The per-game picker drew on two sources: a Start Menu shortcut walk and the
installed MSIX package list. Issue #83 is a user whose app never appeared in
it, asking to just point at an .exe. Two structural gaps sat behind that.
Launcher-installed games were missing or wrong. Epic shortcuts a game with a
.url carrying a com.epicgames.launcher:// URI, and the walk keeps only .url
files pointing at Steam, so Epic games were dropped outright — Among Us was
invisible on the machine this was written on. Battle.net and Ubisoft write
.lnk files targeting the launcher executable with a per-game argument, and
IShellLink::GetPath returns only the executable, so a whole Blizzard library
collapsed into one wrongly-named "Battle.net Launcher.exe" entry.
LauncherGames reads what each launcher records about itself instead: Epic's
.item manifests, GOG's and Ubisoft's registry keys, Battle.net's uninstall
entries. Those name an install directory rather than an executable, which is
the better identity anyway and gets a fourth game-id shape, "dir:". A game
folder holds its launcher, its anti-cheat service and the game itself, and
which of them reaches the foreground varies by title and by moment — the same
reasoning SteamAppLocator already documents for Steam, and MatchProfile
resolves these by longest path prefix for the same reason.
Nothing without an installer entry could be listed at all, which is the long
tail the issue is really about. The picker now offers the applications with a
window open right now, and a file browser, both producing an ordinary exe-path
id that needed no new plumbing. The running list is the more useful of the two:
it asks the user to know nothing about where a game was installed.
Also moves the enumeration off the UI thread. It measured 1.4s warm and 5s
cold before this change added five sources to it, and OpenRemapWindow was
calling it synchronously — the window did not appear until it finished.
Fixes#83
Everything about how the controller behaves — paddle bindings, both
trackpads, and which kind of pad the game sees — is now configured in one
window and saved per game, rather than spread across tray checkboxes that
applied everywhere at once.
Installed games come from the Start Menu and the packaged-app list. Steam
does not shortcut its library with .lnk files, so its games are read from
the .url shortcuts it does write; Xbox and Store titles register no shortcut
file at all and come from the shell's app list instead. None of these
sources can tell a game from any other program, so the picker searches
rather than scrolls — a saved profile is pinned, everything else is reached
by typing.
Trackpads are configured per pad. The previous pair of toggles could only
ever describe one pad doing one thing, because a single TrackpadMouse
instance was switched between pads by a bool; there are two now. A pad can
move the pointer, scroll, feed the DS4 touchpad, or do nothing, and its
click is an ordinary binding dispatched down the same path as the paddles —
it used to be hardwired to a left click that only fired while that pad drove
the mouse.
Key bindings can carry Ctrl, Alt, Shift and Win. The modifiers ride in the
free top byte of the packed binding, so values written by earlier builds
decode unchanged. Windows is chosen from a toggle rather than pressed: the
Start menu opens before the page is told anything, which is what made that
key unbindable before. Choosing modifiers rather than typing them also keeps
combinations like Alt+Tab from being claimed by the system mid-capture.
Ctrl+Alt+Delete is refused outright, being the Secure Attention Sequence
that no ordinary process can send.
Profiles follow the foreground application, and nothing polls to do it. An
unelevated process cannot subscribe to process-start events — the WMI class
that reports them requires administrator rights, as does an ETW kernel
session — but SetWinEventHook reports foreground changes for the cost of one
hook and no thread. Focus is also the better question than "is it running":
a launcher that starts a game and stays resident answers yes long after the
game has exited. Steam profiles are keyed by app id, which a foreground
window cannot supply, so Steam's manifests are read to map that id to an
install directory; a game's launcher, its anti-cheat service and the game
itself all live under it and all resolve to the same profile.
Auto Mode still decides whether the controller is ours at all, so a profile
only loads while we hold the pad. A balloon names the profile when one
loads, under the notification setting, because a profile that quietly fails
to match is otherwise invisible.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>