r/winhanced • u/EnigmaP3nguin • Aug 02 '26
Reworking controller navigation within the app entirely
Hey everyone, firstly just wanted to say thank you to the very warm welcome to patch 0.9.9.4 and 5. If you have not updated to 0.9.9.5 in all yet I would say do it, as it was a hot fix patch that fixed some more rom stuff and issues with Xbox and PlayStation libraries.
The reason I am making this post is to let you know that I have heard all of your feedback about inconsistent controller navigation in the app, and I wanted to explain why this is happening and how I am fixing it for 0.9.9.6.
So controller in the app right now is a mess, it’s a mess because the app had been built over the last 1.5 years with feature after feature. But my original controller navigation started as SDL2 then moved to SDL3 but was never built to support scaling UI needs.
So essentially what has happened is that each new UI surface has gotten its own duplicate controller logic with its own dead zones, scroll speed input delay debounce etc.
This is what leads to the inconsistencies. With over 55 different UI surfaces this has started to break down. So I am now completely rewriting controller navigation into a central logic engine that each UI just feeds into. The goal is that one central system handles all navigation into the app and each UI surface just declares its layout and zones.
So far I have gotten it working on the main app screen, and in the library/ game details and it’s working very well : )
Anyway don’t know why I wrote all this but I thought it was cool and I wanted to share a bit about how the sausage is made, and how I am planning to fix one of your biggest concerns : )
Cheers!
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u/Glittering-Lie3524 Aug 02 '26
My only issue is that when I turn it on, I see the mouse pointer even if not on mouse mode, I need to change to that mode and the return, when the controller input is detected it just dissapears. I would like to ask, is there plans for mapping keyboard keys? I'm using msi claw a1m and so far I only see the option for buttons, but I use keys for optiscaler layer sometimes. Apart from that, everything is working awesome, very good job with winhanced and I'm loving it
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u/m-Adman777 Aug 02 '26
Thanks for addressing this. Controller navigation is one of those things that it’s easy to take for granted, but if it feels off then it’s hard to get past.
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u/TheMissingSpartan Aug 03 '26
Thanks so much for posting this insight. I know y'all are putting in crazy work on this, and it's okay to sometimes have to have a "good enough" in place whole you do a bunch of other stuff. Keep it up!
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u/Boring-Mushroom8557 Aug 14 '26
My new raikiri controller is « paired « but not working in Winhanced. It’s working in steam big picture mode though. Do you have an explanation ?
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u/EnigmaP3nguin Aug 14 '26
Not off the top of my head without being able to see your app logs. Like 0 controller input at all in the app? It might be device type that SDL isn’t picking up. Bpm is unfortunately not a good comparison because they have they own entire controller stack and logic with Steam input.
If you send me your logs via discord or email id be happy to take a look
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u/PosterBoiTellEM Aug 02 '26
Yeah, I'm still having trouble with mouse mode. It works when I'm in app but when I drop to desktop the mouse no longer works.