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Gamepad Mapping v1.0.0 — First Stable Release
Gamepad Mapping v1.0.0
First stable release of Gamepad Mapping, a Windows WPF app that maps XInput gamepad input to keyboard/mouse output with profile templates, combo logic, and process-aware output gating.
Highlights
- Profile-driven mapping via JSON templates (
Assets/Profiles/templates) - Button / trigger / thumbstick bindings with
Pressed,Released, andTaptrigger modes - Hold-vs-tap dual-output support (
holdKeyboardKey,holdThresholdMs) - Chord and combo-lead handling with configurable grace/suppression timing
- Optional target-process gating to avoid output in the wrong app
- Localized resource pipeline (including zh-CN resources)
- Improved architecture split across input, processing, emulation, and services
- Added project documentation (
README.md) and MIT license
Included in this release
- Windows x64 self-contained build artifact:
Gamepad-Mapping-v1.0.0-win-x64.zip
Installation
- Download
Gamepad-Mapping-v1.0.0-win-x64.zipfrom Assets. - Extract to any folder.
- Run
Gamepad Mapping.exe. - Keep the bundled
Assetsfolder next to the executable.
Notes
- If your target game runs as Administrator, launch this app as Administrator too (Windows UIPI can block simulated input across privilege levels).
- On first run, local settings are created at:
Assets/Config/local_settings.json
Known limitations
- Windows only (WPF / net9.0-windows)
- Best compatibility with XInput controllers
- Some anti-cheat/protected apps may block synthetic input
License
MIT
Full Changelog: https://github.com/Maxim00191/Gamepad-Mapping/commits/v1.0.0