Small changes to the docs

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cyber-sushi 2024-01-04 02:40:32 +01:00 committed by GitHub
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@ -73,7 +73,8 @@ Example where pressing Ctrl + Shift + K will input A:
KEY_LEFTCTRL-KEY_LEFTSHIFT.KEY_K = ["KEY_A"]
```
To see all of the available key codes, refer to the file `/usr/include/linux/input-event-codes.h`.\
Remember that keys like Ctrl and Alt will have key codes like `KEY_LEFTCTRL`, `KEY_RIGHTCTRL`, `KEY_LEFTALT` and `KEY_RIGHTALT`. Just using `KEY_CTRL` and `KEY_ALT` will throw a parsing error because the key code does not exist.\
Remember that keys like Ctrl and Alt will have key codes like `KEY_LEFTCTRL`, `KEY_RIGHTCTRL`, `KEY_LEFTALT` and `KEY_RIGHTALT`. Just using `KEY_CTRL` and `KEY_ALT` will throw a parsing error because the key code does not exist.
Keys that are not explicitly remapped will keep their default functionality.\
If you don't need to remap any key, you can just omit the entire `[bindings.keys]` and `[combinations.keys]` paragraphs.
@ -90,10 +91,11 @@ Example where Ctrl + Alt + Scrollwheel will do random stuff idk I have no more c
KEY_LEFTCTRL-KEY_LEFTALT.SCROLL_WHEEL_UP = ["KEY_F5", "KEY_SLASH"]
KEY_LEFTCTRL-KEY_LEFTALT.SCROLL_WHEEL_DOWN = ["KEY_MINUS", "KEY_APOSTROPHE"]
```
**Note: axis names are hardcoded, currently you can use the following:**\
`SCROLL_WHEEL_UP`, `SCROLL_WHEEL_DOWN` - for a mouse scroll wheel\
`DPAD_UP`, `DPAD_DOWN`, `DPAD_LEFT`, `DPAD_RIGHT` - for a game controller's D-Pad\
`BTN_TL2`, `BTN_TR2` - for a game controller's triggers (on most controllers - but not all - these can be put inside `[bindings.keys]` as well, and it will take priority over `[bindings.axis]`)\
**Note: axis names are hardcoded, currently you can use the following:**
- `SCROLL_WHEEL_UP`, `SCROLL_WHEEL_DOWN` - for a mouse's scroll wheel
- `DPAD_UP`, `DPAD_DOWN`, `DPAD_LEFT`, `DPAD_RIGHT` - for a game controller's D-Pad
- `BTN_TL2`, `BTN_TR2` - for a game controller's triggers (on most controllers - but not all - these can be put inside `[bindings.keys]` as well, and it will take priority over `[bindings.axis]`)
Events that are not explicitly remapped will keep their default functionality.\
If you don't need to remap any axis event, you can just omit the entire `[bindings.axis]` and `[combinations.axis]` paragraphs.