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Universal Analog Input

15 devlogs
55h 36m 29s

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.

Updated Project: S…

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.

Updated Project: Since v1.0.0, I shipped v1.0.1 with several improvements. On the documentation side, I added a full CHANGELOG, a GDPR-compliant privacy policy, terms of service, and a deployment checklist — making the project release-ready. I also rewrote the README with a video demo and a proper architecture diagram. On the bug fix side, I resolved several issues including broken console output in debug mode, improper exception handling in the timer dispatcher, and a single-instance mutex crash surfacing incorrectly in Sentry. Finally, I integrated Sentry for automatic crash reporting and built an Inno Setup installer with automated dependency management.

Demo Repository

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Ritonton

I’m posting this devlog a little early for the “Lock-in” challenge. I’m still experimenting with the IPC; it’s a bit of a struggle, but I’m getting there!

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Ritonton

Hi, this devlog will be a short one, as I’m saving the next one for the release of a rather handy but time-consuming feature that requires the implementation of a brand-new Inter-Process Communication system to stream analogue values to the UI at 120Hz. See you in the next devlog to find out why. Otherwise, I’ve also reworked the in-memory persistence of settings on the Rust side of my app for a small addition: an info notification about the app running in the background.

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Ritonton

After all this time talking about it, I’ve finally released the source code for keyboard-sim! I’ll be working on the documentation and the binary soon.
So soon, anyone will be able to test UAI with or without the specialised hardware that analogue keyboards provide. This tool isn’t intended for use in-game; it’s just for testing my application or any applications that use the Wooting Analog SDK in general. I’m publishing it in UAI as a tool for now, but it might become a standalone application in the future.
There are two ways to use it. Either with the keyboard and the scroll wheel: hold down the keyboard keys you want to adjust and, at the same time, adjust their virtual analogue values using the mouse scroll wheel.
Or use it in mouse mode, where it’s actually the movement of the mouse on the desktop that adjusts the configured keys in the up, down, left and right directions.
This time, for the UI (for the sake of simplicity, rather than building a WinUI 3 interface using named pipes, events, mutexes, etc. to communicate with the Rust backend), I used and discovered Iced, which is really powerful for quickly creating a beautiful interface.
That’s all for this devlog – see you soon for the next update!
A little nod to VSCode for the green logo ;)
Commit c1b61f7
https://github.com/Ritonton/UniversalAnalogInput

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Ritonton

Hi, I’m posting this devlog a bit late, so it covers several recent stages of my project:
Firstly, I’ve created a nice welcome screen for my app.
And next, I’m working on a tool that allows those without access to a physical keyboard to test all the features of my app by using the Wooting Analog SDK in conjunction with the SDK’s test plugin. I’m experimenting with Iced for the UI, and it looks set to be a very good tool.
Right then, see you soon for the next update.

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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

I finished the v1 of my app

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Comments

The Outlier
The Outlier 2 months 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 2 months 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 2 months 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 2 months ago

great ui!