I know that this is a bit out of scope, but if it was supported it would basically make gameinput2xinput have feature-parity with the native implementation for many games.
I found an interesting project (x1nput) that converts xinput rumble into trigger impulses. For gameinput2xinput, this is interesting because we already have the calls from gameinput - we just need to send the effects to the controller. I would try this myself but I'm not really sure how to best test and develop this, lol. I've touched a lot of languages but I've never done anything with cpp, I'm not even sure how to really build the dll lmao
I'm guessing the biggest complications is getting an HID handle on any compatible controllers in a way that doesn't break on Linux or Windows. I'm not sure if Proton/Wine "hides" the controller device from you when xinput is being used, or if it's just adding a virtual controller that can be listened to.
I'd love to try this myself if you had any pointers on where I should start - I think using the x1nput library as reference would help me a lot.
EDIT: I guess the Big Brain™ version of this is for compatible controllers passing through all vibration effects from the game but keeping the rest as xinput.
I know that this is a bit out of scope, but if it was supported it would basically make gameinput2xinput have feature-parity with the native implementation for many games.
I found an interesting project (x1nput) that converts xinput rumble into trigger impulses. For gameinput2xinput, this is interesting because we already have the calls from gameinput - we just need to send the effects to the controller. I would try this myself but I'm not really sure how to best test and develop this, lol. I've touched a lot of languages but I've never done anything with cpp, I'm not even sure how to really build the dll lmao
I'm guessing the biggest complications is getting an HID handle on any compatible controllers in a way that doesn't break on Linux or Windows. I'm not sure if Proton/Wine "hides" the controller device from you when xinput is being used, or if it's just adding a virtual controller that can be listened to.
I'd love to try this myself if you had any pointers on where I should start - I think using the x1nput library as reference would help me a lot.
EDIT: I guess the Big Brain™ version of this is for compatible controllers passing through all vibration effects from the game but keeping the rest as xinput.