Ordinarily XInput controllers are identified simply using an index corresponding to the player number of the controller. Is there a way to obtain more information about a controller with a specific index, such as its vendor ID, product ID, or device name?
The Windows built-in joy.cpl calibration tool affects controllers that use XInput/DInput technology, and some games do ignore these settings. Its calibration functionality is rather limited too, so I would recommend the tools mentioned in the short answer above, but it is possible to manually tweak these settings.
GameInput is a functional superset of all legacy input APIs— XInput, DirectInput, Raw Input, Human Interface Device (HID), and WinRT APIs—in addition to adding new features of its own.
XInput, an API for "next generation" controllers, was introduced in December 2005 alongside the launch of the Xbox 360. Sign up to watch this tag and see more personalized content
DualSense isn't recognized through XInput because it's not an XInput compatible game controller. XInput is a legacy interface for Xbox 360 and Xbox One controllers and isn't compatible with HID gamepads. You can run software like DS4Windows that will create a virtual XInput device that mirrors the inputs from a compatible controller. DS4Windows works with DualShock4, DualSense, Switch Pro ...
PInvoking XInput 1.4 is what I use in my .Net FX code. Its not perfect (vibration support is 360-controller style) but works well enough for most use-cases.
I am trying to talk to the XBOX ONE Controller via the Microsoft HID API without using XINPUT. I'm currently able to control all the rumble motors (including the force feedback triggers) by sending the packet using HidD_SetOutputReport(HANDLE, VOID*, ULONG).
The final part is using X360CE, what is does is turn the vJoy "DigitalInput" Devide into a XInput device. So the PC/game thinks its an actual Xbox 360 or Xbox One Controller.
Looks like its due to AutoHotkey using an old API to detect the keys, at least with windows 10, reference. It does detect them if an AutoHotkey window is active, like when you right click on the AutoHotkey icon and select 'Open'. I was also able to cook something up with the xinput library by Lexikos, and some posts from that forum topic, the below makes a MsgBox when 'a' is pressed on my ...
I've seen lots of info on how to read game controller input using XInput but I really want to know the name of the controller that is connected. How can I find out the name of connected controllers...