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92 lines
3.8 KiB
Plaintext
92 lines
3.8 KiB
Plaintext
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From http://www.freelists.org/post/uae/Configuring-keymapping
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A few people have asked about if it's possible to re-configure the keymapping
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in E-UAE. The answer is yes, but it's not easy to do, and it's not
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documented.
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Note: the whole handling of key-press translation needs to be re-thought. I
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hacked in some code to support the translation of raw key codes, but it's
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pretty much a mess at the moment.
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Anyway, I thought the easiest was to explain how this can be done now is with
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a couple of examples. You'll need to manually edit your config file.
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Okay. Suppose (for some strange reason) you want the 'F1' key to produce the
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equivalent of pressing the 'A' key on an Amiga keyboard. You're running E-UAE
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on SDL/X11 on Linux, and you have raw key-mapping enabled
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(sdl.map_raw_keys=true).
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The first thing you need to do is to enable an alternate input configuration.
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The default input configuration is number 0 and you can't modify that. You
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can, however, modify configs 1 to 4. So:
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input.config=1
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Now, you change the mapping of the F1 key with:
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input.1.keyboard.0.button.67=KEY_A
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The is saying for input config 1 (the configuration you enabled above), for
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keyboard 0 (the default), the button with keycode 67 will produce the input
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event "KEY_A".
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67 is the "raw" X11 scan code for the F1 key on Linux when using PC or Mac
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keyboards. See the source file 'src/keymap/x11pc_rawkeys.c' for a list of
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these. See 'src/keymap/quartz_rawkeys.c' for the OS X codes. Etc.
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The input events are listed in 'src/inputevents.def'. The first parameter in
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each DEFEVENT macro is the name of the input event.
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Okay, let's try something more useful. Suppose you wanted to swap the left Alt
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and left Amiga keys. Do this with:
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input.1.keyboard.0.button.64=KEY_AMIGA_LEFT
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input.1.keyboard.0.button.115=KEY_ALT_LEFT
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Note that input events that you can generate are not limited to Amiga
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key-presses. Suppose you want to emulate a joystick in port 2 with key
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presses:
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# This enables WASD + Left alt joystick emulation
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input.1.keyboard.0.button.25=JOY2_UP
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input.1.keyboard.0.button.38=JOY2_LEFT
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input.1.keyboard.0.button.39=JOY2_DOWN
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input.1.keyboard.0.button.40=JOY2_RIGHT
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input.1.keyboard.0.button.64=JOY2_FIRE_BUTTON
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The equivalent for OS X would be:
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input.1.keyboard.0.button.13=JOY2_UP
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input.1.keyboard.0.button.0=JOY2_LEFT
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input.1.keyboard.0.button.1=JOY2_DOWN
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input.1.keyboard.0.button.2=JOY2_RIGHT
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input.1.keyboard.0.button.58=JOY2_FIRE_BUTTON
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If you select an inputdevice configuration other than config 0, then the
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existing default joystick emulation key layouts no longer apply.
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You have to add your own key-map option to emulate joystick input with the
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keyboard like the example I provided.
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If you select an input config other config 0, then you have complete control
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over which input event is generated by which key. If you don't change
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anything, however, then the default mapping applies. Press 'a', you get an
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a', etc. As I said, the default joystick emulation options no longer work. You
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can select joyport1=kbd3, for example, but it will have no effect. The 't'
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kill will produce a 't' input event, unless you manually assign another event
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to the key.
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Obviously if you you re-map a key, say 'W' to produce a joystick up event,
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then it cannot also produce a key 'w' event. Each key can be assigned only
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one event.
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The reason for this system is to support two configuration modes. A legacy
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mode (input.confg=0) where you get the default key mapping, mapping of mouse
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and joystick events and the traditional keyboard joystick emulations; and a
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new mode, where you can configure everything yourself. In the new mode, you
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can configure 4 seperate mappings (input.config=<n>, where 1 <= n <= 4) which
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you can switch between easily.
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