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KEYMAPS.md

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IBMulator keymap system

A keymap is a file that defines mappings from keyboard, mouse, and game controllers input events to IBMulator events.

Along with simple key presses or axes motion, a keymap allows you to specify macros with multiple timed commands too.

Bindings

For keyboard events IBMulator uses the SDL library's identifiers. Refer to libsdl.org for the list of SDL symbols.

The general syntax for a binding line in the keymap file is:
INPUT_EVENT = IBMULATOR_EVENT [+IBMULATOR_EVENT...] [; OPTION...]

INPUT_EVENT can be:

Identifier Description
SDLK_* SDL keyboard keycode symbol
SDL_SCANCODE_* SDL keyboard scancode symbol
KMOD_*[+KMOD_*...] SDL keyboard modifier(s) followed by one of SDLK_* or SDL_SCANCODE_*
JOY_j_BUTTON_n joystick / gamepad j button number n (j and n start from 0)
JOY_j_AXIS_n joystick / gamepad j axis number n (j and n start from 0)
MOUSE_AXIS_a mouse axis a (a=X or Y)
MOUSE_BUTTON_n mouse button number n (1=left, 2=right, 3=center, other buttons have n>3)

IBMULATOR_EVENT can be:

Identifier Description
KEY_* an emulator (guest OS) keyboard key.
JOY_j_BUTTON_n joystick j button number n (j=A or B, n=1 or 2).
JOY_j_AXIS_n joystick j axis n (j=A or B, n=X or Y) (for params see below).
MOUSE_BUTTON_n mouse button n (1=left, 2=center, 3=right).
MOUSE_AXIS_n(p,t,a) mouse axis n (n=X or Y) (for params see below).
FUNC_* GUI, program, or emulator function (see below).
WAIT(x) wait x milliseconds before firing the next event
RELEASE(i) release key/button at index i (1-based); if i=0 or not specified then all keys will be released.
SKIP_TO(i) skip event execution to event at index i (1-based).
REPEAT equivalent to SKIP_TO(1).
AUTOFIRE(x) will be expanded to WAIT(x/2) + RELEASE + WAIT(x/2) + REPEAT; default for x is 50, ie. ~20 clicks per second.

OPTION can be:

  • MODE:m: macro execution mode; possible values for m are:
    • default: default mode of execution, i.e. macro starts when the binding is activated and ends when deactivated.
    • 1shot: macro starts and ends immediately; timed macros will run until their completion (endless macros will run forever).
    • latched: macro starts when the binding is activated and ends when it's activated again.
    • repeat: macro repeats after a 250ms delay, with a 20 repetitions per second frequency.
  • GROUP:g: timed macros belonging to the same group g (a string) can't run concurrently.
  • TYPEMATIC:NO: disables the typematic keyboard feature.

To specify multiple binding options separate them with spaces.

SDL keycodes depend on the current keyboard layout loaded in your operating system.
SDL scancodes represent physical keyboard keys and are not affected by any OS remapping.

SKIP_TO and REPEAT commands have an implicit minimum wait time dependent on the screen refresh rate.
To avoid event spamming, they should be used in conjunction with WAIT.

Valid KMOD_* keyboard modifiers are:

  • KMOD_SHIFT: any shift
  • KMOD_LSHIFT: left shift
  • KMOD_RSHIFT: right shift
  • KMOD_CTRL: any control
  • KMOD_LCTRL: left control
  • KMOD_RCTRL: right control
  • KMOD_ALT: any alt
  • KMOD_LALT: left alt
  • KMOD_RALT: right alt
  • KMOD_GUI: any meta (the "Win" key)
  • KMOD_LGUI: left meta
  • KMOD_RGUI: right meta

Key modifiers bindings have some limitations:

  • you must specify combos with the modifier(s) first, for example: KMOD_CTRL + SDLK_TAB = KEY_ALT_L + KEY_TAB.
  • SDL key bindings for modifiers (e.g. SDLK_LCTRL) won't work as expected when their mode of operation is not default and they are also used in combos (e.g. KMOD_CTRL + SDLK_TAB).
  • on keyboards with the AltGr key the KMOD_RALT modifier might not work, as AltGr could be translated with LCTRL+RALT by the host OS.

Keyboard mappings

KEY_* events have an implicit chain of commands at the end to emulate typematic repeats, but only when the key event is not part of a macro (except when combined with key modifiers).

For example SDLK_a = KEY_A is automatically translated to:

SDLK_a = KEY_A + wait(tmd) + KEY_A + wait(tmr) + skip_to(3)

where:

  • tmd: typematic delay
  • tmr: typematic repeat rate

Both tmd and tmr values are set by the guest OS at run-time (see the MODE DOS command).

Keywords and identifiers are case insensitive, so for example SDLK_a is the same as sdlk_a and SDLK_A.

Mouse mappings

MOUSE_AXIS_n events can have 3 arguments when mapped to joystick axes or buttons, all optional:

  • argument 1 (p): amount of pixels / maximum speed of the mouse pointer (per 10ms, default 10).
  • argument 2 (t): type of movement, 0=continuous/proportional, 1=accelerated, 2=single shot (default 0).
  • argument 3 (a): amount of acceleration (default 5, applied only when t=1).

For buttons to mouse axis you must specify the direction with the sign of p; for joystick / gamepad axes to mouse axes the direction is auto determined and a negative p value will invert the direction. These parameters won't apply when a mouse axis is mapped to a mouse axis; in that case a direct (relative movement) translation will be applied (only exception is the first parameter p that can be set to -1 to invert the axis).

Examples:

  • SDLK_UP = MOUSE_AXIS_Y(10,1): accelerated movement with a max. speed of 10pix per 10ms.
  • SDLK_LEFT = MOUSE_AXIS_X(-5,0): -5pix per 10ms constant speed.
  • JOY_0_AXIS_0 = MOUSE_AXIS_X(10,0): proportional speed (smoothstep), 0 to +10/-10 pix per 10ms.
  • JOY_0_AXIS_1 = MOUSE_AXIS_Y(-10,0): the same as previous example, but with inverted axis.
  • JOY_0_AXIS_2 = MOUSE_AXIS_X(5,1): accelerated movement 0 to 5pix, useful for d-pads.

Joystick mappings

JOY_j_AXIS_n events can have 3 arguments:

  • argument 1 (v): stop value, from -32768 to 32767 (sign sets the direction); you can also use -max and max strings (no default).
  • argument 2 (t): type of stick movement, 0=immediate, 1=constant speed (default 0).
  • argument 3 (a): speed of stick movement (default 500, applied only when t=1).

Parameters t and a are applied only for keys and buttons; movement is automatically determined when you map mouse and joystick axes (a negative v value will invert the direction).

Examples:

  • SDLK_KP_2 = JOY_A_AXIS_Y(max,1): stick movement at constant speed from 0 to 32767.
  • SDLK_KP_4 = JOY_A_AXIS_X(-max,0): immediate stick movement to -32768.
  • SDLK_KP_6 = JOY_A_AXIS_X(max,1)
  • SDLK_KP_8 = JOY_A_AXIS_Y(-max,1)

Function mappings

Valid FUNC_* functions are:

Identifier Description
FUNC_GUI_MODE_ACTION(x) GUI Mode action number x (see below).
FUNC_SHOW_OPTIONS open the options window.
FUNC_TOGGLE_MIXER show / hide the mixer control window.
FUNC_TOGGLE_POWER toggle the machine's power button.
FUNC_TOGGLE_PAUSE pause / resume emulation
FUNC_TOGGLE_STATUS_IND show / hide the status indicators.
FUNC_TOGGLE_DBG_WND show / hide the debug windows.
FUNC_TAKE_SCREENSHOT take a screenshot.
FUNC_TOGGLE_AUDIO_CAPTURE start / stop audio capture.
FUNC_TOGGLE_VIDEO_CAPTURE start / stop video capture.
FUNC_INSERT_MEDIUM open the medium select dialog for the active drive.
FUNC_EJECT_MEDIUM eject the medium inserted in the active drive.
FUNC_CHANGE_DRIVE change the active drive (A->B->CD)
FUNC_SAVE_STATE open the save state dialog.
FUNC_LOAD_STATE open the load state dialog.
FUNC_QUICK_SAVE_STATE save the state to the quicksave slot.
FUNC_QUICK_LOAD_STATE load the state from the quicksave slot.
FUNC_GRAB_MOUSE lock / unlock mouse to emulator.
FUNC_SYS_SPEED_UP increase emulation speed (whole system).
FUNC_SYS_SPEED_DOWN decrease emulation speed (whole system).
FUNC_SYS_SPEED(x) set the emulation speed to x%.
FUNC_TOGGLE_FULLSCREEN toggle fullscreen mode.
FUNC_SWITCH_KEYMAPS change the active keymap to the next available one.
FUNC_SET_PREV_AUDIO_CH switch to previous OSD audio channel.
FUNC_SET_NEXT_AUDIO_CH switch to next OSD audio channel.
FUNC_SET_AUDIO_VOLUME(a) change audio volume for the active OSD audio channel by a%.
FUNC_EXIT exit IBMulator.

For FUNC_GUI_MODE_ACTION(x), the value of x determines the action:

  • x=1:
    • in Compact mode: toggle the main interface window
    • in Realistic mode: toggle zoomed view
  • x=2:
    • in Normal and Compact modes: switch between Normal and Compact modes
    • in Realistic mode: switch between bright and dark styles

Macro examples

Joystick autofire with a 500ms delay and ~20 clicks per second:

JOY_0_BUTTON_0 = JOY_A_BUTTON_1 + wait(500) + release + wait(25) + JOY_A_BUTTON_1 + wait(25) + skip_to(3)

Normal 'D' key press, but if kept pressed for >250ms runs the DOS dir command instead of typematic repeats:

SDLK_d = KEY_D + wait(250) + KEY_I + KEY_R + KEY_ENTER