How does it work?

MagNumDB is a database that contains about 350,000 items. These items are constants, names, values all extracted from more than 6,000 header files (.h, .hxx, .hpp, .idl, etc.) provided by standard Windows and Visual Studio SDKs and WDKs.

Some values have been extracted from the very special uuid.lib file that contains the value of thousands of guids and property keys, not present anywhere else in header files. This can explain some duplicates (because names in uuid.lib are not always exactly the same as names in .h parsed files...).

It also contains around 36,0000 undocumented guids that we found ... meeeeep ...

 "C2P5"

To build this database, we have tried many existing parsers, things like CLANG or other fine tools, but they just don't suit our needs. They can't handle thousands of files that don't compile together, they can't handle some specific (or just very old) Microsoft constructs or annotations, they don't remember the stack of #define directives that led to a definition, they only give you a final AST, not a partial one, etc.

So, in the end, we have written a C/C++ parser named C2P5 (for C/CPP/PreProcessor/Parser), tailored specifically for computing constants. C2P5 is capable of preprocessing, parsing and partially evaluating all header files as if they were included in a one big virtual project (that of course, does not compile) on a 32G RAM machine. It currently supports the following preprocessor and C/C++ constructs:

  • #define preprocessor that define constants
  • #define preprocessor that define expression to compute constants
  • C and C++ constants, strings and enum definitions, and some level of pointerness
  • Special GUID constructs like DECLSPEC_UUID, DEFINE_GUIDSTRUCT, MIDL_INTERFACE, you name it
  • PROPERTYKEY constructs
  • Some IDL constructs
  • Etc.

The parser remembers dynamic preprocessor definitions (#if, #ifdef, etc.) that are conditions for constants definitions and expression computation. All parsed items are saved in the database, as well as the associated conditions. There may be more than one item corresponding to a given name, if there are differences in their associated conditions stack.

C2P5 supports the following types of constants, regardless of the way they are defined in source files:

  • integer, signed or unsigned, from 8-bit to 128-bit
  • floating point number, single (32-bit) or double (64-bit)
  • globally unique identifier, or guid, uuid, CLSID, IID, etc.
  • string, in narrow, wide, or utf-8/16/32 formats
  • character, in narrow, wide, or utf-8/16/32 formats
  • pointer, a constant cast as a pointer
  • property key, or PROPERTYKEY, or PKEY, a combination of a guid (fmtid) and a 32-bit integer (id).

 Powered by

C2P5 and this MagNumDB web site are written in C# and use a Lucene database as a full-text search engine. C2P5 uses a custom ANTLR4cs C grammar for expression parsing, not for preprocessor parsing.

 

 Frequently Asked Questions

  • Q: Can I run custom queries?
    A: Yes. You can use Lucene's query syntax. Note the Database is case insensitive. Check out the list of columns with their corresponding database column names:

    • Index: the item's index.
    • Name: the item's name, or title. For enum values, it's prefixed with the enum's name.
      Corresponding database field: title.
    • Type: the item's type, expressed in a specific, universal system.
      Corresponding database's field: valuetype, but use the value of the Storage type column for queries on items type.
    • Value: the item's value. For string values, it's displayed as is w/o quotes nor escaping.
      Corresponding database field: value. There is also a typedvalue field that can contain database's Int32, Int64, Float, Double or String typed values.
    • Hex Value: the item's hexadecimal value, only valid for integer types.
      There is no corresponding database field.
    • Signed Value: the item's signed value, only valid for integer and double types. Useful when you found a unsigned number and want to get the corresponding signed value (uint -> int for example).
      There is no corresponding database field.
    • Source lines(s): the source lines from which the item was extracted. Comments and characters such as TAB, CR are preserved.
      Corresponding database field: source.
    • File path: the file path from which the item was extracted, terminated by the line index.
      Corresponding database field: filepath. There are also directory and filename fields. filename is useful to query for values in a given file.
    • Score: Database's score value. Items are returned sorted by score.
    • Guid formats: a utility columns that proposes all possible guid formats. Only valid for guid types.
      There is no corresponding database field
    • Char type: the character encoding (narrow, wide, etc.). Only valid for char and string values.
      Corresponding database field: chartype.
    • Storage type: the exact storage type in the database. Only used for specific queries.
      Corresponding database field: valuetype.
    • Conditions: the list of preprocessor conditions for a given item. If a condition is surrounded with a REVERSE function, it means the reverse condition of what's surrounded was the condition.
      Corresponding database field: conditions. There may be multiple conditions fields for one item.

    Some important points to note:

    • If you search for a negative number (like error codes expressed using signed integers), you can surround the search with double quotes, for example searching for "-2147009290" is equivalent to searching for 0x80073CF6, 80073CF6 (or even 3CF6 in this specific case). If you don't surround negative numbers with double quotes, the system will search for signed and unsigned corresponding values.
    • The full-text search uses items' name, value, hex value, guid formats, source lines, etc. so refine your search if you get back too many items.
    • You can search for guid binary values using just a part of their full definition. For example, if you search for '79eac9c5', it will get you 3 guid entries
    • Leading wild card search (*whatever) is allowed, but it may slow down the search significantly.

    Here are some example or custom queries:

    title:wm_user returns the WM_USER Windows message item, not all items that reference the WM_USER token.

    title:wm_u* returns all items (Windows messages probably) whose name starts with WM_U*.

    value:1024 AND title:wm_* returns all items (Windows messages probably) whose name starts with WM_U* and value is 1024. Note AND must be UPPERCASE for database to understand it as an AND operator.

    value:"00000002-0000-0000-C000-000000000046" returns the IMalloc IID guid value.

  • Q: I always get back 400 items at most. Why?
    A: The MagNumDb site currently limits the number of returned items to this value by design. This should be enough for most real search scenarios (like enums with a big list of values).

  • Q: Some values are empty. Why?
    A: The expression evaluator cannot always compute the final value, because it sometimes require contextual information (custom defines, compiler architecture, etc.) that the parser doesn't have at parsing time. You can enable the Source line(s) column to check what's the corresponding source and try to work it out by yourself. The origin file path and line number is also included.

  • Q: Can I get all values for a given enum?
    A: Sure. For example, __VSHPROPID is the name of an enum, and a query like this: parent:__VSHPROPID will get all the enum's values (66 entries).

  • Q: I sometimes get back items whose name starts with "__magnumdb__enum_". Why?
    A: C allows unnamed enums. The MagNumDb parser just gives them a name, using the defining file name and a counter.

  • Q: I sometimes get back the same item/name twice or more with different values. For example:  TARGET_IS_NT60_OR_LATER. Why?
    A: This can be the case with defines. Their value may be different if they were surrounded by # directives (#if, #else, etc.) in the original source code. You can enable the Condition(s) column to check what are the corresponding conditions for a given item.
    Note: if a condition is surrounded with a funny REVERSE function token, it means the reverse condition of what's surrounded.

 Database Metrics

  • Last update date: Thursday May 13, 2020
  • Items count: 340878
  • Parsed files count: 8447
  • Windows SDK version: 10.0.19041.0
  • NetFx SDK version: 4.8
  • MSVC Tools version: 14.25.28610

 Rest API

There is a JSON version API (you will have to figure out the schema, it's pretty obvious) that you can call here (the search query is the 'q' parameter):

   https://www.magnumdb.com/api.aspx?q=0xC000000D&key=you-api-key-goes-here

Note this API also has a 400 items maximum limit and the server is monitored for excessive usage (the key can be removed without notice). If you want to get a key, send us an email.

 

 Contact

We welcome feedback.
Seen anything missing? A bug? A wrong value? Do you have any suggestion for improvements? Do you have an idea for a cool new feature?

Please contact us here

 About MagNumDB

MagNumDB  2017-2021 Simon Mourier V1.3.2. All rights reserved.

Profile for Simon Mourier at Stack Overflow, Q&A for professional and enthusiast programmers


All product names, logos, and brands are property of their respective owners. All company, product and service names used in this website are for identification purposes only.

All values, names, source code fragments displayed here have been extracted from files that are property of their respective owners.

THIS SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND OTHER THAN AS SPECIFICALLY SET FORTH IN THE LICENSE AGREEMENT, INCLUDING WITHOUT LIMITATION WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

Index Score Name Type Value Hex value Signed value Guid formats Char type Storage type Source line(s) File path Condition(s)
Index Score Name Type Value Hex value Signed value Guid formats Char type Storage type Source line(s) File path Condition(s)
1 9.505174 GameControllerButtonLabel::Up Int32 31 0x0000001F 31 System.Int32
Up                   = 31,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(302,0)
2 9.505174 GameControllerButtonLabel::Down Int32 32 0x00000020 32 System.Int32
Down                 = 32,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(303,0)
3 9.505174 GameControllerButtonLabel::XboxBack Int32 1 0x00000001 1 System.Int32
XboxBack             = 1,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(272,0)
4 9.505174 GameControllerButtonLabel::XboxStart Int32 2 0x00000002 2 System.Int32
XboxStart            = 2,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(273,0)
5 9.505174 GameControllerButtonLabel::XboxMenu Int32 3 0x00000003 3 System.Int32
XboxMenu             = 3,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(274,0)
6 9.505174 GameControllerButtonLabel::XboxView Int32 4 0x00000004 4 System.Int32
XboxView             = 4,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(275,0)
7 9.505174 GameControllerButtonLabel::XboxUp Int32 5 0x00000005 5 System.Int32
XboxUp               = 5,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(276,0)
8 9.505174 GameControllerButtonLabel::XboxDown Int32 6 0x00000006 6 System.Int32
XboxDown             = 6,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(277,0)
9 9.505174 GameControllerButtonLabel::XboxLeft Int32 7 0x00000007 7 System.Int32
XboxLeft             = 7,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(278,0)
10 9.505174 GameControllerButtonLabel::XboxRight Int32 8 0x00000008 8 System.Int32
XboxRight            = 8,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(279,0)
11 9.505174 GameControllerButtonLabel::XboxA Int32 9 0x00000009 9 System.Int32
XboxA                = 9,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(280,0)
12 9.505174 GameControllerButtonLabel::XboxB Int32 10 0x0000000A 10 System.Int32
XboxB                = 10,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(281,0)
13 9.505174 GameControllerButtonLabel::XboxX Int32 11 0x0000000B 11 System.Int32
XboxX                = 11,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(282,0)
14 9.505174 GameControllerButtonLabel::XboxY Int32 12 0x0000000C 12 System.Int32
XboxY                = 12,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(283,0)
15 9.505174 GameControllerButtonLabel::XboxLeftBumper Int32 13 0x0000000D 13 System.Int32
XboxLeftBumper       = 13,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(284,0)
16 9.505174 GameControllerButtonLabel::XboxLeftTrigger Int32 14 0x0000000E 14 System.Int32
XboxLeftTrigger      = 14,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(285,0)
17 9.505174 GameControllerButtonLabel::XboxLeftStickButton Int32 15 0x0000000F 15 System.Int32
XboxLeftStickButton  = 15,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(286,0)
18 9.505174 GameControllerButtonLabel::XboxRightBumper Int32 16 0x00000010 16 System.Int32
XboxRightBumper      = 16,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(287,0)
19 9.505174 GameControllerButtonLabel::XboxRightTrigger Int32 17 0x00000011 17 System.Int32
XboxRightTrigger     = 17,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(288,0)
20 9.505174 GameControllerButtonLabel::XboxRightStickButton Int32 18 0x00000012 18 System.Int32
XboxRightStickButton = 18,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(289,0)
21 9.505174 GameControllerButtonLabel::XboxPaddle1 Int32 19 0x00000013 19 System.Int32
XboxPaddle1          = 19,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(290,0)
22 9.505174 GameControllerButtonLabel::XboxPaddle2 Int32 20 0x00000014 20 System.Int32
XboxPaddle2          = 20,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(291,0)
23 9.505174 GameControllerButtonLabel::XboxPaddle3 Int32 21 0x00000015 21 System.Int32
XboxPaddle3          = 21,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(292,0)
24 9.505174 GameControllerButtonLabel::XboxPaddle4 Int32 22 0x00000016 22 System.Int32
XboxPaddle4          = 22,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(293,0)
25 9.505174 GameControllerButtonLabel::Mode Int32 23 0x00000017 23 System.Int32
Mode                 = 23,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(294,0)
26 9.505174 GameControllerButtonLabel::Select Int32 24 0x00000018 24 System.Int32
Select               = 24,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(295,0)
27 9.505174 GameControllerButtonLabel::Menu Int32 25 0x00000019 25 System.Int32
Menu                 = 25,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(296,0)
28 9.505174 GameControllerButtonLabel::View Int32 26 0x0000001A 26 System.Int32
View                 = 26,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(297,0)
29 9.505174 GameControllerButtonLabel::Options Int32 29 0x0000001D 29 System.Int32
Options              = 29,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(300,0)
30 9.505174 GameControllerButtonLabel::LetterA Int32 35 0x00000023 35 System.Int32
LetterA              = 35,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(306,0)
31 9.505174 GameControllerButtonLabel::LetterB Int32 36 0x00000024 36 System.Int32
LetterB              = 36,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(307,0)
32 9.505174 GameControllerButtonLabel::LetterC Int32 37 0x00000025 37 System.Int32
LetterC              = 37,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(308,0)
33 9.505174 GameControllerButtonLabel::LetterL Int32 38 0x00000026 38 System.Int32
LetterL              = 38,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(309,0)
34 9.505174 GameControllerButtonLabel::LetterR Int32 39 0x00000027 39 System.Int32
LetterR              = 39,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(310,0)
35 9.505174 GameControllerButtonLabel::LetterX Int32 40 0x00000028 40 System.Int32
LetterX              = 40,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(311,0)
36 9.505174 GameControllerButtonLabel::LetterY Int32 41 0x00000029 41 System.Int32
LetterY              = 41,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(312,0)
37 9.505174 GameControllerButtonLabel::LetterZ Int32 42 0x0000002A 42 System.Int32
LetterZ              = 42,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(313,0)
38 9.505174 GameControllerButtonLabel::Cross Int32 43 0x0000002B 43 System.Int32
Cross                = 43,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(314,0)
39 9.505174 GameControllerButtonLabel::Circle Int32 44 0x0000002C 44 System.Int32
Circle               = 44,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(315,0)
40 9.505174 GameControllerButtonLabel::Square Int32 45 0x0000002D 45 System.Int32
Square               = 45,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(316,0)
41 9.505174 GameControllerButtonLabel::Triangle Int32 46 0x0000002E 46 System.Int32
Triangle             = 46,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(317,0)
42 9.505174 GameControllerButtonLabel::LeftBumper Int32 47 0x0000002F 47 System.Int32
LeftBumper           = 47,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(318,0)
43 9.505174 GameControllerButtonLabel::LeftTrigger Int32 48 0x00000030 48 System.Int32
LeftTrigger          = 48,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(319,0)
44 9.505174 GameControllerButtonLabel::LeftStickButton Int32 49 0x00000031 49 System.Int32
LeftStickButton      = 49,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(320,0)
45 9.505174 GameControllerButtonLabel::Left1 Int32 50 0x00000032 50 System.Int32
Left1                = 50,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(321,0)
46 9.505174 GameControllerButtonLabel::Left2 Int32 51 0x00000033 51 System.Int32
Left2                = 51,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(322,0)
47 9.505174 GameControllerButtonLabel::Left3 Int32 52 0x00000034 52 System.Int32
Left3                = 52,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(323,0)
48 9.505174 GameControllerButtonLabel::RightBumper Int32 53 0x00000035 53 System.Int32
RightBumper          = 53,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(324,0)
49 9.505174 GameControllerButtonLabel::RightTrigger Int32 54 0x00000036 54 System.Int32
RightTrigger         = 54,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(325,0)
50 9.505174 GameControllerButtonLabel::RightStickButton Int32 55 0x00000037 55 System.Int32
RightStickButton     = 55,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(326,0)
51 9.505174 GameControllerButtonLabel::Right1 Int32 56 0x00000038 56 System.Int32
Right1               = 56,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(327,0)
52 9.505174 GameControllerButtonLabel::Right2 Int32 57 0x00000039 57 System.Int32
Right2               = 57,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(328,0)
53 9.505174 GameControllerButtonLabel::Right3 Int32 58 0x0000003A 58 System.Int32
Right3               = 58,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(329,0)
54 9.505174 GameControllerButtonLabel::Paddle1 Int32 59 0x0000003B 59 System.Int32
Paddle1              = 59,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(330,0)
55 9.505174 GameControllerButtonLabel::Paddle2 Int32 60 0x0000003C 60 System.Int32
Paddle2              = 60,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(331,0)
56 9.505174 GameControllerButtonLabel::Paddle3 Int32 61 0x0000003D 61 System.Int32
Paddle3              = 61,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(332,0)
57 9.505174 GameControllerButtonLabel::Paddle4 Int32 62 0x0000003E 62 System.Int32
Paddle4              = 62,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(333,0)
58 9.505174 GameControllerButtonLabel::Plus Int32 63 0x0000003F 63 System.Int32
Plus                 = 63,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(334,0)
59 9.505174 GameControllerButtonLabel::Minus Int32 64 0x00000040 64 System.Int32
Minus                = 64,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(335,0)
60 9.505174 GameControllerButtonLabel::DownLeftArrow Int32 65 0x00000041 65 System.Int32
DownLeftArrow        = 65,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(336,0)
61 9.505174 GameControllerButtonLabel::DialLeft Int32 66 0x00000042 66 System.Int32
DialLeft             = 66,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(337,0)
62 9.505174 GameControllerButtonLabel::DialRight Int32 67 0x00000043 67 System.Int32
DialRight            = 67,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(338,0)
63 9.505174 GameControllerButtonLabel::Suspension Int32 68 0x00000044 68 System.Int32
Suspension           = 68
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(339,0)
64 9.505174 GameControllerButtonLabel::Share Int32 30 0x0000001E 30 System.Int32
Share                = 30,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(301,0)
65 9.505174 GameControllerButtonLabel::Back Int32 27 0x0000001B 27 System.Int32
Back                 = 27,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(298,0)
66 9.505174 GameControllerButtonLabel::Left Int32 33 0x00000021 33 System.Int32
Left                 = 33,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(304,0)
67 9.505174 GameControllerButtonLabel::Right Int32 34 0x00000022 34 System.Int32
Right                = 34,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(305,0)
68 9.505174 GameControllerButtonLabel::Start Int32 28 0x0000001C 28 System.Int32
Start                = 28,
%ProgramFiles(x86)%\Windows Kits\10\Include\10.0.19041.0\winrt\windows.gaming.input.idl(299,0)