47 lines
1.5 KiB
Text
47 lines
1.5 KiB
Text
# cycle-key Example
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# =================
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#
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# The cycle-key feature allows mapping a single or a series of button
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# to a sequence of keys. This is useful for example in older first
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# person shooters where keys 1 to 9 would be needed for selecting
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# weapons, but you don't want to waste nine buttons on the gamepad for
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# that use. cycle-key allows using a single button and changing the
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# event it sends out with each press.
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#
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# Additionally cycle-key sequences can be named and accessed by
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# reference, this allows multiple buttons to be used to cycle through
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# the same sequence, so one button can cycle forward and another can
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# cycle backward.
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#
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# It is also possible to have buttons that do only cycling and buttons
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# that do only sending, thus you can have a next and previous button
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# as well as a separate send button, instead of sending a button event
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# on each next/previous call.
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#
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# When cycle-key sequences are named, the name must be unique across
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# all configurations, furthermore the named cycle-key must come first
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# in the configuration or else the cycle-key-ref won't be able to find
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# it.
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[xboxdrv]
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ui-clear=true
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extra-events=false
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extra-devices=false
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[ui-axismap]
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X1=ABS_X
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Y1=ABS_Y
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[ui-buttonmap]
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# LB and RB are used to cycle through a series of buttons
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RB=cycle-key-named:foo:JS_1:JS_2:JS_3:JS_4
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LB=cycle-key-ref:foo:backward
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# X and B are used to cycle only, but not send a button event, while A
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# is used for sending the button out, but doesn't do any cycling
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X=cycle-key-ref:foo:backward:0
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B=cycle-key-ref:foo:forward:0
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A=cycle-key-ref:foo:none:1
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# EOF #
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