forked from unom/punktfunk
`win-input-matrix` covered four of the five rows and said so; GameInput was the gap, because it has no binding in the `windows` crate and needs hand-written COM. This adds it: `--gameinput` reports whether GameInput has a reading, and `--gi-rumble l,h,lt,rt [--gi-pid PID]` drives `SetRumbleState`. Every vtable slot is taken from the SDK header, not guessed — a COM vtable is positional, so a wrong slot calls a different method with the wrong signature. WHY RUMBLE AND NOT JUST ENUMERATION. `XINPUT_VIBRATION` has two members, so classic XInput can never exercise an Xbox pad's two IMPULSE-TRIGGER motors. `GameInputRumbleParams` has four (`lowFrequency`, `highFrequency`, `leftTrigger`, `rightTrigger`), which makes GameInput the only API that can settle `design/trigger-rumble-plane.md` §2.1's open question — the `enable`-mask bit assignment for the two trigger actuators, where bits 2/3 (the handles) are measured and bits 0/1 (the triggers) are inferred from field order and nothing else. TWO THINGS MEASURED ON .173, 2026-08-09: 1. ⭐ GameInput's device enumeration is ASYNCHRONOUS, and the first `GetCurrentReading` reliably returns nothing even with pads actively reporting. This is the GameInput analogue of `wake_wgi`: the API looks like a query and is really a cache someone else fills. A bounded poll fixes it. ⚠️ Focus is NOT the cause, and the header rules it out rather than my guessing: `GameInputDefaultFocusPolicy` is 0 and every `GameInputFocusPolicy` flag is a RESTRICTION, so the default already admits background input. Do not "fix" this with `SetFocusPolicy`. 2. 🛑 **GameInput never sees our pad.** Hunting by product id for six seconds with the pad live and sweeping, it enumerated `054C:0CE6` (DualSense) and `3434:D031` (8BitDo) — both plain HID pads — and never `045E:02FD`, ours, while classic XInput was reading ours live in the same moment. ⇒ THE TRIGGER ENABLE BITS REMAIN CONJECTURE, but for a better reason than before: it is not that nobody has tried, it is that on this box NOTHING CAN DELIVER a four-motor rumble to our pad. XInput structurally cannot; GameInput can but does not see it. ⚠️ The obvious suspicion is that `xinputhid` claiming the HID collection exclusively is what hides the pad from GameInput — which would mean promotion costs us the API most Game-Pass-era titles use, a trade we have shipped by default. **That is NOT established here.** The decisive control is cheap and has not been run: power on the REAL Xbox Elite, which Microsoft's own driver promotes the same way, and see whether GameInput enumerates it. If a real promoted Xbox pad is also absent, this is a property of GameInput in a non-interactive session and not our defect — the same shape as the WGI `ts=0` row, which a real Elite reproduced. VERIFIED * `cargo fmt --check` clean; `cargo clippy --target x86_64-pc-windows-msvc --all-targets -- -D warnings` clean (cross-checked from macOS). * Builds and runs on .173; `GameInputCreate` succeeds, readings arrive after the poll, and `SetRumbleState` is accepted. * The runtime is loaded by name, so a box without GameInput reports "unavailable" rather than failing to link or crashing. NOT VERIFIED * That `SetRumbleState` reaches ANY pad's motors — it was accepted for the DualSense but nothing observable was checked on that device, and it never reached ours. * `GameInputDeviceInfo` is read only for `vendorId`/`productId` (offsets 4 and 6). The rest of the struct has variable-size members whose layout would have to be mirrored exactly; nothing here needs them. `supportedRumbleMotors` is in there and would answer "does GameInput think this pad has trigger motors" — worth adding if this line of enquiry continues.