
The blue box in the center represents the Control Manager. Below that
are your USB Controllers and above it are their HID counterparts. The
Control Manager receives the device-generated data (shown in red)
from the USB devices and passes it unmodified to the HID devices that
represent them. No programming is active in Direct Mode, the HID devices
in Game Controllers simply mirror what the corresponding USB device is
doing just as they would using the standard Windows drivers.
Mapped Mode
In "Mapped Mode", the Control Manager collects all the axes and
buttons from the USB devices just as it did in Direct Mode. The difference
here is that the data is processed according to instructions and assignments
defined in a "Map". Axes and buttons can be moved around to form controllers
more suitable for the game being played, have characters assigned to them
to perform actions that the game does not provide via DirectX, or processed
by a script file to create new functions that are not otherwise provided
by the Control Manager. It's this modified data that is then used to create
the HID devices that are visible to Windows.
In this mode, the Control Manager system looks something like this:

The Map is created in the Control Manager GUI. It defines which
buttons and axes on the HID devices correspond to which buttons
and axes on the USB devices. In Mapped Mode, there are also a
virtual keyboard and mouse device available so that buttons and
axes can be set to send characters or generate mouse activity. The
device-generated data (indicated in red) is processed as defined by
the map. to produce the map-generated data (indicated in green).
The Control Mangaer provides Virtual Keyboard and Mouse devices that
can receive map-generated data if necessary. These are used to send whatever
keystrokes or mouse commands might be required by the map. These
devices will appear in your Device Manager as the "Aux1 Device"
and the "Aux2 Device".
These "virtual" HID devices do not have the same names as the USB
devices when the Control Manager is in Mapped Mode. Rather, they are
referred to as "Control Manager Device 1",
"Control Manager Device 2", etc. This is because
there is not necessarily a one-to-one relationship between the USB
devices and the HID devices, or between the controls on the USB device and
those on the HID devices. To illustrate, consider a FighterStick,
ProThrottle, and ProPedals that are combined via the map to form a
single controller. It makes little sense to try and attach the name of
any of the three actual devices to this "virtual" controller so the
"Control Manager Device" moniker is used.
It's very important to understand that the Control Manager Device is the
"joystick" that Windows will see and deal with when the map is active. It's
really no different than any "real" joystick. The buttons and axes on the
Control Manager Device look and act exactly like the buttons and axes from
a normal joystick. Windows cannot tell the difference. It's this
appearance of being real "hardware" that guarantees compatibility of the
Control Manager with virtually all games and simulations available today.
In many cases the number of HID devices is not the same as the number
of USB devices connected. The most common occurrence is when a "combined"
map such as is described above map is generated for a game that only
recognizes a single joystick. All of the USB devices will have their
axes and buttons mapped into a single HID Control Manager Device. Any
axes and buttons that aren't mapped to the single HID device are set to
send characters or remain unused. In this case there are less HID devices
than real devices.
Less common but still possible is the situation where
there are actually more Control Manager Devices
than there are USB devices. If you are working with a game or simulation
that recognizes a lot of direct inputs, Microsofts Flight Simulator for
example, you might end up wanting to generate more buttons than the normal
controllers have available. Each Control Manger Device can provide as many
as 6 axes (8 with Windows XP) and 32 buttons, not a great many, but there
can be as many as 16 Control Manager Devices so in games and simulations
that recognize multiple controllers, the actual number of control available
is 96 axes (128 with XP) and 512 buttons. This is really independent of
the controllers that are actually present so you can, for example, generate
as many as 128 buttons and 12 axes with a single FighterStick.
In such situations, you can
simply create another HID device (by referencing it in the map) and assign
the extra axes and buttons to that device, thus ending up with more
controllers showing in the game controllers applet than are actually
connected to the computer. The Control Manager creates as many Control
Manager Devices as the map makes reference to.
Off Mode
The last mode is "Off Mode", the simplest of all. In this mode the
HID devices aren't created at all. The system looks like this:

The Control Manager does not create any HID devices and so the USB
devices are essentially turned off as far as Windows can tell. The
device-generated data goes no further than the Control Manager itself.
Windows Startup
At Windows startup, the Control Manager defaults to "Direct" mode. Before
you can use the map, the Control Manager must be set to Mapped Mode. It's
not necessary to actually download the program again. That's still present,
it's just turned off. You can start the Control Manager GUI and simply
press the "Mapped Mode" button to get it to start running the last map
downloaded. There is a small utility, CMStart, that can be run from
the Windows "StartUp" menu to automatically start the map when Windows
restarts. CMStart is not a resident utility, it simply runs, sends the
command to activate the map, and then exits.
Another option is the CM Control Center, a separate utility that ships with
the Control Manager. It can be run at StartUp and set to put the Control
Manager into any mode that you desire. It also has compile and download
capability, a "launcher" that will download the map and then start the game
for you, and several other functions that you might find useful. The Control
Center is a resident "tool tray" utility. The CM Control Center
has it's own Users Guide, you can refer to that for a detailed description
of the functions that it provides.