ProdId |
ushort |
[XmlElement] |
0 | USB Product ID |
DevicePath |
string |
[XmlElement] |
"" |
Device file system path |
SerialNumber |
string |
[XmlElement] |
"" |
Device serial number (e.g., Bluetooth MAC) |
SdlGuid |
string |
[XmlElement] |
"" |
SDL joystick GUID (32 hex chars) for gamecontrollerdb matching |
Serialized Capability Properties¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
CapAxeCount |
int |
[XmlElement] |
0 | Number of axes |
CapButtonCount |
int |
[XmlElement] |
0 | Button count (gamepad-mapped for gamepads) |
RawButtonCount |
int |
[XmlElement] |
0 | Raw button count before gamepad remapping |
CapPovCount |
int |
[XmlElement] |
0 | Number of POV hat switches |
CapType |
int |
[XmlElement] |
0 | InputDeviceType constant |
HasGyro |
bool |
[XmlElement] |
false |
Gyroscope support |
HasAccel |
bool |
[XmlElement] |
false |
Accelerometer support |
HasAccelAux |
bool |
[XmlElement] |
false |
Auxiliary/left accelerometer (#199 Nunchuk / left Joy-Con, SDL_SENSOR_ACCEL_L). Mirrors ISdlInputDevice.HasAccelAux. |
HasTouchpad |
bool |
[XmlElement] |
false |
At least one touchpad surface (DS4 / DualSense / Steam Deck) |
CapTouchpadCount |
int |
[XmlElement] |
0 | Touchpad surface count (Steam Controller 2026 / Deck = 2, DualSense / DS4 = 1). 0 on pre-field saves, callers fall back to HasTouchpad. |
CapTouchpadFingerCounts |
int[] |
(default) | null |
Per-touchpad finger count. Index aligns with touchpad index. Null/empty on pre-field saves. |
HasRumbleTriggers |
bool |
[XmlElement] |
false |
Per-trigger ("impulse") rumble motors (Xbox One / Elite / Series) |
Serialized Metadata¶
| Property | Type | Serialization | Default | Description |
|---|---|---|---|---|
DateCreated |
DateTime |
[XmlElement] |
DateTime.Now |
First creation timestamp. Vestigial. Serialized but never read by any consumer. |
DateUpdated |
DateTime |
[XmlElement] |
DateTime.Now |
Last update timestamp. Vestigial. Serialized but never read by any consumer. |
IsEnabled |
bool |
[XmlElement] |
true |
Whether device is enabled for mapping |
IsHidden |
bool |
[XmlElement] |
false |
Whether device is hidden from UI |
DisplayName |
string |
[XmlElement] |
"" |
User-assigned name (overrides InstanceName) |
HidHideEnabled |
bool |
[XmlElement] |
false |
Hide device from games via HidHide when assigned |
ConsumeInputEnabled |
bool |
[XmlElement] |
false |
Suppress mapped KB/mouse inputs via hooks |
ForceRawJoystickMode |
bool |
[XmlElement] |
false |
Bypass SDL gamepad remapping |
IdleDisconnectSeconds |
int |
[XmlElement] |
0 | Idle-disconnect countdown (#162). When Bluetooth-connected and idle this long, the host radio drops the link so the pad sleeps. 0 disables. No effect over USB. No charging gate. |
HidHideInstanceIds |
List<string> |
[XmlArray] [XmlArrayItem("Id")] |
new() |
Cached HID instance IDs for HidHide (persisted for offline devices) |
DeviceObjects |
DeviceObjectItem[] |
(default) | null |
Axis, hat, and button metadata. Populated in Step 1. No serialization attribute, so it round-trips as a <DeviceObjects> wrapper of <DeviceObjectItem> children. Serialized for offline dropdown persistence so mapping UI can show source descriptors when the device is disconnected. |
Runtime-Only Fields (Not Serialized)¶
| Property | Type | Serialization | Description |
|---|---|---|---|
Device |
ISdlInputDevice |
[XmlIgnore] |
Live device handle. Set in Step 1. |
IsOnline |
bool |
[XmlIgnore] |
Connected and opened. |
InputState |
CustomInputState |
[XmlIgnore] |
Current state snapshot (Step 2, atomic ref). |
OldInputState |
CustomInputState |
[XmlIgnore] |
Previous state for change detection. |
LastActiveTick |
long |
[XmlIgnore] |
Last TickCount64 this device was non-idle, for the #162 idle countdown. Polling thread only. 0 = not tracked yet this connection. |
IdleTrackedConnection |
object |
[XmlIgnore] |
Wrapper the idle countdown last stamped against. A mismatch marks a fresh connection and restarts the countdown. Polling thread only. |
LastIdleCheckTick |
long |
[XmlIgnore] |
Last tick the #162 countdown ran, so it checks about once a second instead of at poll rate. Polling thread only. |
ActuatorCount |
int |
[XmlIgnore] |
FFB actuator axis count. |
ForceFeedbackState |
ForceFeedbackState |
[XmlIgnore] |
Per-device FFB state. |
Computed Convenience Properties¶
| Property | Type | Serialization | Description |
|---|---|---|---|
IsMouse |
bool |
[XmlIgnore] |
CapType == InputDeviceType.Mouse |
IsKeyboard |
bool |
[XmlIgnore] |
CapType == InputDeviceType.Keyboard |
IsTouchpad |
bool |
[XmlIgnore] |
CapType == InputDeviceType.Touchpad |
IsConsumerControl |
bool |
[XmlIgnore] |
CapType == InputDeviceType.ConsumerControl (#168) |
HasIrCamera |
bool |
[XmlIgnore] |
Wii Remote IR camera. Identity-derived from VID 0x057E + name prefix "Nintendo Wii Remote", correct online or offline (#146). Gates the "IR Pointer X/Y" sources. |
IsBalanceBoard |
bool |
[XmlIgnore] |
Wii Balance Board. VID 0x057E + name contains "Balance Board" (#146). Gates the corner-load sources. |
HasJoyConIr |
bool |
[XmlIgnore] |
Standalone right Joy-Con NIR camera. VID 0x057E + exact name "Nintendo Switch Joy-Con (R)" (#151). Gates the "IR Brightness" source. |
HasJoyCon2Mouse |
bool |
[XmlIgnore] |
Joy-Con 2 (L or R) optical mouse. VID 0x057E + exact match against the BLE driver's Joy-Con 2 names (#154). Gates the "Mouse Motion X/Y" sources. |
HasForceFeedback |
bool |
[XmlIgnore] |
ActuatorCount > 0 || Device.HasRumble || Device.HasHaptic |
ResolvedName |
string |
[XmlIgnore] |
DisplayName if set, then InstanceName, then ProductName, then "(Unknown Device)" |
StatusText |
string |
[XmlIgnore] |
"Disabled", "Online", or "Offline" |
Methods¶
| Method | Signature | Description |
|---|---|---|
LoadInstance |
void LoadInstance(...) |
Sets identity properties. |
LoadCapabilities |
void LoadCapabilities(...) |
Sets capability properties. |
LoadFromSdlDevice |
void LoadFromSdlDevice(SdlDeviceWrapper) |
Loads identity + capabilities from the SDL wrapper (delegates to the shared LoadFromDevice). |
LoadFromKeyboardDevice |
void LoadFromKeyboardDevice(SdlKeyboardWrapper) |
Loads from keyboard wrapper. |
LoadFromConsumerDevice |
void LoadFromConsumerDevice(ConsumerControlWrapper) |
Loads from a Consumer Control wrapper (#168), same delegation as keyboard. |
LoadFromMouseDevice |
void LoadFromMouseDevice(SdlMouseWrapper) |
Loads from mouse wrapper. |
LoadFromWebDevice |
void LoadFromWebDevice(WebControllerDevice) |
Loads from web controller. |
LoadFromExternalDevice |
void LoadFromExternalDevice(ISdlInputDevice) |
Loads from any App-registered ISdlInputDevice (MIDI endpoints, other non-SDL sources). |
LoadFromOverlayDevice |
void LoadFromOverlayDevice(TouchpadOverlayDevice) |
Loads from the on-screen touchpad overlay device. |
ClearRuntimeState |
void ClearRuntimeState() |
Clears runtime fields. Preserves serialized properties. |
NotifyStateChanged |
void NotifyStateChanged() |
Raises PropertyChanged for IsOnline, StatusText, InputState. |
ToString |
string |
Returns "{ResolvedName} [{InstanceGuid:N}]". |
DeadZoneShape¶
File: PadForge.Engine/Data/DeadZoneShape.cs
Namespace: PadForge.Engine.Data
Deadzone algorithm for thumbstick axes.
public enum DeadZoneShape
{
Axial = 0, // Independent per-axis (square/cross shape). Legacy behavior.
Radial = 1, // Circular/elliptical magnitude check, no output rescaling.
ScaledRadial = 2, // Circular/elliptical with output rescaling (industry standard). DEFAULT.
SlopedAxial = 3, // Axis-dependent thresholds: DZ grows as other axis increases.
SlopedScaledAxial = 4, // Sloped axis-dependent with output rescaling.
Hybrid = 5, // Scaled Radial followed by Sloped Scaled Axial (best hybrid).
}
MappingTranslation¶
File: PadForge.Engine/Data/MappingTranslation.cs
Namespace: PadForge.Engine.Data
Translates mapping property names between virtual controller layouts using positional equivalence.
Key Types¶
public enum ControlCategory { Button, Axis, AxisNeg, DPad }
public record MappingSlot(ControlCategory Category, int Position);
MappingSlot represents a canonical position (e.g., "3rd button", "1st axis negative"). Translation converts source property name to MappingSlot, then to the target layout's property name.
Public Methods¶
| Method | Signature | Description |
|---|---|---|
GetPosition |
static MappingSlot GetPosition(string propertyName, VirtualControllerType type, bool isExtended) |
Property name to canonical MappingSlot |
GetPropertyName |
static string GetPropertyName(MappingSlot slot, VirtualControllerType type, bool isExtended) |
Canonical MappingSlot to property name |
IsSameLayout |
static bool IsSameLayout(VirtualControllerType srcType, bool srcIsExtended, VirtualControllerType tgtType, bool tgtIsExtended) |
true if source and target share property names |
GetLayoutLabel |
static string GetLayoutLabel(VirtualControllerType type, bool isExtended) |
Display label (e.g., "Xbox", "Extended", "MIDI", "KB+M") |
Supported Layouts¶
| Layout | Property Name Examples | Notes |
|---|---|---|
| Gamepad (Xbox / PlayStation / Extended gamepad preset) | ButtonA, LeftThumbAxisX, DPadUp |
Xbox and PlayStation share property names. Buttons: A=0..Guide=10. Axes: LX=0..RT=5. |
| Extended Custom | ExtendedBtn0, ExtendedAxis2, ExtendedAxis2Neg, ExtendedPov0Up |
Indexed by position. POV 0 only maps to D-Pad. |
| MIDI | MidiNote0, MidiCC3, MidiCC3Neg |
No D-Pad support (returns null). |
| KB+M | KbmMBtn0, KbmMouseX, KbmMouseXNeg, KbmKey20, KbmScroll |
Mouse buttons 0–4, VK codes, 3 mouse axes. D-Pad mapped to arrow keys. |
Internal Layout Kinds¶
- Xbox, PlayStation, and Extended gamepad preset all resolve to
LayoutKind.Gamepad. - Extended with
isExtended=true(custom HID descriptor) resolves toLayoutKind.Extended. IsSameLayoutcompares resolvedLayoutKindvalues.
SDL3 P/Invoke¶
File: PadForge.Engine/Common/SDL3Minimal.cs
Namespace: SDL3
Minimal SDL3 P/Invoke declarations for joystick, gamepad, keyboard, mouse, and haptic. Only functions used by PadForge are declared. Native library: "SDL3".
Init Flags¶
| Constant | Value | Description |
|---|---|---|
SDL_INIT_VIDEO |
0x00000020 |
Required for keyboard/mouse |
SDL_INIT_JOYSTICK |
0x00000200 |
Joystick subsystem |
SDL_INIT_HAPTIC |
0x00001000 |
Haptic subsystem |
SDL_INIT_GAMEPAD |
0x00002000 |
Gamepad subsystem (was SDL_INIT_GAMECONTROLLER) |
Hat Constants¶
| Constant | Value |
|---|---|
SDL_HAT_CENTERED |
0x00 |
SDL_HAT_UP |
0x01 |
SDL_HAT_RIGHT |
0x02 |
SDL_HAT_DOWN |
0x04 |
SDL_HAT_LEFT |
0x08 |
SDL_HAT_RIGHTUP |
0x03 |
SDL_HAT_RIGHTDOWN |
0x06 |
SDL_HAT_LEFTUP |
0x09 |
SDL_HAT_LEFTDOWN |
0x0C |
Hint Strings¶
| Constant | Value | Description |
|---|---|---|
SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS |
"SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" |
Allow events when app not focused |
SDL_HINT_JOYSTICK_RAWINPUT |
"SDL_JOYSTICK_RAWINPUT" |
Do NOT set (conflicts with XInput enumeration) |
SDL_HINT_JOYSTICK_XINPUT |
"SDL_JOYSTICK_XINPUT" |
Enables Xbox controller enumeration |
SDL_HINT_JOYSTICK_HIDAPI_SWITCH2 |
"SDL_JOYSTICK_HIDAPI_SWITCH2" |
Switch 2 controller support |
SDL_HINT_VIDEO_ALLOW_SCREENSAVER |
"SDL_VIDEO_ALLOW_SCREENSAVER" |
Allow screensaver |
Enums¶
SDL_JoystickType:
| Value | Name |
|---|---|
| 0 | SDL_JOYSTICK_TYPE_UNKNOWN |
| 1 | SDL_JOYSTICK_TYPE_GAMEPAD |
| 2 | SDL_JOYSTICK_TYPE_WHEEL |
| 3 | SDL_JOYSTICK_TYPE_ARCADE_STICK |
| 4 | SDL_JOYSTICK_TYPE_FLIGHT_STICK |
| 5 | SDL_JOYSTICK_TYPE_DANCE_PAD |
| 6 | SDL_JOYSTICK_TYPE_GUITAR |
| 7 | SDL_JOYSTICK_TYPE_DRUM_KIT |
| 8 | SDL_JOYSTICK_TYPE_ARCADE_PAD |
| 9 | SDL_JOYSTICK_TYPE_THROTTLE |
| 10 | SDL_JOYSTICK_TYPE_COUNT |
SDL_PowerState:
| Value | Name |
|---|---|
| -1 | SDL_POWERSTATE_ERROR |
| 0 | SDL_POWERSTATE_UNKNOWN |
| 1 | SDL_POWERSTATE_ON_BATTERY |
| 2 | SDL_POWERSTATE_NO_BATTERY |
| 3 | SDL_POWERSTATE_CHARGING |
| 4 | SDL_POWERSTATE_CHARGED |
Structs¶
SDL_GUID (16 bytes): data0 through data15. Methods: ToGuid() (converts to .NET Guid), ToByteArray().
SDL_HapticDirection (16 bytes): type (byte), dir0, dir1, dir2 (int).
SDL_HapticLeftRight (12 bytes): type, length, large_magnitude, small_magnitude.
SDL_HapticConstant (40 bytes): type, direction, length, delay, button, interval, level, attack_length, attack_level, fade_length, fade_level.
SDL_HapticPeriodic (44 bytes): type, direction, length, delay, button, interval, period, magnitude, offset, phase, attack_length, attack_level, fade_length, fade_level.
SDL_HapticCondition (68 bytes): type, direction, length, delay, button, interval, per-axis arrays (3 axes): right_sat[0-2], left_sat[0-2], right_coeff[0-2], left_coeff[0-2], deadband[0-2], center[0-2].
SDL_HapticRamp (44 bytes): type, direction, length, delay, button, interval, start, end, attack_length, attack_level, fade_length, fade_level.
SDL_HapticEffect (72 bytes, explicit layout): Union overlaying type, leftright, constant, periodic, condition, ramp all at FieldOffset(0).
Haptic Constants¶
| Constant | Value | Description |
|---|---|---|
SDL_HAPTIC_CONSTANT |
1 << 0 |
Constant force |
SDL_HAPTIC_SINE |
1 << 1 |
Sine wave |
SDL_HAPTIC_SQUARE |
1 << 2 |
Square wave |
SDL_HAPTIC_TRIANGLE |
1 << 3 |
Triangle wave |
SDL_HAPTIC_SAWTOOTHUP |
1 << 4 |
Sawtooth up |
SDL_HAPTIC_SAWTOOTHDOWN |
1 << 5 |
Sawtooth down |
SDL_HAPTIC_RAMP |
1 << 6 |
Ramp |
SDL_HAPTIC_SPRING |
1 << 7 |
Spring condition |
SDL_HAPTIC_DAMPER |
1 << 8 |
Damper condition |
SDL_HAPTIC_INERTIA |
1 << 9 |
Inertia condition |
SDL_HAPTIC_FRICTION |
1 << 10 |
Friction condition |
SDL_HAPTIC_LEFTRIGHT |
1 << 11 |
Left/right dual-motor |
SDL_HAPTIC_CUSTOM |
1 << 15 |
Custom effect |
SDL_HAPTIC_GAIN |
1 << 16 |
Gain control supported |
SDL_HAPTIC_AUTOCENTER |
1 << 17 |
Auto-center supported |
SDL_HAPTIC_INFINITY |
0xFFFFFFFF |
Infinite duration |
SDL_HAPTIC_POLAR |
0 (byte) | Polar direction type |
SDL_HAPTIC_CARTESIAN |
1 (byte) | Cartesian direction type |
SDL_HAPTIC_SPHERICAL |
2 (byte) | Spherical direction type |
SDL_HAPTIC_STEERING_AXIS |
3 (byte) | Steering axis direction type |
Gamepad Axis Constants¶
| Constant | Value | Description |
|---|---|---|
SDL_GAMEPAD_AXIS_LEFTX |
0 | Left stick X |
SDL_GAMEPAD_AXIS_LEFTY |
1 | Left stick Y |
SDL_GAMEPAD_AXIS_RIGHTX |
2 | Right stick X |
SDL_GAMEPAD_AXIS_RIGHTY |
3 | Right stick Y |
SDL_GAMEPAD_AXIS_LEFT_TRIGGER |
4 | Left trigger |
SDL_GAMEPAD_AXIS_RIGHT_TRIGGER |
5 | Right trigger |
SDL_GAMEPAD_AXIS_COUNT |
6 | Total axis count |
Gamepad Button Constants¶
| Constant | Value | Description |
|---|---|---|
SDL_GAMEPAD_BUTTON_SOUTH |
0 | A |
SDL_GAMEPAD_BUTTON_EAST |
1 | B |
SDL_GAMEPAD_BUTTON_WEST |
2 | X |
SDL_GAMEPAD_BUTTON_NORTH |
3 | Y |
SDL_GAMEPAD_BUTTON_BACK |
4 | Back/Select |
SDL_GAMEPAD_BUTTON_GUIDE |
5 | Guide/Home |
SDL_GAMEPAD_BUTTON_START |
6 | Start |
SDL_GAMEPAD_BUTTON_LEFT_STICK |
7 | Left stick click |
SDL_GAMEPAD_BUTTON_RIGHT_STICK |
8 | Right stick click |
SDL_GAMEPAD_BUTTON_LEFT_SHOULDER |
9 | Left bumper |
SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER |
10 | Right bumper |
SDL_GAMEPAD_BUTTON_DPAD_UP |
11 | D-pad up |
SDL_GAMEPAD_BUTTON_DPAD_DOWN |
12 | D-pad down |
SDL_GAMEPAD_BUTTON_DPAD_LEFT |
13 | D-pad left |
SDL_GAMEPAD_BUTTON_DPAD_RIGHT |
14 | D-pad right |
SDL_GAMEPAD_BUTTON_MISC1 |
15 | Share / Capture / extra button (Xbox Series Share, Switch Capture, PS5 Mic) |
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 |
16 | Elite / DualSense Edge paddle (upper right) |
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 |
17 | Elite / Edge paddle (upper left) |
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 |
18 | Elite / Edge paddle (lower right) |
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 |
19 | Elite / Edge paddle (lower left) |
SDL_GAMEPAD_BUTTON_TOUCHPAD |
20 | Touchpad click (DS4 / DualSense / Steam Controller) |
SDL_GAMEPAD_BUTTON_MISC2 |
21 | Additional device-specific button |
SDL_GAMEPAD_BUTTON_MISC3 |
22 | Additional device-specific button |
SDL_GAMEPAD_BUTTON_MISC4 |
23 | Additional device-specific button |
SDL_GAMEPAD_BUTTON_MISC5 |
24 | Additional device-specific button |
SDL_GAMEPAD_BUTTON_MISC6 |
25 | Additional device-specific button |
SDL_GAMEPAD_BUTTON_COUNT |
26 | Total button count |
Sensor Type Constants¶
| Constant | Value | Description |
|---|---|---|
SDL_SENSOR_ACCEL |
1 | Accelerometer |
SDL_SENSOR_GYRO |
2 | Gyroscope |
SDL_SENSOR_ACCEL_L |
3 | Left accelerometer |
SDL_SENSOR_GYRO_L |
4 | Left gyroscope |
SDL_SENSOR_ACCEL_R |
5 | Right accelerometer |
SDL_SENSOR_GYRO_R |
6 | Right gyroscope |
Mouse Button Masks¶
| Constant | Value | Description |
|---|---|---|
SDL_BUTTON_LMASK |
1 << 0 |
Left button |
SDL_BUTTON_MMASK |
1 << 1 |
Middle button |
SDL_BUTTON_RMASK |
1 << 2 |
Right button |
SDL_BUTTON_X1MASK |
1 << 3 |
X1 button |
SDL_BUTTON_X2MASK |
1 << 4 |
X2 button |
VirtualKeyName Array¶
string[256] array of human-readable Windows VK code names. Built by BuildVirtualKeyNames(). Covers standard keys, modifiers, F1–F24, numpad, OEM keys. Used by SdlKeyboardWrapper.GetDeviceObjects() for button naming.
Core Function Categories¶
Lifecycle: SDL_Init, SDL_Quit, SDL_EnableScreenSaver, SDL_GetError, SDL_SetHint, SDL_free
Joystick Enumeration: SDL_GetJoysticks, SDL_GetJoystickGUIDForID, SDL_GetJoystickVendorForID, SDL_GetJoystickProductForID, SDL_GetJoystickProductVersionForID, SDL_GetJoystickTypeForID, SDL_GetJoystickNameForID, SDL_GetJoystickPathForID, SDL_IsGamepad
Gamepad Mappings: SDL_AddGamepadMappingsFromFile, SDL_AddGamepadMapping, GetGamepadMapping
Joystick Instance: SDL_OpenJoystick, SDL_CloseJoystick, SDL_GetJoystickID, SDL_JoystickConnected
Gamepad Instance: SDL_OpenGamepad, SDL_CloseGamepad, SDL_GetGamepadJoystick
Gamepad State: SDL_GetGamepadAxis, SDL_GetGamepadButton
Joystick State: SDL_UpdateJoysticks, SDL_PumpEvents, SDL_GetJoystickAxis, SDL_GetJoystickButton, SDL_GetJoystickHat, SDL_GetNumJoystickAxes, SDL_GetNumJoystickButtons, SDL_GetNumJoystickHats
Joystick Properties: SDL_GetJoystickName, SDL_GetJoystickVendor, SDL_GetJoystickProduct, SDL_GetJoystickProductVersion, SDL_GetJoystickType, SDL_GetJoystickPath, SDL_GetJoystickSerial, SDL_GetJoystickGUID, SDL_GetJoystickProperties, SDL_GetBooleanProperty, SDL_GetGamepadPowerInfo
Sensors: SDL_GamepadHasSensor, SDL_SetGamepadSensorEnabled, SDL_GetGamepadSensorData
Rumble: SDL_RumbleJoystick
Haptic: SDL_OpenHapticFromJoystick, SDL_CloseHaptic, SDL_GetHapticFeatures, SDL_CreateHapticEffect, SDL_UpdateHapticEffect, SDL_RunHapticEffect, SDL_StopHapticEffect, SDL_DestroyHapticEffect, SDL_SetHapticGain, SDL_GetNumHapticAxes
Keyboard: SDL_GetKeyboards, SDL_GetKeyboardNameForID, SDL_GetKeyboardState
Mouse: SDL_GetMice, SDL_GetMouseNameForID, SDL_GetMouseState, SDL_GetRelativeMouseState
Version: SDL_GetVersion, SDL_Linked_Version (returns (major, minor, patch) tuple)
GestureRecognizer¶
File: PadForge.Engine/Touchpad/GestureRecognizer.cs
Namespace: PadForge.Engine.Touchpad
The per-tick touchpad recognizer. Reads one device's current TouchpadInputState against that pad's TouchpadGestureSettings and a persistent TouchpadGestureContext, then populates the context's FiredGesturesThisFrame set with gesture-descriptor names. Static class with one entry point.
Entry point¶
public static void Update(
int padIdx,
TouchpadGestureContext ctx,
TouchpadInputState pad,
TouchpadGestureSettings settings,
long nowMs,
IReadOnlyList<ShapeTemplate> shapeTemplates = null)
Walks the state machine Idle → Accumulating → Recognizing → Cooldown → Idle. Path tracking runs whenever either gesture recognition or joystick output is enabled. Both off skips the tick.
Three tiers¶
| Tier | When it runs | What it fires |
|---|---|---|
| 1: direction-based | Every tick while a finger is down | 4-way / 8-way swipes (end-of-gesture), radial-zone fires (mid-gesture, one-finger), touch spots (mid-gesture, held Left / Right / Top / Multitouch), tap / double-tap / triple-tap (end-of-gesture), long-press (mid-gesture, one-finger, recent-stillness gate) |
| 2: multi-finger continuous | Every tick while ≥2 fingers are down | Pinch / spread (one-shot threshold), rotate (one-shot threshold), continuous PinchAxis and RotateAxis, two-finger end-of-gesture swipe + tap |
| 3: shape templates | End-of-gesture only | ShapeRecognizer (point-cloud) + AngularMarginRecognizer (per-segment angle) run in parallel on single-finger templates and keep the higher-confidence match. Multi-finger templates use ShapeRecognizer alone. |
Long-press metric¶
DetectLongPress uses a recent-stillness window rather than max-from-touchdown. The bounding-box span of the last 25% of the path must stay below LongPressMaxMotion. Without this, users settling a finger into position (a common DualSense pattern where the contact patch shifts the reported position by a few percent during the first hundred ms) failed the max-distance check even when the finger was now perfectly stable.
LongPress / RadialZones coexistence¶
DetectLongPress does NOT clear the path after firing. DetectRadialZones reads path[0] each tick to compute the angle from touchdown, and a cleared path collapses start ≈ end so the next radial tick sees dist < RadialCenterDeadzone and releases the held zone. End-of-gesture detection checks for the LongPress entry in FiredGesturesThisFrame and skips swipe / tap / shape recognition instead.
Touch spots¶
DetectTouchSpots (gated by EnableTouchSpots) fires held-state keys over where the pad is being touched, following the DS4Windows ladder. 2+ fingers asserts TouchMulti. A single finger in the top quarter asserts TouchTop, otherwise the finger's x-position splits TouchLeft / TouchRight at 2/5 of the width. At most one spot is held at a time. Moving across a boundary releases the old key and presses the new one. Unlike radial zones (which latch to fire on release), touch spots release on finger lift, before the cooldown latch, so a mapped button lets go the instant the finger leaves the pad. Keys ride FiredGesturesThisFrame as Touchpad {padIdx} {spot}.
Per-slot fan-out¶
The same physical pad in multiple slots ticks through Update once per slot with that slot's own TouchpadGestureContext and TouchpadGestureSettings. The InputManager wiring is keyed by (slot, deviceGuid, padIdx). Fires from slot 0 don't bleed into slot 1's mapping rows.
ShapeRecognizer¶
File: PadForge.Engine/Touchpad/ShapeRecognizer.cs
Namespace: PadForge.Engine.Touchpad
C# re-derivation of the canonical $Q point-cloud recognizer (Magrofuoco / Vatavu / Anthony / Wobbrock, MobileHCI 2018), BSD 3-Clause. Faithful port of the reference JavaScript implementation. Used by GestureRecognizer Tier 3 at the Accumulating → Recognizing transition.
Constants¶
| Constant | Value | Purpose |
|---|---|---|
DefaultResampleCount |
32 | Resampled points per template / candidate. |
DefaultLookupTableSize |
64 | LUT grid resolution. |
MaxIntCoord |
1024 | Lookup-table integer-coordinate ceiling. |
Public API¶
public static string Match(
Vector2[] candidate,
IReadOnlyList<ShapeTemplate> templates,
int fingerCount,
float threshold,
out float bestScore)
Returns the matched template name, or null when no template scores below the threshold. Templates whose FingerCount doesn't match fingerCount are skipped. The bestScore out-param is the actual best distance (regardless of threshold).
public static Vector2[] BuildCloud(
IReadOnlyList<IReadOnlyList<Vector2>> fingers,
int perFinger)
public static ushort[] BuildLookupTable(
Vector2[] cloud,
int lutSize = DefaultLookupTableSize)
BuildCloud resamples each finger's path to perFinger points, concatenates them, and normalizes the combined cloud (scale-to-unit, translate-to-origin). BuildLookupTable builds the $Q lower-bound LUT for a normalized cloud. There is no single Build-to-ShapeTemplate entry point: callers set the results on a ShapeTemplate directly (PointCloud from BuildCloud, LookupTable from BuildLookupTable).
Algorithm¶
Match builds the candidate's preprocessed cloud + LUT once per call, then iterates templates. For each template:
ComputeLowerBound(template, candidate)— closed-form SAT-based lower bound onCloudDistance. If the lower bound exceeds the current best score, skip this template entirely.CloudMatch(template, candidate)— runsCloudDistancein both directions (template→candidate and candidate→template),floor(sqrt(n))starting indices each way, takes the minimum. Matches the canonical implementation.CloudDistance(c1, c2, startIdx)— greedy nearest-unmatched matching with amatched[]exclusion array. Weight starts atnand decrements per step, biasing the score toward the earliest correspondences. Early-abandons when the running sum exceeds the current best.
The matched[] tracking is mandatory; an earlier PadForge revision dropped it on the assumption that the LUT replaced it, and an M-shape custom gesture matched a horizontal swipe.
Threshold semantics¶
Lower threshold = stricter match (fewer false positives). Default GestureMatchThreshold is 3.0, preserved across the $P → $Q migration so user-tuned values transfer.
AngularMarginRecognizer¶
File: PadForge.Engine/Touchpad/AngularMarginRecognizer.cs
Namespace: PadForge.Engine.Touchpad
Per-segment angle-direction matcher adapted from GestureSign's PointPatternAnalyzer, BSD 3-Clause. Runs alongside ShapeRecognizer on single-finger templates. The higher-confidence match wins.
Circular-variance gate¶
Templates whose path has circular variance (1 - R) below LineLikeVarianceGate = 0.1 (line-like) are matched only against other line-like candidates. Templates with variance above 0.2 (corner-rich) are matched only against other corner-rich candidates. The gate stops a horizontal swipe (line-like) from scoring well against a corner-rich M-template.
R is the mean resultant length of the per-segment unit direction vectors.
Closed-path detection¶
Templates flagged AngularIsClosed get a special endpoint-match scoring path so a re-traced closed shape doesn't get penalized for ending near where it started.
Direction agnosticism¶
Templates flagged AngularIsDirectionAgnostic score the candidate against both forward and reversed traversals and keep the better. Used for shapes where the user's drawing direction shouldn't matter (e.g. a horizontal Z that traces left-to-right or right-to-left).
ShapeTemplate¶
File: PadForge.Engine/Touchpad/ShapeTemplate.cs
Namespace: PadForge.Engine.Touchpad
Preprocessed template ready for matching by ShapeRecognizer and AngularMarginRecognizer. Constructed once from a path of Vector2 points. The heavy work (resample / scale / translate / LUT-build / angular-signature precompute) runs at construction time so the per-tick Match path stays cheap.
| Field | Type | Purpose |
|---|---|---|
Name |
string |
Descriptor suffix (e.g. Circle, CircleCCW, custom name) |
FingerCount |
int |
Number of simultaneous fingers expected (1 for in-box, 1..5 for custom) |
PointCloud |
Vector2[] |
Resampled to DefaultResampleCount, normalized to unit box, centered |
LookupTable |
ushort[] |
Closest-point integer-grid LUT for $Q lower-bound short-circuit |
LookupTableSize |
int |
LUT grid resolution (typically DefaultLookupTableSize) |
ThresholdOverride |
float? |
Per-template threshold override, null = use slot's GestureMatchThreshold |
Enabled |
bool |
Per-gesture enable toggle (only meaningful for custom templates) |
IsCustom |
bool |
True for user-recorded gestures, false for in-box shapes |
AngularSignature |
float[] |
Per-segment direction angles for AngularMarginRecognizer |
AngularIsClosed |
bool |
Path starts ≈ ends; angular scoring uses closed-path rules |
AngularIsDirectionAgnostic |
bool |
Match both forward and reversed candidate traversals |
InBoxShapeTemplates¶
File: PadForge.Engine/Touchpad/InBoxShapeTemplates.cs
Namespace: PadForge.Engine.Touchpad
Procedural builders for the in-box shapes shipped with every profile. Six templates total: Circle (clockwise), CircleCCW, Square, Triangle, Z, Checkmark. The picker exposes Circle as two separate descriptors so the two directions can drive different mappings.
Add(...) builds each template inline: generates the canonical Vector2 path, normalizes it to a cloud via ShapeRecognizer.BuildCloud, attaches the LUT from ShapeRecognizer.BuildLookupTable, sets the angular flags appropriate to the shape, and appends to the catalog. Static once-per-app initialization. No XML.
Names is a static string[] the picker walks to surface in-box shape descriptors.
TouchpadCustomGesture¶
File: PadForge.Engine/Touchpad/TouchpadCustomGesture.cs
Namespace: PadForge.Engine.Touchpad
XML-serializable representation of a user-recorded custom gesture. Stored in the profile's gesture library; compiled to a ShapeTemplate at profile load.
| Field | Type | Serialization | Purpose |
|---|---|---|---|
Name |
string |
[XmlAttribute] |
Suffix on the Touchpad N Custom_<name> descriptor |
FingerCount |
int |
[XmlAttribute] |
1..5 |
DeviceClass |
string |
[XmlAttribute] |
Optional filter ("DualSense", "PTP", "Overlay", "WebController", or empty = any) |
TouchpadIndex |
int |
[XmlAttribute] |
Filter to a specific pad index on multi-pad devices |
Enabled |
bool |
[XmlAttribute] |
Per-gesture disable toggle |
Paths |
List<List<Vector2>> |
[XmlElement] |
Per-finger recorded paths |
ThresholdOverride |
float? |
[XmlElement] |
Per-gesture override of the slot-wide threshold |
ToTemplate() constructs the ShapeTemplate by concatenating per-finger paths in a deterministic order, normalizing them with ShapeRecognizer.BuildCloud, building the LUT with ShapeRecognizer.BuildLookupTable, precomputing the angular signature for single-finger gestures, and copying threshold-override + finger-count + name.
TouchpadGestureContext¶
File: PadForge.Engine/Touchpad/TouchpadGestureContext.cs
Namespace: PadForge.Engine.Touchpad
Per-(slot, deviceGuid, padIdx) runtime context for the gesture recognizer. Held by InputManager.GestureContexts and lazily allocated on first tick.
Lifecycle state¶
| State | Meaning |
|---|---|
Idle |
No fingers in contact. Waiting for a finger-down. |
Accumulating |
≥1 finger in contact. Path is growing. Tier 1 / Tier 2 mid-gesture detectors may fire. |
Recognizing |
All fingers just lifted. Ran end-of-gesture recognition. Transitions immediately to Cooldown. |
Cooldown |
Post-gesture quiet period (CooldownMs). Prevents bounce-fire. |
Per-finger path storage¶
FingerPaths is List<List<Vector2>>, indexed by the order fingers touched down (not by hardware slot index). A finger lifting and a new one landing in the same slot opens a fresh path so the gesture engine doesn't stitch unrelated contacts together. Cleared at the end of every gesture when the cooldown expires.
FingerStartTimestampsMs / FingerContactIds / FingerSlotIndices parallel FingerPaths so each entry's touchdown time, originating HID contact ID, and hardware slot index are recoverable.
Per-frame fire set¶
FiredGesturesThisFrame is a HashSet<string> of gesture-descriptor names fired this tick. The name is historical — fires actually latch across the cooldown window so downstream readers (mapping evaluator → button output → macro trigger) see a stable fire long enough to pick up the rising edge at any reasonable polling rate. Cleared on cooldown expiry, not on every tick.
Continuous-axis state¶
CurrentPinchAxis and CurrentRotateAxis hold the live bipolar -1..+1 values for the PinchAxis / RotateAxis mapping sources. Captured baselines (TwoFingerInitialDistance, TwoFingerInitialAngle) anchor pinch and rotate to the session's opening geometry. FiredPinchThisSession / FiredSpreadThisSession / FiredRotateCWThisSession / FiredRotateCCWThisSession are one-shot-per-session latches.
Radial-zone state¶
CurrentRadialZone is the most-recently-fired zone index (-1 = none held). Re-entering the same zone doesn't re-fire; crossing to a different zone releases the old fire and presses the new one.
TouchpadGestureSettings¶
File: PadForge.Engine/Touchpad/TouchpadGestureSettings.cs
Namespace: PadForge.Engine.Touchpad
Per-(slot, deviceGuid, padIdx) toggles and thresholds. Stored as a nested XML element on the slot's PadSetting keyed by (deviceGuid, padIdx) so the same pad on two slots can carry two independent configurations.
Master toggles¶
| Property | Default | Purpose |
|---|---|---|
Enabled |
false |
Master gesture-engine switch. Off skips the recognizer entirely. |
Mode |
"Both" |
"InBoxOnly", "CustomOnly", or "Both". Filters which template catalog runs. |
CooldownMs |
100 |
Minimum time between consecutive fires from this pad. |
Per-feature toggles (all default false)¶
EnableFourWaySwipes, EnableEightWaySwipes, EnableRadialZones, EnableTouchSpots, EnableTaps, EnableLongPress, EnableTwoFingerSwipes, EnablePinchSpread, EnableRotate, EnableThreeFingerGestures, EnableFourFingerGestures, EnableFiveFingerGestures, EnableShapeGestures, EnableJoystickOutput.
Numeric thresholds¶
| Property | Default | Unit |
|---|---|---|
SwipeDistanceThreshold |
0.15 |
0..1 of pad span |
SwipeTimeWindowMs |
500 |
ms from touchdown |
RadialZoneCount |
8 |
4 / 6 / 8 / 12 (UI restricts) |
RadialCenterDeadzone |
0.30 |
0..1 |
TapTimeWindowMs |
350 |
ms total gesture duration |
TapMaxMotion |
0.04 |
0..1 per-finger max delta |
MultiTapGapMs |
300 |
ms between taps for double / triple counting |
LongPressTimeWindowMs |
500 |
ms hold |
LongPressMaxMotion |
0.05 |
0..1, applied to the bounding-box span of the last 25% of the path |
TwoFingerSwipeAngularTolerance |
25 |
degrees |
PinchThreshold |
0.25 |
relative distance change |
RotateThresholdDegrees |
20 |
absolute rotation |
GestureMatchThreshold |
3.0 |
$Q distance, lower = stricter |
Joystick / D-pad output¶
EnableJoystickOutput, JoystickMaxRadius, JoystickInnerDeadzone, JoystickDPadMode ("Off" / "FourWay" / "EightWay"), JoystickDPadActivationThreshold. Independent of the gesture-engine master toggle so users who want only stick / D-pad output can leave gestures disabled.
Mouse output¶
MouseSensitivityX, MouseSensitivityY, MouseInvertX, MouseInvertY. Per-axis sensitivity (0.05..10) and per-axis invert. Applied when a touchpad-finger source is bound to a KBM virtual controller mouse axis.
TouchpadSettingsEntry¶
File: PadForge.Engine/Touchpad/TouchpadSettingsEntry.cs
Namespace: PadForge.Engine.Touchpad
XML-serializable wrapper that pairs a TouchpadGestureSettings instance with its (DeviceGuid, TouchpadIndex) key. Lives under PadSetting.TouchpadSettings as a List<TouchpadSettingsEntry> so a single slot can carry independent toggles + thresholds for each touchpad surface it sees (DualSense's one pad, a Steam Controller's three pads, a Steam Deck's two pads, plus a PTP system touchpad sharing the slot all at once).
| Property | Type | Serialization | Purpose |
|---|---|---|---|
DeviceGuid |
string |
[XmlAttribute] |
Instance GUID of the device this entry's settings apply to. |
TouchpadIndex |
int |
[XmlAttribute] |
Touchpad index within the device. 0 for single-pad devices; 0..N-1 for multi-pad devices like the original Steam Controller (3 pads) or Steam Deck (2 pads). |
Settings |
TouchpadGestureSettings |
child element | The actual settings bundle. Round-trips its own [XmlAttribute]-tagged fields as nested attributes. Forward-compatible: missing properties take their defaults from TouchpadGestureSettings.Default(). |
The runtime engine reads entries via InputManager.TouchpadGestureSettingsProvider, a static Func<int, string, int, TouchpadGestureSettings> keyed by (slotIndex, deviceGuid, touchpadIndex). The App layer binds the provider against the active profile's PadSetting.TouchpadSettings collection at engine start.
SwipeHapticsEvaluator¶
File: PadForge.Engine/Touchpad/SwipeHapticsEvaluator.cs
Namespace: PadForge.Engine.Touchpad
(4.1.0, #219) Distance-detent evaluator for swipe-haptic ticks. SwipeHapticsState (same file) is the per-(slot, device, pad) travel accumulator, owned by the polling thread with no cross-thread access. Semantics mirror SteamlessController's trackpad-haptics block (ControllerManager.cpp), the working Steam-Input-feel implementation for the Steam Controller 2026, generalized from its single-finger pads to one accumulator per finger slot (DS4 / DualSense track two fingers).
Update(SwipeHapticsState, TouchpadInputState, float tickDistance = DefaultTickDistance) advances the accumulator with one pad snapshot and returns the number of ticks earned this frame (0 almost always, 1+ while a finger is moving):
- Euclidean finger travel accumulates per frame. One tick per
DefaultTickDistance=5000f / 65536fof the pad span (~0.076, SteamlessController'sTRACKPAD_HAPTIC_TICK_DISTANCEof 5000 raw units on the int16 axis span). Not a user knob. Neither reference exposes it. - A fast frame can earn multiple detents (a while-loop drains the accumulated travel).
- The first frame of a touch seeds the baseline and never ticks. A same-slot contact-ID change reseeds like a fresh touch (PadForge's
TouchpadInputStatetracks contact identity, a deliberate divergence from the reference). - A held pad click follows the finger but never ticks, and reseeds so click travel doesn't convert to a move tick on release.
- A lifted finger drops its accumulator. The next touch starts fresh.
The InputManager walk routes earned ticks to the device's haptic lane: Steam Controller family pads get a per-side actuator tick through HapticToneService.QueueTouchpadPulse (pad 0 = left actuator, pad 1 = right), Sony pads raise a TouchpadPulseService burst that the rumble dispatcher mixes into the motors. Both app-side services are documented on Services Layer.
MouseGestureRecognizer¶
File: PadForge.Engine/Mouse/MouseGestureRecognizer.cs
Namespace: PadForge.Engine.Mouse
Per-button flick recognizer (#200), Logi Options+ semantics generalized to every mouse button. While a selected gesture button is held, that button's own session accumulates raw mouse displacement. At the button's release the net movement classifies: dominant axis at or past the flick threshold fires exactly one of Left / Right / Up / Down for that button, and net motion below the threshold fires that button's Click. Each button is an independent session with its own cooldown, so different gesture buttons can drive different mapping combos. Since 4.1.0, session index 5 is the Custom activation (#216): a recorded cross-device input (a keyboard key, a gamepad button, or an axis past the button threshold) arms it instead of a mouse button, then it classifies identically. ComposePressedMask(mouseButtonsMask, settings, slotIndex) builds the per-tick pressed mask Update consumes: the raw mouse buttons clamped to the five physical indices, plus the Custom bit when the recorded input is held (read through SourceCoercion.ButtonHeldProvider, consulted only when the Custom bit is selected AND a descriptor is recorded, so an unconfigured Custom button stays inert instead of inheriting the engage family's empty-descriptor pass-through).
Entry point¶
public static void Update(
MouseGestureContext ctx,
MouseGestureSettings settings,
int pressedButtonsMask,
double dxCounts,
double dyCounts,
long nowMs)
The mapping descriptor is Mouse Gesture {buttonIndex} {Gesture}, with buttonIndex 0–5 (index 5 = Custom). Fired keys latch in MouseGestureContext.FiredGesturesThisFrame as {buttonIndex} {Gesture} (for example 3 Left) across the cooldown window, mirroring the touchpad lane's indexed-pulse contract. The Keys table precomposes every {buttonIndex} {Gesture} string once, so the 1 kHz path allocates nothing.
Delta source¶
dxCounts / dyCounts arrive as raw counts recovered from the already-published centered axes (screen convention: +X right, +Y down). The recognizer never consumes Raw Input deltas itself. The SdlMouseWrapper consume-and-zero read owns that source, and a second reader would double-drain it.
MouseGestureContext¶
File: PadForge.Engine/Mouse/MouseGestureContext.cs
Namespace: PadForge.Engine.Mouse
Per-(slot, device) recognizer state. Held by the InputManager walk, allocated lazily, and mutated only by MouseGestureRecognizer.Update on the polling thread. MouseButtonCount is 5 (Left / Middle / Right / X1 / X2), the only indices that may be armed from the mouse's own button state. ButtonCount is 6: CustomButtonIndex (5) is the Custom session (#216), armed exclusively from the settings' recorded cross-device descriptor, never from the mouse itself, so a sixth-plus physical mouse button can never bleed into it.
| Field | Type | Purpose |
|---|---|---|
ButtonWasDown |
bool[6] |
Per-button held state last tick, for edge detection. |
AccumDx / AccumDy |
double[6] |
Per-button net displacement accumulated while that button is held, in raw counts. |
CooldownUntilTimestampMs |
long[6] |
Per-button end of the current fired pulse. 0 = none held. |
FiredGesturesThisFrame |
HashSet<string> |
Keys asserted this window in {buttonIndex} {Gesture} form. NOT cleared per tick. A button's keys clear at that button's cooldown expiry or fresh press. |
Reset() zeroes every per-button array and clears the fired set. Called when the settings turn off mid-session so no key sticks.
MouseGestureSettings¶
File: PadForge.Engine/Mouse/MouseGestureSettings.cs
Namespace: PadForge.Engine.Mouse
Per-(slot, device) toggles and thresholds. Every field is an [XmlAttribute] with its default in the initializer. Twin of TouchpadGestureSettings in shape.
| Property | Default | Purpose |
|---|---|---|
Enabled |
false |
Master switch. Off keeps the picker entries and macro triggers visible but inert. |
GestureButtons |
1 << 3 (X1 only) |
Bitmask over raw button indices that arm the recognizer while held: bit 0 Left, bit 1 Middle, bit 2 Right, bit 3 X1, bit 4 X2, plus bit 5 = the Custom activation (#216), armed by the recorded cross-device input below instead of a mouse button. Each selected button runs its own session. Defaults to X1 because v1 does not suppress the button's own click while gesturing. |
CustomEngageButton |
"" |
(4.1.0, #216) Cross-device descriptor that arms the Custom session while held: a keyboard key, a gamepad button, or an axis past the button threshold (a wheel pedal). Recorded through the same freeform recorder the Aim Engage button uses. Empty = the Custom session never arms, even with its bit selected. The engage family's empty-descriptor pass-through convention does NOT apply here (an unconfigured gesture button must stay inert, not always-armed). |
CustomEngageDeviceGuid |
"" |
(4.1.0, #216) Device GUID owning CustomEngageButton. Same cross-device pair shape as PadSetting.GyroAimEngageDeviceGuid. |
FlickThresholdCounts |
150 |
Net displacement (raw counts, dominant axis) the flick must reach by release to classify as a direction. Below it, the release fires Click. |
CooldownMs |
100 |
How long a fired gesture stays asserted so slower consumers (30 Hz recorder, UI) catch the pulse. |
Clone() copies member-by-member. Default() returns a fresh instance.
MouseGestureSettingsEntry¶
File: PadForge.Engine/Mouse/MouseGestureSettingsEntry.cs
Namespace: PadForge.Engine.Mouse
One (device, settings) pair inside PadSetting.MouseGestureSettings. Twin of TouchpadSettingsEntry minus the pad index, since a mouse has one motion surface.
| Property | Type | Serialization | Purpose |
|---|---|---|---|
DeviceGuid |
string |
[XmlAttribute] |
Instance GUID of the device this entry's settings apply to. |
Settings |
MouseGestureSettings |
child element | The settings bundle. Defaults to MouseGestureSettings.Default(). |
MenuDefinitionEntry¶
File: PadForge.Engine/Menus/MenuDefinitionEntry.cs
Namespace: PadForge.Engine.Menus
(4.1.0, #9 B-17) XML-serializable radial / touch menu model. Lives on the slot's MappingSet.Menus as [XmlElement("Menu")] entries, the same slot-scoped home ShiftActivators use, so menus ride profile capture / apply and Workshop materialization through the existing per-slot plumbing. An empty DeviceGuid means "any device on the slot", the device-free form Workshop imports use.
Two enums share the file:
MenuKind:Radial(0) /Grid(1). Values mirror Steam Input's two menu group modes (radial_menu/touch_menu).MenuFireType:Click(0) /ClickRelease(1) /TouchRelease(2) /Always(3). Values are Steam Input's serializedtouchmenu_button_fire_type. Semantics under MenuEvaluator.
All fields are [XmlAttribute] except Items:
| Property | Default | Purpose |
|---|---|---|
DeviceGuid |
"" |
Which assigned device drives the menu. Empty = any device on the slot (Workshop-import form). |
MenuId |
1 |
Stable id unique within the owning slot's menu list. Rides the fired descriptor grammar Menu {MenuId} Item {k}. |
Name |
"" |
Display name. |
Kind |
Radial |
Layout family. |
HostDescriptor |
"Gamepad RightStick" |
The input surface driving the menu: an abstract stick (Gamepad LeftStick / Gamepad RightStick) or a touchpad (Touchpad 0..Touchpad 2). Sticks engage on deflection past EngageDeadzonePercent. Touchpads engage on touch. |
HostHalf |
0 |
Horizontal half-window for single-physical-pad hosts (DS4 / DualSense trackpad halves): 0 = whole surface, 1 = left half, 2 = right half. Sticks are always 0. |
LayerMask |
"" |
Shift layer the menu belongs to. Empty or "Base" = always available. Anything else engages the menu only while that layer is held (imported mode-shift menus). |
FireType |
Click |
When a hovered item fires. |
CellCount |
4 |
Grid: total cell count (Steam's touch_menu_button_count). Radial: ring slot count, center excluded. |
HasCenter |
false |
Radial only: item index 0 exists as the center cell, selected while the surface rests inside the deadzone. |
ShowLabels |
true |
Overlay: render item labels (Steam touch_menu_show_labels). |
PosXPercent / PosYPercent |
50 / 50 |
Overlay center position as percent of the work area (Steam touch_menu_position_x / _y). |
ScalePercent |
100 |
Overlay size percent (Steam touch_menu_scale). |
OpacityPercent |
90 |
Overlay opacity percent (Steam touch_menu_opacity). |
EngageDeadzonePercent |
25 |
Stick engage / radial center deadzone as percent of full deflection. The default sits between sc-controller's engage (1/3 deflection) and cancel (1/8) thresholds. Imported groups carrying deadzone_inner_radius override it. |
Enabled |
true |
Per-menu switch. |
Items |
empty list | [XmlElement("Item")] list of MenuItemDefinition. |
Clone() deep-copies, item list included. Every clone site (profile apply, slot copy, editor round-trips) must use it so item lists never alias.
MenuItemDefinition¶
One cell of a menu, nested in the same file. All four properties are [XmlAttribute]:
| Property | Purpose |
|---|---|
Index |
Steam-compatible slot index. Grid cells are 0-based positions. Radial index 0 is the center button, 1..N the ring slots clockwise from the top. |
Label |
Display label rendered by the overlay. |
VirtualKey |
Direct key binding: Win32 virtual-key code, 0 = none. |
XboxButtons |
Direct virtual-controller binding: Xbox button bitmask (Gamepad.* constants), 0 = none. |
Bindings come in two shapes. Imported Workshop menus leave the direct-binding fields at 0 and deliver through mapping rows / macros keyed on the item's fired descriptor (Menu {id} Item {k}). Hand-authored items may instead carry ONE direct binding that the menu runtime fires itself, so authoring a simple item never requires a hidden row.
MenuSelectionMath¶
File: PadForge.Engine/Menus/MenuSelectionMath.cs
Namespace: PadForge.Engine.Menus
Pure selection math for radial / grid menus. Inputs are in the SDL frame both sticks and touchpads use: +X right, +Y down.
| Method | Behavior |
|---|---|
RadialIndexFromVector(dx, dy, ringSlots, hasCenter, deadzone) |
Ring slot for a deflection vector: 0 = center (inside the deadzone, only when hasCenter), -1 = nothing hovered (center without a center item, or no ring slots), 1..N = ring cells clockwise from the top. The wedge math is the shipped #88 radial-zone convention (GestureRecognizer.DetectRadialZones): 0 degrees = up, angles increase clockwise, N equal wedges with wedge k centered at k · 360/N. Steam's radial serialization uses exactly this indexing (touch_menu_button_0 is the center button). |
GridShape(cellCount) |
(Columns, Rows) for a cell count: near-square, wider than tall, matching Steam's rectangular counts (2 = 2x1, 4 = 2x2, 9 = 3x3, 12 = 4x3, 16 = 4x4). Steam's hex arrangements (5 / 7 / 13) render rectangular here with trailing empty cells, a named approximation. |
GridIndexFromPosition(nx, ny, cellCount) |
Cell index for a normalized 0..1 top-left-origin position. Positions past the last (partial) row clamp to the last cell so the whole surface always selects something. Out-of-range counts return -1. |
MenuEvaluator¶
File: PadForge.Engine/Menus/MenuEvaluator.cs
Namespace: PadForge.Engine.Menus
The per-menu commit state machine. MenuRuntimeState (same file) is one menu's runtime state, one instance per (slot, device, menu id), owned by the poll thread: Engaged / Clicked (last-frame edges), HoveredIndex (-1 = none), AssertedIndex (item held by the hold-shaped fire types), PulsedIndex + PulseUntilMs (item fired by the one-shot fire types), and Reset().
Update(state, def, surfaceActive, clicked, dx, dy, nx, ny, nowMs) advances one menu per poll frame. surfaceActive = physically engaged AND the hosting layer active, so a layer ending lands as a release edge, which is exactly Steam's mode-shift-end commit. Hover comes from MenuSelectionMath: radial menus use the center-relative deflection (dx, dy), grids the absolute normalized position (nx, ny). Fire-type semantics are grounded on Valve's shipped configurator strings ("Touch Menu Activation Style" / "Radial Menu Button Type"):
| Fire type | Shape | Behavior |
|---|---|---|
Click |
hold | The hovered item is asserted while the hosting surface is clicked (pad click / stick click). |
ClickRelease |
one-shot | The hovered item fires once when the click releases while still engaged. |
TouchRelease |
one-shot | Disengage (touch lift, stick back inside the deadzone, or the hosting layer ending) commits the last hovered item. Disengaging with nothing hovered (dead center, no center item) dismisses silently. |
Always |
hold | The hovered item is asserted the whole time it is hovered. |
One-shot commits pulse for CommitPulseMs = 100 ms, matching the gesture engine's fired-set latch, so downstream readers see a stable fire long enough to pick up the rising edge at any reasonable polling rate. IsItemFired(state, index, nowMs) is the read side: true while the item is asserted by a hold-shaped fire type or within a one-shot commit's pulse window.
The App-side runtime (InputManager.MenuRuntime.cs) ticks these contexts from Step 2 beside the gesture contexts and exposes fires through SourceCoercion.MenuItemFiredProvider, read by mapping rows, shift activators, and macro descriptor triggers. Items carrying a direct binding deliver through CollectMenuDirectOutputs in the Step 4b pass.
See Also¶
- Architecture Overview: Solution structure, how Engine and App assemblies relate
- Input Pipeline: 6-step pipeline consuming
CustomInputState,Gamepad,PadSetting - SDL3 Integration: SDL3 P/Invoke details,
SdlDeviceWrapperusage, haptic strategies - Virtual Controllers:
IVirtualControllerimplementations consumingGamepad,RawHidState,KbmRawState,MidiRawState - Settings and Serialization:
PadSettingXML persistence,UserDevice/UserSettingserialization, v3.2MappingSet/MappingRow/MappingSource/ShiftActivator/MappingSetMigratorDTOs - HIDMaestro Deep Dive:
HMaestroVirtualControllerlifecycle, FFB through HM PID descriptors, OpenXInput shim
Last updated for PadForge 4.1.0.