diff --git a/README.md b/README.md index acc3df7..54953f8 100644 --- a/README.md +++ b/README.md @@ -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.