Repository files navigation

GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

GameInputSharp.Core

CINuGetNuGet DownloadsLicense: MIT.NETWindows

Universal, idiomatic C# wrapper for Microsoft.GameInput. Targets .NET 8+ with optional shims for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI. This package covers game and desktop input, haptics, and device callbacks.

Repository layout: This repo contains the GameInputSharp.Core project only. Open GameInputSharp.Core.sln to build the library, samples, and tests. The package is published on NuGet.org as GameInputSharp.Core.


Compliance and redistribution

This is a third-party C# wrapper library. It requires the official Microsoft.GameInput NuGet package. Not affiliated with, endorsed by, or supported by Microsoft Corporation. Intended for Windows PC development.

  • Dependency: Use only the Microsoft.GameInput NuGet package. Do not depend on the full GDK or Xbox-specific libraries.
  • Redistribution: You must redistribute gameinput.dll (and any other runtime files) according to Microsoft's rules. See the Microsoft.GameInput package and documentation for current redistribution requirements.
  • How the wrapper and Microsoft.GameInput relate: The developer adds the official Microsoft NuGet (or gets it automatically when adding GameInputSharp.Core). This repo and the GameInputSharp.Core package do not bundle or repackage Microsoft’s files; they only declare a dependency so NuGet pulls Microsoft.GameInput from nuget.org. See docs/DISTRIBUTION.md.

Documentation

AudienceDocumentContents
Offline docs (one-stop)docs-site/ in NuGet packageFull MkDocs site: quick start, usage, API/mapping, guides, troubleshooting, glossary. Build with pip install -r requirements-docs.txt && mkdocs build; then dotnet pack includes it. See docs/BUILD_DOCS_SITE.md.
Game and desktop (PC games, WPF/WinUI, kiosks)docs/USAGE.mdInstallation, manager, devices, polling (gamepad/mouse/keyboard), basic and advanced haptics, device callbacks, disposal.
API constants and flagsdocs/API_REFERENCE.mdInput kinds, focus policy, device status; pointers to force feedback and mapping refs.
Axis/button mapping referencedocs/MAPPING_REFERENCE.mdLibrary of all device control layouts: gamepad, flight stick, racing wheel, arcade stick (axes, buttons, switches) for use with InputMapper.
Engines and desktop setupdocs/COMPATIBILITY.mdUnity, MonoGame, Godot, Stride, WPF/WinUI.
Packaging and Microsoft.GameInputdocs/DISTRIBUTION.mdHow the wrapper depends on the official NuGet without bundling Microsoft's files.
Changelog (Core only)CHANGELOG.mdVersion history and notable product changes for GameInputSharp.Core.
Security and safetydocs/SECURITY.mdImplemented mitigations (DLL load, buffers, callbacks).

Quick start

usingGameInputSharp.Abstractions;usingGameInputSharp.Devices;usingvarmanager=newGameInputManager();vardevices=manager.GetDevices();foreach(vardeviceindevices){Console.WriteLine($"{device.DisplayName}{device.DeviceId}");if(deviceisGamepadDevicegamepad)gamepad.Haptics.SetVibration(0.5f,0.5f);// simple rumble}

Setup

  1. Add the GameInputSharp.Core NuGet package to your project. The official Microsoft.GameInput package is required by the wrapper and is restored by NuGet.
  2. NuGet vs runtime: The Microsoft.GameInput NuGet supplies C++ headers and a link library for native builds; it does not ship the runtime DLL (GameInput.dll / GameInputRedist.dll). The wrapper loads the native DLL at runtime from: (1) the application directory, then (2) %SystemRoot%\System32. The runtime must be installed on the machine (e.g. inbox on newer Windows, or winget install Microsoft.GameInput, or the GameInput redist). If the DLL is present but load fails, install Visual C++ Redistributable (x64). If no compatible runtime loads, GetDevices() returns an empty list without throwing.
  3. Target .NET 8+ (or use the provided Unity/MonoGame shims where applicable). The library is intended for Windows; other targets build but return no devices.

Namespaces

  • GameInputSharp.Core — Low-level interop (COM/P-Invoke, device enumeration, rumble).
  • GameInputSharp.AbstractionsGameInputManager, IInputDevice, IHapticEffect.
  • GameInputSharp.Devices — Device factory, gamepad, keyboard, mouse, motion.
  • GameInputSharp.Haptics — Basic rumble and advanced waveforms (up to 8 locations per device).

Polling vs callbacks

  • Polling: Call GetCurrentGamepadState(gamepad), GetCurrentMouseState(mouse), or GetCurrentKeyboardState(keyboard, maxKeys) each frame. Use when you need continuous state (buttons, axes, keys).
  • Callbacks: Subscribe to GameInputManager.DeviceCallback and call DispatchCallbacks(quotaMicroseconds) from your game loop to receive device connect/disconnect events without re-enumerating.

Samples

  • GameInputSharp.Samples.Console — Device enumeration and basic gamepad rumble; run on Windows with GameInput runtime for full behavior.
  • GameInputSharp.Samples.MonoGame — MonoGame game loop integration (Update/Draw with GameInputManager).
  • samples/GameInputSharp.Samples.Unity/README.md — Unity integration notes and optional Input System override.

Compatibility (engines and desktop)

See docs/COMPATIBILITY.md for Unity, MonoGame, Godot C#, Stride, and WPF/WinUI setup and shims.


License

See LICENSE (MIT). By using this library you agree to comply with Microsoft's redistribution and licensing terms for GameInput.

About

Idiomatic C# wrapper for Microsoft GameInput — gamepad, keyboard, mouse, haptics, and device callbacks for .NET 8+ on Windows.

Resources

Security policy

Stars

5 stars

Watchers

0 watching

Forks

Releases

Sponsor this project

Packages

Contributors

Languages