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Universal Analog Input

11 devlogs
28h 39m 21s

I am working on a open-source Windows app that maps analog keyboards via the Wooting Analog SDK to a virtual gamepad (ViGEm), with a WinUI 3 UI and optimized Rust core for profiles, sub-profiles, curves, hotkeys, and testing.

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Ritonton

Hello, everyone!
It’s been a while, but because of my studies, I took a break from this project. However, I am back to add lots of great ideas that I have had.
I’ve been absent from the devlogs and activity on Flavortown, but I’ve still been working on the project here and there, mainly on bug reports and maintenance, and I’ve had my first GitHub issues! I also made a pull request on Analog Sense’s Universal Analog Plugin and tinkered with magnetic keyboards from other brands.
So this devlog ultimately summarises lots of little tasks on the project over almost two months, and it feels strange how quickly time flies.
I’ve attached lots of screenshots of some of the things I’ve been able to do.
I’m back for at least two weeks!

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Ritonton

Merge of UniversalAnalogInput release repo time with universa-analog-input private repo time.
I didn’t know how to do this, so I’m only doing it now, but you can select multiple Wakatime projects in a single Flavortown project. I needed this because I couldn’t record the time I spent on my release repository.

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Ritonton

I am spending some time on the Rust core of my application in order to implement a way for users who do not have an analogue keyboard to test the analogue capabilities of the UAI. All they will need to do is press a key on the keyboard while scrolling with the mouse. The application will need to be launched in a special mode. This will enable shipwrights to easily test my application for future ship.
WIP
mouse icon by flaticon

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Ritonton

I finaly fixed the critical tray instance check failure (0x80070005 - Access Denied) that appeared on my Sentry dashboard in a previous devlog. The issue was caused by using “Global\” namespace for Windows mutexes, which requires admin privileges on Windows 10/11. Fixed by switching to “Local\” namespace in both Rust tray and C# UI and it now works perfectly with normal user permissions.
As always, three simple constants to change for hours of debugging and a significant problem fixed.
I will incorporate this fix into the next version 1.0.2 of my application, along with other bug fixes. For now, it will still be present in release version 1.0.1. You simply will not be able to open the application twice in two different user sessions on Windows for now.
Commit 2b16a61
https://github.com/Ritonton/UniversalAnalogInput

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Ritonton

Debugging critical tray instance check failure (0x80070005 - Access Denied) that appeared on my sentry dashboard.
Exploring the Global namespace mutex permissions seems to be the culprit since CreateMutexW fails with global scope.
Haven’t found the fix yet, but narrowed it down to Windows API security context !
In the meantime, I am working on a nice animation in Rive with Figma models I made for my readme file to better show the purpose of my application in games.
WIP :)

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Ritonton

v1.0.1 - Sentry integration

I’ve added Sentry for automatic crash reporting to help catch bugs faster.
Reports are on by default but you can easily disable them in the .env file if you prefer.

I’ve also added proper legal docs: Privacy Policy, Terms of Service, and a Data Processing Agreement.
Everything’s in the installer and on GitHub. GDPR compliant.

Commit 2ab7600
https://github.com/Ritonton/UniversalAnalogInput

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Ritonton

Shipped this project!

I recently bought a Nuphy Air75 HE (recent in my mind at least, as the months spent developing UAI went by faster than expected) and quickly realized that, unlike Wooting keyboards, there is no way in Nuphy’s software to expose analog input as a gamepad. After digging into it, I found that Nuphy is far from being the only analog keyboard brand missing this feature.

That’s what pushed me to start Universal Analog Input (UAI): a universal Windows application aimed at the analog keyboard community.

This first public release (v1) allows users to map true analog values from any keyboard supported by the Wooting Analog SDK (including compatible plugins like AnalogSense’s Universal Analog Plugin) to a virtual Xbox controller using the ViGEm Bus driver, enabling smooth and precise in-game analog input.
While this sentence sums up the core idea, the application already goes much further, with features such as profile management, hotkeys, and customizable mapping curves…

Over the past months, I learned a lot about native Windows development: building a WinUI 3 interface, integrating a Rust core running in the system tray, and making them communicate reliably via named pipes and named events. I also went through the full release process, including creating an Inno Setup installer capable of installing required dependencies (Wooting Analog SDK, ViGEm Bus driver) and uninstalling everything cleanly.

This is just the beginning, but I’m happy to finally ship something usable after months of work.

Ritonton

I finished the v1 of my app

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Comments

The Outlier
The Outlier about 1 month ago

This project is awesome! I had an idea to bring back the retro feel of consoles like the PS2. We could build an adapter that takes the original data output from the console and converts it to USB for a laptop. Then, we create an app that translates that data so we can play classic games using the actual vintage setup. It’s basically a bridge between old-school hardware and modern screens, so we get that nostalgic ‘retro’ vibe without needing an old TV!
ur idea is very good but unfortunately i cant use ur app coz i don;t have a analog keyboard .

Trejos_1
Trejos_1 about 1 month ago

This project is very original and addresses that feeling of playing on a keyboard in a unique way. I’ll try it out in my games :D

stormzzyyne
stormzzyyne about 1 month ago

Cool project, i think i’ve seen something like this before but gotta say this is a better implementation and overall a better experience, keep it up!

leethana
leethana about 1 month ago

great ui!