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F Mapping editing Source Buttons
______________________________________________________________________________________ Source Buttons
A lot of buttons type has been added, for DS, DirectInput, XInput and for vJoy
RAW NAMES: LX, LY, RX, RY, L3, DPAD_LEFT, DPAD_UP, DPAD_RIGHT, DPAD_DOWN, SHARE, OPTIONS, SQUARE, TRIANGLE, CIRCLE, CROSS, R3, PS, TOUCH, MUTE, L1, R1, L2, R2, L2_TRIGGER, R2_TRIGGER
- Usual DS buttons classed by MMORPG action bar order
RAW NAMES: LX_INV, LY_INV, RX_INV, RY_INV
- Inversed Axis
RAW NAMES: LX_SNIPER, LY_SNIPER, RX_SNIPER, RY_SNIPER
- Sniper Axis, which works the same except the threshold is minimal, then you can have near no threshold some times and keep normal axis with the threshold you defined for usual situations
RAW NAMES: AXISL_TR_LEFT, AXISL_TR_UP, AXISL_TR_RIGHT, AXISL_TR_DOWN, AXISR_TR_LEFT, AXISR_TR_UP, AXISR_TR_RIGHT, AXISR_TR_DOWN
- Trigger Axis, each axis is split into two full trigger, four by stick, you can use them individually on a button or an trigger, or together on the same, so for example left or right isn't important at all
RAW NAMES: AXISL_LEFT, AXISL_UP_LEFT, AXISL_UP, AXISL_UP_RIGHT, AXISL_RIGHT, AXISL_DOWN_RIGHT, AXISL_DOWN, AXISL_DOWN_LEFT, AXISR_LEFT, AXISR_UP_LEFT, AXISR_UP, AXISR_UP_RIGHT, AXISR_RIGHT, AXISR_DOWN_RIGHT, AXISR_DOWN, AXISR_DOWN_LEFT
- Cardinal Axis (for old games for example, instead of Dpad)
RAW NAMES: TOUCHUP, TOUCHPAD, TOUCH1, TOUCH2, TOUCH3, TOUCH4, TOUCHL, TOUCHR
- Different parts of the touchpad (all, Up, Only touch part, Left, Right and 4 corners)
RAW NAMES: L2_TRIGGER_33, R2_TRIGGER_33, L2_TRIGGER_66, R2_TRIGGER_66, L2_TRIGGER_100, R2_TRIGGER_100
- Multiple level Triggers (Normal L2 R2, Normal Triggers, ~33, 66 and 100% according to Proactive Triggers mode
RAW NAMES: L1R1, L2R2
- Simultaneous presses, L1R1 L2R2 (you have a short - configurable - time to press both buttons same time, and will be released only when both will)
RAW NAMES: EMPTY, MIDDLE, FULL, QUARTER1, QUARTER2, THIRD1, THIRD2, TEN, TWENTY, THIRTY, FORTY, SIXTY, SEVENTY, EIGHTY, NINETY
- Null 0%, middle 50% and full 100% value, and more for your macros and tips (always on)
RAW NAMES: BATTERY, BATTERY0, BATTERY1, BATTERY2, BATTERY3, BATTERY4, BATTERY5, BATTERY6, BATTERY7, BATTERY8, BATTERY9
- Battery levels
RAW NAMES: USB, EARS, MIC usb plugged in, earphones, microphone active
RAW NAMES: FINGER, FINGERS
- One or two fingers on touchpad
RAW NAMES: DS_SELECTED, DS4_SELECTED, DS5_SELECTED, DI_SELECTED
- If a source is selected in settings
RAW NAMES: DI_ACTIVE, KBD_ACTIVE, MSE_ACTIVE, MSE_DI_ACTIVE
- If a source is in activity
RAW NAMES: INACTIVITY_5MN, INACTIVITY_10MN, INACTIVITY_15MN, INACTIVITY_30MN
- Inactivity for a period of time (buttons and dpads)
RAW NAMES: NO_MOVEMENT_5MN, NO_MOVEMENT_10MN, NO_MOVEMENT_15MN, NO_MOVEMENT_30MN
- Bo move for a period of time (3 accelerometers axis)
______________________________________________________________________________________ Source Buttons DirectInput
- Additional DirectInput Axis
- Inversed Axis
- Triggers
RAW NAMES: SLO, SLO_INV, SLO_SNIPER, SL1, SL1_INV, SL1_SNIPER
- SLO and SL1 act the same as LX, LY, RX, RY. They are linked by couple (circular threshold)
- It apply too, to some fonctionalities as Overcontrol and Protect (see Overcontrol)
RAW NAMES: DI_X, DI_X_INV, DI_X_TRIGGER RAW NAMES: DI_Y, DI_Y_INV, DI_Y_TRIGGER RAW NAMES: DI_Z, DI_Z_INV, DI_Z_TRIGGER RAW NAMES: DI_RX, DI_RX_INV, DI_RX_TRIGGER RAW NAMES: DI_RY, DI_RY_INV, DI_RY_TRIGGER RAW NAMES: DI_RZ, DI_RZ_INV, DI_RZ_TRIGGER RAW NAMES: DI_SL0, DI_SL0_INV, DI_SL0_TRIGGER RAW NAMES: DI_SL1, DI_SL1_INV, DI_SL1_TRIGGER
- DI_X, DI_Y, DI_Z, DI_RX, DI_RY, DI_RZ, DI_SL0, DI_SL1 aren't, they have individual threshold
- But they still can use Overcontrol fonctionalities
RAW NAMES: DPAD2_LEFT, DPAD2_UP, DPAD2_RIGHT, DPAD2_DOWN, DPAD2_LEFT, DPAD3_UP, DPAD3_RIGHT, DPAD3_DOWN, DPAD3_LEFT, DPAD4_UP, DPAD4_RIGHT, DPAD4_DOWN, DPAD4_LEFT
- Three additional splitted DPAD
RAW NAMES: BUTTON16-32
- And Buttons up to 32 (DS buttons corresponds to 1 to 15, mute is 15)
______________________________________________________________________________________ Velocity & Gyrocompass Buttons
RAW NAMES: SISAXIS_STANCE, SISAXIS_ZONE, SISAXIS_STANCE1, SISAXIS_STANCE2, SISAXIS_STANCE3, SISAXIS_STANCE4, SISAXIS_STANCE5, SISAXIS_ZONE1, SISAXIS_ZONE2, SISAXIS_ZONE3, SISAXIS_ZONE4, SISAXIS_ZONE5
- Axis with visual Stance and Zone (actual position)
- Each individual buttons for both
Some buttons are stance dependant, most are not For those which are, you can set you're actual stance by destination actions:
- CHANGE_POSITION, STANCE1, STANCE2, STANCE3, STANCE4, STANCE5:
STANCE1 is Back....... and use Position Zone1.. = back, bottom.. named ZONE1 STANCE2 is Leaned..... and use Position Zone2.. = back, top..... named ZONE2 STANCE3 is Leaned+Sat. and use Position Zone1&2 = all top....... named ZONE3 STANCE4 is Sat........ and use Position Zone3.. = front, top.... named ZONE4 STANCE5 is Leaning.... and use Position Zone4.. = front, bottom. named ZONE5 The actual Stance is visible on the top of the tray icon and at the right of status bar, and with those buttons
In any cases, Stance and Zone (actual position) are some ways dependant and independant For example,
- Quarter give tou an axis, from 0 if the joystick is near you, and full if you have it away from you or lowered (even on back)
- If you're sat,
- and the position is zone 3 (associated with sat) your movements will correspond to evolve the Quarter axis from minimum to maximum
- and the position is zone 4 (which is normally associated to Leaning), the axis will still works, but stay at its maximum, all along the zone
RAW NAMES: SISAXIS_ROLL, SISAXIS_ROLL_TRIGGER, SISAXIS_ROLL_CENTER, SISAXIS_LEFT1, SISAXIS_LEFT2, SISAXIS_LEFT3, SISAXIS_LEFT4, SISAXIS_LEFT5, SISAXIS_LEFT6, SISAXIS_LEFT7, SISAXIS_RIGHT, SISAXIS_RIGHT1, SISAXIS_RIGHT2, SISAXIS_RIGHT3, SISAXIS_RIGHT4, SISAXIS_RIGHT5, SISAXIS_RIGHT6, SISAXIS_RIGHT7 Roll is moving clockwise/Anticlockwise the axis starting from the earphones port to the usb port So, the movement consists in holding the joystick by one side, and rotating this side on its axis It's a velocity, so its strength depends on how much acceleration you give to the movement
- Axis and Trigger
- Button When it's centered
- Button When it's right
- Each forces for both rotation senses (Left/Right) 1to6 + tilt
RAW NAMES: SISAXIS_YAW, SISAXIS_YAW_TRIGGER, SISAXIS_YAW_CENTER, SISAXIS_ANTI1, SISAXIS_ANTI2, SISAXIS_ANTI3, SISAXIS_ANTI4, SISAXIS_ANTI5, SISAXIS_ANTI6, SISAXIS_ANTI7, SISAXIS_CLOCK, SISAXIS_CLOCK1, SISAXIS_CLOCK2, SISAXIS_CLOCK3, SISAXIS_CLOCK4, SISAXIS_CLOCK5, SISAXIS_CLOCK6, SISAXIS_CLOCK7 Yaw is moving clockwise/Anticlockwise the axis starting from the microphone holes to the back of the joystick So, the movement is like holding the joystick from above, between the headphone port and the usb port and rotating it like the hands of a clock seen from above It works too if you have the joystick in only one hand, and you do a circular movement of the arm, staying alomost horizontal It's a velocity, so its strength depends on how much acceleration you give to the movement
- Axis and Trigger
- Button When it's centered
- Button When it's clockwise
- Each forces for both rotation senses (Anti/Clock) 1to6 + tilt
RAW NAMES: SISAXIS_PITCH, SISAXIS_PITCH_TRIGGER, SISAXIS_PITCH_CENTER, SISAXIS_REAR1, SISAXIS_REAR2, SISAXIS_REAR3, SISAXIS_REAR4, SISAXIS_REAR5, SISAXIS_REAR6, SISAXIS_REAR7, SISAXIS_FORE, SISAXIS_FORE1, SISAXIS_FORE2, SISAXIS_FORE3, SISAXIS_FORE4, SISAXIS_FORE5, SISAXIS_FORE6, SISAXIS_FORE7 Pitch is moving clockwise/Anticlockwise the axis starting from the Dpad buttons to the four right buttons So, the movement is from you to in front of you, circularly, and reverse It's a velocity, so its strength depends on how much acceleration you give to the movement
- Axis and Trigger
- Button When it's centered
- Button When it's fore
- Each forces for both rotation senses (Rear/Fore) 1to6 + tilt
RAW NAMES: SISAXIS_SIDEWARD, SISAXIS_SIDEWARD_TRIGGER, SISAXIS_SIDEWARD_CENTER, SISAXIS_WEST1, SISAXIS_WEST2, SISAXIS_WEST3, SISAXIS_WEST4, SISAXIS_WEST5, SISAXIS_WEST6, SISAXIS_EAST, SISAXIS_EAST1, SISAXIS_EAST2, SISAXIS_EAST3, SISAXIS_EAST4, SISAXIS_EAST5, SISAXIS_EAST6 Sideward is moving the joystick like wings near the horizon or as a starship inclination while nearly vertical It's a gyrocompass value, so its strength should be independent of how much acceleration you give the movement, but it had, which was reduced by buffering the values
- Axis and Trigger
- Button When it's centered
- Button When it's east
- Each forces for both directional senses (West/East) 1to6
RAW NAMES: SISAXIS_TOWARD, SISAXIS_TOWARD_TRIGGER, SISAXIS_TOWARD_CENTER, SISAXIS_BACKWARD1, SISAXIS_BACKWARD2, SISAXIS_BACKWARD3, SISAXIS_BACKWARD4, SISAXIS_BACKWARD5, SISAXIS_BACKWARD6, SISAXIS_FORWARD, SISAXIS_FORWARD1, SISAXIS_FORWARD2, SISAXIS_FORWARD3, SISAXIS_FORWARD4, SISAXIS_FORWARD5, SISAXIS_FORWARD6 Toward is moving the joystick as if you wanted to go forward, or backward. But by inclinating it, because there isn't any magnetic compass or reference point It's a gyrocompass value, so its strength should be independent of how much acceleration you give the movement, but it had, which was reduced by buffering the values
- Axis and Trigger
- Button When it's centered
- Button When it's forward
- Each forces for both directional senses (Backward/Forward) 1to6
RAW NAMES: SISAXIS_LEVEL, SISAXIS_LEVEL_TRIGGER, SISAXIS_LEVEL_CENTER, SISAXIS_SOUTH1, SISAXIS_SOUTH2, SISAXIS_SOUTH3, SISAXIS_SOUTH4, SISAXIS_SOUTH5, SISAXIS_SOUTH6, SISAXIS_NORTH, SISAXIS_NORTH1, SISAXIS_NORTH2, SISAXIS_NORTH3, SISAXIS_NORTH4, SISAXIS_NORTH5, SISAXIS_NORTH6 Level is moving the joystick to the ground or sky, or inclinating it like anakin podracer nose up and down It's a gyrocompass value, so its strength should be independent of how much acceleration you give the movement, but it had, which was reduced by buffering the values
- Axis and Trigger
- Button When it's centered
- Button When it's north
- Each forces for both directional senses (South/North) 1to6
RAW NAMES: SISAXIS_WHEEL, SISAXIS_QUARTER, SISAXIS_GEAR_REAR, SISAXIS_GEAR_1, SISAXIS_GEAR_2, SISAXIS_GEAR_3, SISAXIS_GEAR_4, SISAXIS_GEAR_5
- WHEEL, left right, as in a car
- It should have been by inclinating wings when near horizon, but it has been compensated with other sensor values to still be able to use it as a wheel in those positions
- QUARTER, full axis from begining to end of each zone (~ back to front, exept that it can be bottom center to rear center, for ex. in STANCE1)
- GEARS, zones of QUARTER axis (2/7 REAR, 1/7 each other 1 to 5)
When you're in (for ex.) STANCE2, leaned, and the joystick is in (for ex.) position zone3, sat, the result will be different as if you were in the zone, according to:
- WHEEL will keep his last value you had while in the same zone
- QUARTER will stay at its maximum in next zone, and at its minimum in previous zone
- Last zone stay at its maximum for STANCE1&2 and at its minimum for STANCE3&4
- GEARS are simply following the same rule, with REAR or GEAR5 activated when minimal, maximal values are achieved with QUARTER
______________________________________________________________________________________ Mouse and Keyboard Buttons
RAW NAMES: MOUSE_AXEX, MOUSE_AXEY, MOUSE_AXEZ, MOUSE_LEFT, MOUSE_RIGHT, MOUSE_UP, MOUSE_DOWN
- Mouse movements, (or wheel) keep cursor in center of screen if mouse isn not captured
RAW NAMES: MOUSE_LBUTTON, MOUSE_MBUTTON, MOUSE_RBUTTON, MOUSE_XBUTTON1, MOUSE_XBUTTON2, MOUSE_BUTTON6, MOUSE_BUTTON7, MOUSE_BUTTON8
- Mouse buttons
KID_F1, KID_F2, KID_F3, KID_F4, KID_F5, KID_F6, KID_F7, KID_F8, KID_F9, KID_F10, KID_F11, KID_F12, KID_0, KID_1, KID_2, KID_3, KID_4, KID_5, KID_6, KID_7, KID_8, KID_9, KID_OEM_MINUS, KID_OEM_PLUS, KID_OEM_1, KID_OEM_2, KID_OEM_3, KID_OEM_4, KID_OEM_5, KID_OEM_6, KID_OEM_7, KID_OEM_8, KID_OEM_102, KID_OEM_COMMA, KID_OEM_PERIOD, KID_A, KID_B, KID_C, KID_D, KID_E, KID_F, KID_G, KID_H, KID_I, KID_J, KID_K, KID_L, KID_M, KID_N, KID_O, KID_P, KID_Q, KID_R, KID_S, KID_T, KID_U, KID_V, KID_W, KID_X, KID_Y, KID_Z, KID_ESCAPE, KID_TAB, KID_RETURN, KID_SPACE, KID_BACK, KID_DELETE, KID_INSERT, KID_NUMLOCK, KID_LSHIFT, KID_RSHIFT, KID_LCONTROL, KID_RCONTROL, KID_LWIN, KID_RWIN, KID_LMENU, KID_RMENU, KID_LEFT, KID_UP, KID_RIGHT, KID_DOWN, KID_PRIOR, KID_NEXT, KID_END, KID_HOME, KID_NUMPAD0, KID_NUMPAD1, KID_NUMPAD2, KID_NUMPAD3, KID_NUMPAD4, KID_NUMPAD5, KID_NUMPAD6, KID_NUMPAD7, KID_NUMPAD8, KID_NUMPAD9, KID_DIVIDE, KID_MULTIPLY, KID_SUBTRACT, KID_ADD, KID_SEPARATOR, KID_DECIMAL
- Keyboard
______________________________________________________________________________________ Destination Buttons (vJoy active or not)
RAW NAMES: X, Y, Z, RX, RY, RZ, SL0, SL1, BUTTON1-128
- Usual vJoy buttons
RAW NAMES: XINV, YINV, ZINV, RXINV, RYINV, RZINV, SL0INV, SL1INV
- Inversed Axis
RAW NAMES: XTR, YTR, ZTR, RXTR, RYTR, RZTR, SL0TR, SL1TR
- Triggered Axis (to transform lower start point to middle stability),
RAW NAMES: DPAD1_LEFT, DPAD1_UP_LEFT, DPAD1_UP, DPAD1_UP_RIGHT, DPAD1_RIGHT, DPAD1_DOWN_RIGHT, DPAD1_DOWN, DPAD1_DOWN_LEFT, DPAD2_LEFT, DPAD2_UP_LEFT, DPAD2_UP, DPAD2_UP_RIGHT, DPAD2_RIGHT, DPAD2_DOWN_RIGHT, DPAD2_DOWN, DPAD2_DOWN_LEFT, DPAD3_LEFT, DPAD3_UP_LEFT, DPAD3_UP, DPAD3_UP_RIGHT, DPAD3_RIGHT, DPAD3_DOWN_RIGHT, DPAD3_DOWN, DPAD3_DOWN_LEFT, DPAD4_LEFT, DPAD4_UP_LEFT, DPAD4_UP, DPAD4_UP_RIGHT, DPAD4_RIGHT, DPAD4_DOWN_RIGHT, DPAD4_DOWN, DPAD4_DOWN_LEFT
- Splitted Dpad, then you have unlimited capabilities instead of 1 to 1 Dpad affectation
- Dpad use a mathematical medium function, then you can attribute other sources than normal ones
- And instead having the result of for example Left + Up > Up Left
- You can have it for Left + Up + UpRight + Right (which is mm… let the program do it itself… )
RAW NAMES: WORK1AX, WORK2AX, WORK3AX, WORK4AX, WORK5AX, WORK6AX, WORK7AX, WORK8AX, WORK1TR, WORK2TR, WORK3TR, WORK4TR, WORK5TR, WORK6TR, WORK7TR, WORK8TR
- Additional 8 axis, in normal and triggers mode
RAW NAMES: WORK1-16
- Additional 16 buttons (outside vJoy range) for intermediates calculus and filters with mappings