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Architecture Overview
This page describes the high-level architecture of the PadForge codebase: solution structure, project layout, design philosophy, threading model, data flow, dependencies, and build system.
graph TB
subgraph "Presentation Layer — PadForge.App"
UI[WPF Views<br/>Dashboard · Pad · Devices · Settings · Profiles · About]
VM[ViewModels<br/>PadViewModel · DashboardViewModel · DevicesViewModel · SettingsViewModel]
end
subgraph "Services Layer — PadForge.App"
IS[InputService<br/>Engine lifecycle · 30Hz UI sync]
SS[SettingsService<br/>XML load/save · auto-save · profiles]
DS[DeviceService<br/>Device list sync · HidHide]
RS[RecorderService<br/>Input mapping recorder]
FMS[ForegroundMonitorService<br/>Per-app profile switching]
end
subgraph "Engine — PadForge.App/Common/Input"
IM[InputManager<br/>Polling loop · Steps 1-6]
ABD[AudioBassDetector<br/>WASAPI loopback · IIR filter]
end
subgraph "Virtual Controllers"
X360[Xbox 360<br/>ViGEm]
DS4C[DualShock 4<br/>ViGEm]
VJ[vJoy<br/>DirectInput FFB]
KBM[Keyboard+Mouse<br/>SendInput]
MIDI[MIDI<br/>Windows MIDI Services]
end
subgraph "Data Layer — PadForge.Engine"
PS[PadSetting · UserSetting · UserDevice<br/>Gamepad · Vibration · MotionSnapshot]
SDL[SdlDeviceWrapper<br/>SDL3 P/Invoke]
RIL[RawInputListener<br/>Keyboard · Mouse]
IHM[InputHookManager<br/>LL hooks · input suppression]
end
subgraph "External Systems"
SDL3[SDL3.dll<br/>Custom fork]
VGM[ViGEmBus Driver]
VJD[vJoy Driver]
HH[HidHide Driver]
WASAPI[Windows Audio<br/>WASAPI Loopback]
DSU_CLIENT[DSU Clients<br/>Cemu · Dolphin]
BROWSER[Web Browsers<br/>Phone · tablet]
end
UI --> VM
VM --> IS
VM --> SS
IS --> IM
IS --> ABD
IS --> DS
IS --> FMS
RS --> IM
IM --> X360
IM --> DS4C
IM --> VJ
IM --> KBM
IM --> MIDI
IM --> SDL
IM --> RIL
IM --> IHM
ABD --> WASAPI
SDL --> SDL3
X360 --> VGM
DS4C --> VGM
VJ --> VJD
DS --> HH
IM -.->|UDP 26760| DSU_CLIENT
IM -.->|HTTP+WS| BROWSER
style UI fill:#e1f5fe
style IM fill:#f3e5f5
style PS fill:#e8f5e9
style SDL3 fill:#fff3e0
PadForge is a two-project .NET 10 solution:
| Project | Target | Role |
|---|---|---|
| PadForge.App |
net10.0-windows10.0.26100.0 (WPF, WinExe) |
Main application: UI, input pipeline, virtual controllers, services |
| PadForge.Engine |
net10.0-windows (Class Library) |
Shared data types, SDL3 P/Invoke, device wrappers, input state structures |
PadForge.App references PadForge.Engine. The Engine assembly contains no WPF dependencies and is designed to be reusable. Both projects use GenerateAssemblyInfo=false (version is in Properties/AssemblyInfo.cs).
PadForge.App/
App.xaml / App.xaml.cs # Application entry, auto-elevation, global exception handling
MainWindow.xaml / MainWindow.xaml.cs # Shell window: sidebar navigation, page hosting, event wiring
gamecontrollerdb_padforge.txt # Custom SDL gamepad mappings (DS3 SDF, etc.)
Properties/
AssemblyInfo.cs # Version, metadata (GenerateAssemblyInfo=false)
Common/
ControllerIcons.cs # SVG path data for controller type icons (Xbox, DS4, vJoy)
CurveLut.cs # Sensitivity curve lookup table generation (per-axis response curves)
DriverInstaller.cs # InstallVJoy(), UninstallVJoy() -- SetupAPI-based driver management
HidHideController.cs # HidHide IOCTL API: blacklist/whitelist/cloaking via \\.\HidHide
MarqueeBehavior.cs # WPF attached behavior for scrolling/marquee text animation
SettingsManager.cs # Slot arrays, profiles, PadSetting defaults, partial class (see below)
StartupHelper.cs # Run-at-startup registry helper (HKCU\...\Run)
VirtualKey.cs # Windows VK code → display name lookup table
Input/
AudioBassDetector.cs # WASAPI loopback audio capture + 8th-order IIR bass extraction
InputManager.cs # Core partial class: fields, Start/Stop, PollingLoop, IDisposable
InputManager.Step1.UpdateDevices.cs # Device enumeration (SDL3 + Raw Input)
InputManager.Step2.UpdateInputStates.cs # Input state reading + force feedback
InputManager.Step3.UpdateOutputStates.cs # Mapping engine (descriptor → OutputState)
InputManager.Step4.CombineOutputStates.cs # Multi-device merge per slot
InputManager.Step4b.EvaluateMacros.cs # Macro trigger/action state machine
InputManager.Step5.VirtualDevices.cs # ViGEm + vJoy + MIDI + KBM virtual controller lifecycle
InputManager.Step6.RetrieveOutputStates.cs # Copy combined states for UI display
Xbox360VirtualController.cs # IVirtualController for ViGEm Xbox 360
DS4VirtualController.cs # IVirtualController for ViGEm DualShock 4
VJoyVirtualController.cs # IVirtualController for vJoy (direct P/Invoke, FFB)
MidiVirtualController.cs # IVirtualController for Windows MIDI Services
KeyboardMouseVirtualController.cs # IVirtualController for Win32 SendInput (KB+Mouse)
InputEventArgs.cs # Event args for input state change notifications
InputException.cs # Custom exception for input pipeline errors
InputExceptionEventArgs.cs # Event args wrapping InputException
Services/
InputService.cs # Bridge between InputManager (engine thread) and UI (30Hz timer)
SettingsService.cs # Manages settings load/save, applies PadSettings to InputManager
DeviceService.cs # Device list UI synchronization (ObservableCollection from UserDevices)
DsuMotionServer.cs # UDP server on port 26760 implementing DSU/Cemuhook motion protocol
ForegroundMonitorService.cs # Polls GetForegroundWindow at 30Hz for per-app profile switching
RecorderService.cs # Input mapping recorder (records physical input → assigns descriptors)
WebControllerServer.cs # Embedded HTTP+WebSocket server for browser-based virtual controllers
ViewModels/
ViewModelBase.cs # Base class: INotifyPropertyChanged, OnCultureChanged hook
MainViewModel.cs # Shell VM: navigation, sidebar items, profile list, Pads[] array
DashboardViewModel.cs # Per-slot status cards, virtual controller status
PadViewModel.cs # Per-slot mapping/settings/deadzone/macro configuration
DevicesViewModel.cs # Physical device list with live input visualization
DeviceRowViewModel.cs # Single device card in the Devices page
SettingsViewModel.cs # App-level settings (polling rate, driver status, etc.)
MappingItem.cs # Single axis/button mapping row in the PadPage
MacroItem.cs # Macro definition: trigger, actions, repeat mode, state machine
MidiSlotConfig.cs # Per-slot MIDI configuration: channel, velocity, CC/note counts
StickConfigItem.cs # Thumbstick dead zone / anti-dead zone / linear config
TriggerConfigItem.cs # Trigger dead zone / anti-dead zone / max range config
VJoySlotConfig.cs # vJoy HID descriptor config: axis/button/POV/stick/trigger counts
Views/
DashboardPage.xaml(.cs) # Card-based dashboard with per-slot status and 3D/2D preview
PadPage.xaml(.cs) # Mapping page: axis/button mapping grid, dead zone sliders, macros
DevicesPage.xaml(.cs) # Physical device list with live input visualization
SettingsPage.xaml(.cs) # App settings: polling rate, driver install, DSU toggle
ProfilesPage.xaml(.cs) # Profile management: save/load/delete profiles
AboutPage.xaml(.cs) # Version, credits, license information
ControllerModelView.xaml(.cs) # 3D controller visualization (HelixToolkit viewport)
ControllerModel2DView.xaml(.cs) # 2D controller overlay visualization (Canvas-based)
ControllerSchematicView.xaml(.cs) # Schematic controller diagram (vector-based)
KBMPreviewView.xaml(.cs) # Keyboard+Mouse interactive preview (keys + mouse graphic)
MidiPreviewView.xaml(.cs) # MIDI piano keyboard + CC slider preview
MousePreviewControl.xaml(.cs) # Read-only mouse graphic for Devices page detail pane
CopyFromDialog.xaml(.cs) # Dialog for copying mappings from another slot
ProfileDialog.xaml(.cs) # Dialog for saving a new profile (name + exe list)
Models3D/
ControllerModelBase.cs # Abstract base for 3D controller models (OBJ loading, part animation)
ControllerModelXbox360.cs # Xbox 360 3D model parts and animation bindings
ControllerModelDS4.cs # DualShock 4 3D model parts and animation bindings
Models2D/
ControllerOverlayLayout.cs # 2D overlay positioning data (button/stick coordinates)
2DModels/
DS4/ # DualShock 4 PNG sprite assets (Gamepad-Asset-Pack, MIT)
XBOX360/ # Xbox 360 PNG sprite assets
3DModels/
DS4/ # DualShock 4 OBJ mesh files (from Handheld Companion, CC BY-NC-SA 4.0)
XBOX360/ # Xbox 360 OBJ mesh files
Controls/
CurveEditor.xaml(.cs) # Custom sensitivity curve editor control (interactive Bezier/linear curve)
RangeSlider.cs # Custom dual-thumb range slider control (dead zone min/max)
Converter/
BoolToColorConverter.cs # bool → SolidColorBrush
BoolToVisibilityConverter.cs # bool → Visible / Collapsed
CrossGeometryConverter.cs # Generates cross/X geometry for close buttons
NormToCanvasConverter.cs # Normalized float → Canvas pixel coordinate
NormToTriggerHeightConverter.cs # Trigger value → bar height
NullToCollapsedConverter.cs # null → Collapsed, non-null → Visible
PercentToSizeConverter.cs # Percentage → pixel size
SlopedWedgeGeometryConverter.cs # Generates wedge geometry for trigger visuals
StringToVisibilityConverter.cs # Non-empty string → Visible, empty → Collapsed
Resources/
ControllerIcons.xaml # XAML resource dictionary with controller icon geometries
PadForge.ico # Application icon
Xbox Series Controller - Front.png # Controller reference image
Xbox Series Controller - Top.png # Controller reference image
Strings/
Strings.resx # Base (English) UI string resources
Strings.Designer.cs # Hand-written INotifyPropertyChanged resource accessor
Strings.de.resx # German
Strings.es.resx # Spanish
Strings.fr.resx # French
Strings.it.resx # Italian
Strings.ja.resx # Japanese
Strings.ko.resx # Korean
Strings.nl.resx # Dutch
Strings.pt-BR.resx # Brazilian Portuguese
Strings.zh-Hans.resx # Simplified Chinese
SDL3/x64/SDL3.dll # SDL3 native library (custom fork)
SDL3/x64/libusb-1.0.dll # libusb for HIDAPI backend (Switch 2 support)
ViGEmBus_1.22.0_x64_x86_arm64.exe # Embedded ViGEmBus installer
HidHide_1.5.230_x64.exe # Embedded HidHide installer
vJoyDriver.zip # Embedded vJoy driver files (vjoy.sys, vjoy.inf, etc.)
vJoySetup_v2.2.2.0_Win10_Win11.exe # Optional standalone vJoy installer
WebAssets/
index.html # Landing page with Xbox 360 and DS4 layout cards
controller.html # Controller UI shell (dynamic overlay layout)
css/controller.css # Responsive dark theme with touch-optimized zones
js/controller_client.js # WebSocket client, touch handling, layout renderer
js/nipplejs.min.js # Virtual joystick library for analog sticks
Themes/
Generic.xaml # Custom control default styles (RangeSlider)
PadForge.Engine/
Properties/
AssemblyInfo.cs
Common/
SDL3Minimal.cs # SDL3 P/Invoke declarations (init, joystick, gamepad, haptic, sensor)
ISdlInputDevice.cs # Interface: GetCurrentState(), GetDeviceObjects(), rumble
SdlDeviceWrapper.cs # Joystick/Gamepad open, state reading, GUID construction, haptic
SdlKeyboardWrapper.cs # Keyboard via Raw Input, ISdlInputDevice adapter
SdlMouseWrapper.cs # Mouse via Raw Input with delta accumulation, ISdlInputDevice adapter
RawInputListener.cs # Hidden HWND_MESSAGE window, RIDEV_INPUTSINK, per-device state
CustomInputState.cs # API-agnostic input snapshot: axes[24], sliders[8], povs[4], buttons[256], gyro[3], accel[3]
CustomInputHelper.cs # Diff computation between two CustomInputState snapshots
CustomInputUpdate.cs # Describes a single input change (axis delta, button press/release)
DeviceObjectItem.cs # Metadata for one axis/button/hat on a device (SDL GetObjects equivalent)
DeviceEffectItem.cs # Metadata for a force feedback effect on a device
ForceFeedbackState.cs # Per-device rumble management: change detection, haptic effect lifecycle
GamepadTypes.cs # Gamepad struct (XInput layout), VJoyRawState, MidiRawState, KbmRawState, Vibration, MotionSnapshot
InputTypes.cs # Enums: DeviceObjectTypeFlags, ObjectAspect, MapType, ObjectGuid, InputDeviceType
VirtualControllerTypes.cs # VirtualControllerType enum, IVirtualController interface
RumbleLogger.cs # Diagnostic logger for rumble/FFB debugging (disabled by default)
InputHookManager.cs # WH_KEYBOARD_LL / WH_MOUSE_LL hooks for mapped input suppression
WebControllerDevice.cs # Virtual input device from browser clients (implements ISdlInputDevice)
Data/
DeadZoneShape.cs # Dead zone shape enum (circular, square, cross)
MappingTranslation.cs # Cross-layout mapping translation (Xbox/DS4/vJoy/MIDI/KBM positional equivalence)
PadSetting.cs # Per-device mapping configuration: button/axis descriptors, dead zones, vJoy mappings
UserDevice.cs # Physical device record: GUID, name, capabilities, runtime state
UserSetting.cs # Links a UserDevice (InstanceGuid) to a pad slot (MapTo) with a PadSetting
tools/
DsuDiag/ # Standalone DSU client for motion data diagnostics
vJoy/
Test/ # vJoy axis/button/POV test tool with WinMM readback
FfbTest/ # SharpDX-based DirectInput FFB test tool
SDK/ # vJoy SDK reference (FeederDemoCS)
capture_screenshots.ps1 # Automated screenshot capture script
capture_all.ps1 # Full screenshot capture orchestration
cleanup_vjoy.ps1 # vJoy device node cleanup utility
deploy.ps1 # Build + deploy to install directory
deploy_and_restart.ps1 # Deploy + restart PadForge
dump_ui_tree.ps1 # WPF visual tree dump for debugging
overlay_positions.py # 2D controller overlay coordinate generator
(+ various vJoy test/diagnostic scripts)
PadForge uses SDL3 as the sole input abstraction for all physical controllers, including Xbox/XInput gamepads. This was chosen over the traditional DirectInput/XInput split for several reasons:
- Unified API: SDL3's Gamepad API normalizes button/axis layouts across controller types (Xbox, DualSense, Switch Pro, etc.), eliminating the need for separate code paths per controller family.
- Cross-controller sensor support: SDL3 exposes gyroscope and accelerometer data from DualSense, DualShock 4, Switch Pro, and Joy-Con controllers through a single API. DirectInput has no gyro/accel support.
-
Background input:
SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTSprovides out-of-focus input reading without window focus tricks. -
Community gamepad database: SDL's
gamecontrollerdbplus PadForge's owngamecontrollerdb_padforge.txtprovide automatic button mapping for hundreds of controllers. - HIDAPI backend: SDL3's built-in HIDAPI support enables reading exotic controllers (Switch 2 Pro via custom fork) that no Windows API supports natively.
The native XInput P/Invoke (xinput1_4.dll) in Step 5 is used only for detecting which XInput slot (0-3) a newly created ViGEm Xbox 360 virtual controller occupies. It never reads input.
Key SDL3 hints:
SDL_SetHint(SDL_HINT_JOYSTICK_XINPUT, "1"); // Enables Xbox enumeration via XInput backend
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); // Background input without focus
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH2, "1"); // Switch 2 Pro (custom fork)
// NEVER set SDL_HINT_JOYSTICK_RAWINPUT -- conflicts with XInput enumerationPadForge creates virtual Xbox 360 and DualShock 4 controllers via ViGEmBus rather than the older ScpVBus:
- Maintained driver: ViGEmBus is actively maintained with signed drivers for Windows 10/11. ScpVBus is abandoned and has signing issues on modern Windows.
- DS4 support: ViGEm supports virtual DualShock 4 controllers natively. ScpVBus only supports Xbox 360.
-
Rumble feedback: ViGEm provides a per-controller feedback callback (
FeedbackReceived) that delivers game rumble values back to PadForge for forwarding to physical controllers. ScpVBus has no equivalent. - Slot control: ViGEm allows creating controllers at specific XInput slots and provides proper lifecycle management (connect/disconnect events).
The input pipeline runs as a fixed-rate polling loop (~1000 Hz) rather than using event-driven input:
- Deterministic timing: A fixed-rate loop guarantees consistent input latency regardless of controller type or OS scheduling. Event-driven approaches have variable latency depending on USB polling intervals and OS message queue behavior.
- Multi-device merging: PadForge combines multiple physical devices into a single virtual controller per slot. Polling reads all devices synchronously each frame, ensuring the merged output reflects a consistent point in time. Event-driven merging would require complex synchronization to avoid reading stale state from non-event devices.
- Macro evaluation: Macros need to evaluate their trigger conditions and execute actions on a consistent time base. A polling loop provides natural "frames" for the state machine.
- Output rate control: Virtual controllers need steady-state updates. A polling loop naturally produces output at a fixed rate; event-driven output would burst on input activity and go silent during inactivity.
ViewModels use ObservableObject from CommunityToolkit.Mvvm as their base class, providing [ObservableProperty] and [RelayCommand] source generators. The ViewModelBase class in the project extends this base and adds the OnCultureChanged() hook for live language switching.
ViewModels expose commands and raise events. They do not directly call services or touch the input pipeline. Instead:
- VMs raise events (e.g.,
MappingChanged,SlotAdded,SelectedDeviceChanged) -
MainWindow.xaml.csor service classes subscribe to these events - Event handlers call into
InputService,SettingsService, etc.
This keeps VMs testable and decoupled from the engine thread.
Dependencies are wired manually in App.xaml.cs and MainWindow.xaml.cs. The typical lifecycle:
App.OnStartup()
→ Single-instance mutex check
→ Early language restore (regex parse of PadForge.xml before full load)
→ Auto-elevation if vJoy driver installed
→ new MainWindow()
→ Creates MainViewModel (root VM with Pads[] array)
→ Creates SettingsService, InputService, RecorderService, DeviceService
→ Wires ViewModel events → service handlers
→ SettingsService.Initialize() loads PadForge.xml
→ InputService.Start() creates InputManager, starts polling thread
These two classes have distinct roles despite both dealing with "settings":
SettingsManager is a static data container shared between the engine thread and the UI thread. It holds:
-
UserDevicesandUserSettingscollections (withSyncRootlocking) -
Slot arrays:
SlotCreated[],SlotEnabled[] -
Profile data:
Profiles,ActiveProfileId,EnableAutoProfileSwitching -
Per-type slot limits:
MaxXbox360Slots,MaxDS4Slots,MaxVJoySlots, etc. -
Helper methods:
CreateDefaultPadSetting(),SwapSlots(),FindSlotForDevice()
It is a partial class with declarations split across:
-
Common/SettingsManager.cs-- profiles, slot arrays, helper methods -
InputManager.Step1.UpdateDevices.cs--UserDevices/UserSettingsproperty declarations and collection class definitions
SettingsManager has no knowledge of XML files, ViewModels, or the UI. It is the shared state that both threads operate on.
SettingsService is the persistence and synchronization layer. It:
-
Loads
PadForge.xml(orSettings.xmlfallback) viaXmlSerializerintoSettingsManagercollections -
Saves
SettingsManagerstate back to XML (manual save + auto-save timer) -
Synchronizes SettingsManager data to/from ViewModels (bidirectional):
- On load: populates
PadViewModelmapping rows, dead zone configs, macro lists fromPadSetting - On save: reads ViewModel state back into
PadSettingobjects for serialization
- On load: populates
- Manages profiles: save-as-profile, load profile, delete profile, default snapshot
-
Tracks dirty state:
IsDirtyflag,AutoSavedevent
The separation means the engine thread can read SettingsManager data without any reference to the WPF-dependent SettingsService.
InputManager is a single partial class split across 8 files. The rationale is pipeline stage isolation: each file implements exactly one stage of the polling loop, with its own local fields, helper methods, and state. This avoids a single 5000+ line file while keeping all stages in the same class (they share per-slot arrays and virtual controller references).
| File | Stage | Responsibility |
|---|---|---|
InputManager.cs |
Core | Fields, constants, Start()/Stop(), PollingLoop(), IDisposable, motion snapshots, DSU broadcast |
InputManager.Step1.UpdateDevices.cs |
Step 1 | SDL device enumeration, open/close, ViGEm instance filtering, UserDevices/UserSettings collection classes |
InputManager.Step2.UpdateInputStates.cs |
Step 2 | Read CustomInputState from each device, apply force feedback from VibrationStates[] + audio bass |
InputManager.Step3.UpdateOutputStates.cs |
Step 3 | Map CustomInputState to OutputState via PadSetting descriptors (dead zones, sensitivity curves, inversion, range clamping) |
InputManager.Step4.CombineOutputStates.cs |
Step 4 | Merge multiple device OutputStates into per-slot CombinedOutputStates[] (max-wins for axes, OR for buttons) |
InputManager.Step4b.EvaluateMacros.cs |
Step 4b | Evaluate macro triggers against combined state, execute macro actions (button presses, axis overrides, volume OSD) |
InputManager.Step5.VirtualDevices.cs |
Step 5 | Create/destroy IVirtualController instances, submit CombinedOutputStates[] to ViGEm/vJoy/MIDI/KBM, XInput slot detection |
InputManager.Step6.RetrieveOutputStates.cs |
Step 6 | Copy CombinedOutputStates[] to RetrievedOutputStates[] for UI consumption |
The SettingsManager partial class is also split across files for the same reason: its collection types are declared alongside the Step 1 code that populates them.
PadForge uses up to seven distinct threads:
_pollingThread = new Thread(PollingLoop)
{
Name = "PadForge.InputManager",
IsBackground = true,
Priority = ThreadPriority.AboveNormal
};Runs the 6-step pipeline (see Input Pipeline). Uses a 3-tier sleep strategy with wall-clock drift compensation:
-
Tier 1: HR Waitable Timer (
CreateWaitableTimerExWwithCREATE_WAITABLE_TIMER_HIGH_RESOLUTION, Windows 10 1803+) -- sub-ms kernel sleep with near-zero CPU usage. Sleeps forremaining - 0.1ms, leaving the final 0.1ms for spin-wait. -
Tier 2: Multimedia Timer (
timeSetEvent+ManualResetEvent.WaitOne) -- x360ce-style fallback when HR timer is unavailable. Periodic 1ms callback signals the event. - Tier 3: Thread.Sleep(1) -- legacy fallback when remaining time exceeds 1.5ms and both timers failed.
-
Final spin-wait:
Thread.SpinWait(1)loop againstStopwatch.ElapsedTicksfor precise sub-ms cycle boundary.
Drift compensation: Each cycle accumulates expectedTicks += targetTicks and compares against wallClock.ElapsedTicks. If the loop falls behind, subsequent cycles shorten; if ahead, they lengthen. This ensures the long-term average exactly matches the target Hz. Drift exceeding 10 cycles (e.g., after system sleep) triggers a wall-clock reset.
timeBeginPeriod(1) is set for the lifetime of the polling loop. Auto-idle mode (~20 Hz via Thread.Sleep(50)) activates when no virtual controller slots are created, reducing CPU usage to near zero. Timing target is recalculated each cycle from the runtime-adjustable PollingIntervalMs property (default: 1ms, configurable in Settings UI).
InputService creates a DispatcherTimer at ~33ms interval that:
- Reads
RetrievedOutputStates[]andRetrievedKbmRawStates[]from the engine for dashboard/schematic display - Reads
UserDevice.InputStatefor the Devices page live visualization (only when visible) - Pushes macro snapshots from PadViewModels to
MacroSnapshots[]for engine consumption - Updates
SlotControllerTypes[],SlotVJoyConfigs[],SlotVJoyIsCustom[],_midiConfigs[]from ViewModel state - Syncs the device list from
UserDevicestoDevicesViewModel(viaDeviceService) - Updates dashboard statistics (frequency, device count, online status)
- Runs macro trigger recording (detects button/axis changes for macro binding)
All WPF data binding occurs on this thread. Engine thread results are exposed via arrays that use atomic reference swap (Volatile.Read/write) or value copy semantics.
AudioBassDetector uses NAudio's WasapiCapture in loopback mode to capture system audio. NAudio creates its own internal capture thread that delivers audio buffers via the DataAvailable callback. The callback runs an 8th-order cascaded IIR low-pass filter to extract bass frequencies (configurable cutoff, default 80 Hz) and updates a volatile _bassEnergy float (0.0--1.0). The engine thread reads this value in Step 2 via AudioBassDetector.BassEnergy and combines it with game rumble via max() for physical controller vibration.
The detector implements IMMNotificationClient to automatically restart capture when the default audio device changes.
public static class RawInputListenerA dedicated background thread creates a message-only window (CreateWindowExW with HWND_MESSAGE parent) and runs a GetMessageW pump. Registered for:
-
HID_USAGE_GENERIC_KEYBOARDwithRIDEV_INPUTSINK(background capture) -
HID_USAGE_GENERIC_MOUSEwithRIDEV_INPUTSINK
Per-device state is tracked via RAWINPUT.header.hDevice using concurrent dictionaries. The engine thread reads this state in Step 2 via RawInputListener.GetKeyboardState() / ConsumeMouseDelta().
DsuMotionServer uses UdpClient.ReceiveAsync() on a background task to receive subscription packets from DSU clients (e.g., Cemu, Dolphin). Motion data is broadcast by the engine thread in the polling loop after Step 2 (same thread, no additional thread for sending). The DSU protocol is limited to 4 slots; slots 4-15 skip DSU broadcast.
_hookThread = new Thread(() => HookThreadProc(ready))
{
Name = "InputHookManager",
IsBackground = true
};Created only when devices have "Consume mapped inputs" enabled. Installs WH_KEYBOARD_LL and WH_MOUSE_LL low-level hooks and runs a GetMessageW message pump. Suppression sets (which VKeys/mouse buttons to consume) are updated via volatile reference swap from the UI thread. The thread is stopped and hooks are removed when the engine stops or hiding is disabled.
_acceptThread = new Thread(AcceptLoop)
{
Name = "WebControllerServer",
IsBackground = true
};Created when the web controller server is enabled on the Dashboard. Runs an HttpListener accept loop. WebSocket connections spawn async tasks for per-client I/O. Each connected browser client creates a WebControllerDevice (implements ISdlInputDevice) that appears in the Step 1 device enumeration pipeline. The server also handles HTTP requests for static assets (HTML/CSS/JS/PNG) and a /api/layout JSON endpoint.
| Shared State | Written By | Read By | Sync Mechanism |
|---|---|---|---|
UserDevices.Items |
Engine (Step 1) | UI thread, Engine |
SyncRoot lock |
UserSettings.Items |
UI thread | Engine (Steps 2-5) |
SyncRoot lock |
UserDevice.InputState |
Engine (Step 2) | UI timer | Atomic reference swap |
CombinedOutputStates[] |
Engine (Step 4) | Engine (Step 5, 6) | Single-thread write |
RetrievedOutputStates[] |
Engine (Step 6) | UI timer | Value copy (struct) |
VibrationStates[] |
ViGEm callback thread | Engine (Step 2) | Volatile fields |
MacroSnapshots[] |
UI timer | Engine (Step 4b) | Atomic reference swap |
SlotControllerTypes[] |
UI timer | Engine (Step 5) | Volatile read |
MotionSnapshots[] |
Engine (polling loop) | DSU broadcast | Same thread |
RawInputListener key/mouse state |
Raw Input thread | Engine (Step 2) | ConcurrentDictionary |
InputHookManager suppression sets |
UI thread | Hook thread callbacks | Volatile reference swap |
WebControllerDevice.InputState |
WebSocket receive task | Engine (Step 2) | Atomic reference swap |
AudioBassDetector._bassEnergy |
WASAPI callback thread | Engine (Step 2) | Volatile float |
The following describes how data flows through the system from physical controller to game:
Physical Controller (USB/Bluetooth)
│
▼
SDL3.dll (HID / XInput / HIDAPI backend)
│
▼
Step 1: UpdateDevices()
│ SDL_GetJoysticks() → open new devices → SdlDeviceWrapper
│ Filter ViGEm virtual controllers (VID/PID + device path)
│ Filter vJoy virtual controllers (VID 0x1234 / PID 0xBEAD)
│ Update UserDevices collection (add new, mark disconnected)
│
▼
Step 2: UpdateInputStates()
│ For each online device:
│ SdlDeviceWrapper.GetCurrentState() → CustomInputState
│ Store as UserDevice.InputState (atomic swap)
│ Apply force feedback: VibrationStates[] + AudioBass → physical rumble
│
▼
Step 3: UpdateOutputStates()
│ For each UserSetting (device→slot binding):
│ Read PadSetting descriptors (axis/button/POV mappings)
│ Apply dead zones, sensitivity curves, inversion, range clamping
│ CustomInputState → per-device OutputState (Gamepad struct)
│
▼
Step 4: CombineOutputStates()
│ For each slot (0-15):
│ Merge all device OutputStates mapped to this slot
│ Axes: max absolute value wins
│ Buttons: OR (any device pressing = pressed)
│ Also produces VJoyRawState, MidiRawState, KbmRawState for non-gamepad types
│
▼
Step 4b: EvaluateMacros()
│ For each slot with macros:
│ Check trigger conditions against CombinedOutputStates
│ Execute actions: button overrides, axis overrides, volume OSD, toggle
│ Modify CombinedOutputStates in-place
│
▼
Step 5: UpdateVirtualDevices()
│ For each created slot:
│ Create/destroy IVirtualController if type changed or slot toggled
│ Submit CombinedOutputStates[i] → virtual controller
│ Xbox 360: ViGEmBus → XInput slot
│ DS4: ViGEmBus → DirectInput HID device
│ vJoy: UpdateVJD() → vJoy driver → DirectInput HID device
│ KBM: SendInput() → Win32 keyboard/mouse events
│ MIDI: Windows MIDI Services → virtual MIDI port
│
▼
Step 6: RetrieveOutputStates()
│ Copy CombinedOutputStates[] → RetrievedOutputStates[]
│ Copy CombinedKbmRawStates[] → RetrievedKbmRawStates[]
│ (Value copy, consumed by UI timer at 30Hz)
│
▼
Game reads virtual controller via XInput / DirectInput / SDL / raw HID
Game sends rumble via XInput / DirectInput FFB
│
▼
ViGEmBus FeedbackReceived callback (ViGEm thread)
│ Writes to VibrationStates[slotIndex]
│
▼ (or)
vJoy FFB callback (IOCTL thread)
│ FfbCallback → FfbDeviceState → VibrationStates[slotIndex]
│
▼
Step 2: ApplyForceFeedback() (engine thread)
│ Reads VibrationStates[slot] for each device in that slot
│ max(gameRumble, audioBass) → SdlDeviceWrapper.SetRumble()
│ SDL3 → USB rumble command → physical controller
| Package | Version | Purpose |
|---|---|---|
| ModernWpfUI | 0.9.6 | Fluent Design theme for WPF (Windows 11-style UI) |
| HelixToolkit.Core.Wpf | 2.27.3 | 3D viewport for controller model visualization |
| CommunityToolkit.Mvvm | 8.2.2 | MVVM infrastructure: ObservableObject, RelayCommand, source generators |
| Nefarius.ViGEm.Client | 1.21.256 | ViGEmBus client for creating virtual Xbox 360 and DS4 controllers |
| NAudio.Wasapi | 2.2.1 | WASAPI loopback audio capture for bass-driven rumble |
| Microsoft.Windows.Devices.Midi2 | 1.0.16-rc.3.7 | Windows MIDI Services SDK for virtual MIDI device creation |
SDL3 is loaded via direct P/Invoke ([DllImport("SDL3")]) from SDL3Minimal.cs -- there is no SDL3 NuGet package. The SDL3.dll binary is a custom fork (with Switch 2 Pro Controller support) placed in Resources/SDL3/x64/.
vJoy is loaded via direct P/Invoke ([DllImport("vJoyInterface.dll")]) with NativeLibrary.TryLoad fallback from C:\Program Files\vJoy\.
XInput is loaded via direct P/Invoke ([DllImport("xinput1_4.dll")]) -- used only in Step 5 for XInput slot mask detection during ViGEm virtual controller creation.
PadForge must be built with dotnet publish, not dotnet build. The publish command produces a single-file self-contained executable:
dotnet publish PadForge.App/PadForge.App.csproj -c ReleaseKey publish properties (from PadForge.App.csproj):
<RuntimeIdentifier>win-x64</RuntimeIdentifier>
<PublishSingleFile>true</PublishSingleFile>
<SelfContained>true</SelfContained>
<IncludeNativeLibrariesForSelfExtract>true</IncludeNativeLibrariesForSelfExtract>
<EnableCompressionInSingleFile>true</EnableCompressionInSingleFile>Output location: PadForge.App/bin/Release/net10.0-windows10.0.26100.0/win-x64/publish/PadForge.exe
The SDL3.dll and libusb-1.0.dll are copied to the output directory via <Content> items with CopyToOutputDirectory=PreserveNewest and Link="filename" (flattened to output root). They are not embedded in the single-file exe -- they must be adjacent to PadForge.exe at runtime.
Note: UseWindowsForms=true is set in the csproj -- this is required for System.Windows.Forms.NotifyIcon (system tray icon). WinForms implicit usings are removed to avoid type ambiguities with WPF.
Embedded resources (extracted at install time or runtime):
-
ViGEmBus_1.22.0_x64_x86_arm64.exe-- ViGEmBus installer -
HidHide_1.5.230_x64.exe-- HidHide installer -
vJoyDriver.zip-- vJoy driver files (vjoy.sys, vjoy.inf, vjoy.cat, hidkmdf.sys, vJoyInterface.dll) -
3DModels/**/*.obj-- 3D controller mesh assets -
WebAssets/**/*-- Web controller frontend (served by WebControllerServer) -
2DModels/**/*.png-- 2D controller sprite assets (included as<Resource>, not<EmbeddedResource>)
PadForge supports 10 languages via .resx resource files in Resources/Strings/:
| File | Language |
|---|---|
Strings.resx |
English (base/fallback) |
Strings.de.resx |
German |
Strings.es.resx |
Spanish |
Strings.fr.resx |
French |
Strings.it.resx |
Italian |
Strings.ja.resx |
Japanese |
Strings.ko.resx |
Korean |
Strings.nl.resx |
Dutch |
Strings.pt-BR.resx |
Brazilian Portuguese |
Strings.zh-Hans.resx |
Simplified Chinese |
Despite the <auto-generated> header, Strings.Designer.cs is hand-written (not generated by ResXFileCodeGenerator). It implements INotifyPropertyChanged so that XAML bindings update when the language changes.
Key design elements:
-
Singleton pattern:
Strings.Instanceis the binding source for all XAML string references. -
CultureChanged event: Uses a weak event pattern for instance-method handlers. Static/lambda handlers are stored with strong references; instance-method handlers are stored as
(WeakReference<object>, MethodInfo)pairs so they do not prevent GC of the subscribing object. Dead entries are pruned on every raise. -
ChangeCulture(CultureInfo): SetsThread.CurrentThread.CurrentUICultureandCultureInfo.DefaultThreadCurrentUICulture, raisesPropertyChangedfor all properties on theInstance(refreshing all XAML bindings), then raisesCultureChangedso ViewModels can refresh their own computed strings.
All UI strings bind to the singleton instance:
{Binding PropName, Source={x:Static strings:Strings.Instance}}Because Strings implements INotifyPropertyChanged, WPF updates all bound text when ChangeCulture() fires PropertyChanged.
ViewModelBase subscribes to Strings.CultureChanged in its constructor and exposes a virtual OnCultureChanged() method. Derived ViewModels override this to refresh culture-dependent computed properties (status text, titles, formatted strings, etc.).
Because CultureChanged uses weak references for instance handlers, ViewModels do not need to unsubscribe to avoid memory leaks.
Strings.ChangeCulture() applies the new culture immediately -- no application restart is needed. The sequence:
-
CurrentUICultureis updated on the current thread. -
PropertyChangedfires for every resource property onStrings.Instance, updating all XAML bindings. -
CultureChangedfires, allowing ViewModels to recompute any non-bound culture-dependent strings.
App.OnStartup() applies the saved language before any UI is created. It reads the <Language> element from PadForge.xml via regex (avoiding full XML deserialization) and sets CurrentUICulture so the first window renders in the correct language.
| Class | Location | Lifetime | Role |
|---|---|---|---|
SettingsManager |
Common/SettingsManager.cs + partial in Step1 |
Static | Shared state: slot arrays, UserDevices/UserSettings collections, profiles |
RawInputListener |
Engine/Common/RawInputListener.cs |
Static | Per-device keyboard/mouse input via hidden window |
RumbleLogger |
Engine/Common/RumbleLogger.cs |
Static | Diagnostic logger (disabled by default, Enabled=true to activate) |
InputManager |
Common/Input/InputManager.cs |
Singleton instance | Polling loop, 6-step pipeline, virtual controller lifecycle |
InputService |
Services/InputService.cs |
Singleton instance | UI-engine bridge, 30Hz timer, macro recording, DSU/web server lifecycle |
SettingsService |
Services/SettingsService.cs |
Singleton instance | XML persistence, auto-save, profile CRUD, ViewModel sync |
DeviceService |
Services/DeviceService.cs |
Singleton instance | Device list sync, HidHide whitelist management |
PadForge supports up to 16 virtual controller slots (MaxPads = 16). Per-type limits are all derived from MaxPads:
| Type | Limit | Constant |
|---|---|---|
| Xbox 360 | 16 | MaxXbox360Slots = MaxPads |
| DualShock 4 | 16 | MaxDS4Slots = MaxPads |
| vJoy | 16 |
MaxVJoySlots = 16 (vJoy driver limit) |
| MIDI | 16 | MaxMidiSlots = MaxPads |
| Keyboard+Mouse | 16 | MaxKeyboardMouseSlots = MaxPads |
The "Add Controller" button disappears when all 16 slots are in use.
API visibility note: The XInput API can only address 4 controllers (slots 0-3). Xbox 360 virtual controllers beyond the first 4 still function but may not be visible to XInput-only games. Games using DirectInput, SDL, or raw HID can see all 16. DualShock 4 and vJoy controllers are not affected by the XInput limit.
Per-slot state arrays in SettingsManager:
public static bool[] SlotCreated; // Slot exists in config
public static bool[] SlotEnabled; // Slot is active (user toggle)Per-slot state arrays in InputManager:
public Gamepad[] CombinedOutputStates; // Step 4 output
public VJoyRawState[] CombinedVJoyRawStates; // Step 4 output (custom vJoy)
public MidiRawState[] CombinedMidiRawStates; // Step 4 output (MIDI)
public KbmRawState[] CombinedKbmRawStates; // Step 4 output (KeyboardMouse)
public Gamepad[] RetrievedOutputStates; // Step 6 output (UI display)
public KbmRawState[] RetrievedKbmRawStates; // Step 6 output (KBM UI preview)
public Vibration[] VibrationStates; // ViGEm feedback
public MotionSnapshot[] MotionSnapshots; // DSU motion data
public MacroItem[][] MacroSnapshots; // Macro definitions
public VirtualControllerType[] SlotControllerTypes; // Configured type
internal VJoyVirtualController.VJoyDeviceConfig[] SlotVJoyConfigs; // vJoy HID config
internal bool[] SlotVJoyIsCustom; // Custom vs gamepad preset
internal MidiSlotConfig[] _midiConfigs; // Per-slot MIDI configuration