Gamepad to Keyboard/mouse/xbox360(gamepad) emulator
Based on code by: Kris Henriksen and fake Xbox code from: https://github.com/Emanem/js2xbox
Modified to use SDL2 by: Nikolai Wuttke & Shanti Gilbert for https://github.com/EmuELEC/EmuELEC
Interactive text entry modes, hotkey+button key assignment support, key repeat and cycling through key sets assigned to specified button(s) added by Robin Duxfield
List of keycode values start here:
Line 288 in 7e73617
make all
strip gptokeyb
gptokeyb provides a kill switch for an application and mapping of gamepad buttons to keys and/or mouse. It also provides an xbox360-compatible controller mode.
SDL_GAMECONTROLLERCONFIG_FILE
must be set so the gamepad buttons are properly assigned within gptokeyb, e.g. SDL_GAMECONTROLLERCONFIG_FILE="./gamecontrollerdb.txt"
SDL_GAMECONTROLLERCONFIG_FILE
is automatically set in Emuelec
export HOTKEY
sets the button used as hotkey. BACK
button is automatically selected as hotkey, unless overridden by HOTKEY
environment variable
export TEXTINPUT="my name"
assigns text as preset for input so that my name
is automatically entered, once triggered
export PCKILLMODE="Y"
indicates that ALT+F4
should be sent to close the app before kill mode is processed, which can be used on Linux pcs
xbox360
selects xbox360 joystick mode
textinput
select interactive text input mode (see below)
-c <config_file_path_and_name.gptk>
specifies button mapping for keyboard and mouse functions, e.g. -c "./app.gptk"
-c
as the last of the command line options specifies that the default button mapping file should be used, which is /emuelec/configs/gptokeyb/default.gptk
-1 <application name>
or
-k <application name>
provides the name of the application that will be closed by pressing start and select together
-sudokill
indicates that sudo kill -9 <application name>
will be used to close the application instead of killall <application name>
The config file that specifies button mapping for keyboard and mouse functions takes the form of %s = %s
which is gamepad button
= keyboard key
. Any comment lines beginning with #
are ignored. Deadzone values are used for analog sticks and triggers, and may be device specific. mouse_scale
affects the speed of mouse movement, with a larger value causing slower movement. mouse_scale = 8192
generally works well for RK3326 devices. gamepad button = \"
can be used to unassign a button.
The keyboard key
values must be in lowercase and simple text strings are translated into key codes, for example enter
means KEY_ENTER
Default mappings are:
start = enter
guide = enter
a = x
b = z
x = c
y = a
l1 = rightshift
l2 = home
l3 = mouse_right
r1 = leftshift
r2 = end
r3 = mouse_left
up = up
down = down
left = left
right = right
left_analog_as_mouse = false
right_analog_as_mouse = false
left_analog_up = w
left_analog_down = s
left_analog_left = a
left_analog_right = d
right_analog_up = end
right_analog_down = home
right_analog_left = left
right_analog_right = right
deadzone_y = 15000
deadzone_x = 15000
deadzone_triggers = 3000
fake_mouse_scale = 512
fake_mouse_delay = 16
An additional 8 keys can be assigned through Hotkey combinations for a
, b
, x
, y
, l1
, l2
, r1
, r2
buttons. Hotkey+button assignments are specified by adding _hk
for the appropriate button (see default mappings below). The keys can use the same Alt
, Ctrl
or Shift
modifiers by including a separate line that indicates add_alt
, add_ctrl
or add_shift
respectively.
The following example assigns ALT+F4
to the combination of hotkey
plus A
button.
a_hk = f4
a_hk = add_alt
Default mappings are:
a_hk = enter
b_hk = esc
x_hk = c
y_hk = a
l1_hk = esc
l2_hk = home
r1_hk = enter
r2_hk = end
Sometimes key presses require a combination of Alt
, Ctrl
or Shift
plus the key. These combinations can be specified by adding a separate line that indicates add_alt
, add_ctrl
or add_shift
respectively. Modified keys can '''not''' be repeated at present.
The following example assigns CTRL+X
to the A
button.
a = x
a = add_ctrl
A simple keyboard key repeat function has been added that emulates automatic repeat of a keyboard key, once it has been held for at least an initial delay
, at a regular interval
. Key repeat works for one key at a time only (the first key that is pressed and held is repeated, and holding another key will not cause that to repeat, unless the first key is released). Key repeat has not been set up to work for analog triggers (L2/R2) at the moment.
The default delay and interval are based on SDL1.2 standard and can be adjusted with repeat_delay =
and repeat_interval =
SDL_DEFAULT_REPEAT_INTERVAL 30
Key repeat is configured by adding gamepad_button = repeat
as a separate line, in addition to the line gamepad_button = keyboard key
. The following assigns arrow keys with key repeat to the gamepad d-pad and left analog stick.
up = up
up = repeat
down = down
down = repeat
left = left
left = repeat
right = right
right = repeat
left_analog_up = up
left_analog_up = repeat
left_analog_down = down
left_analog_down = repeat
left_analog_left = left
left_analog_left = repeat
left_analog_right = right
left_analog_right = repeat
Any and each of A
, B
, X
, Y
, L1
, R1
and hotkey+A
, hotkey+B
, hotkey+X
, hotkey+Y
, hotkey+L1
, hotkey+R1
can have up to 12 keys assigned to the button. Pressing the button will cycle through the set of keys assigned. Key Modifiers can be assigned for each key.
Due to the way that hotkey presses are configured (to allow hotkey key combos for other functions), holding hotkey
and pressing the relevant button without releasing hotkey
will repeat a key within the set without progressing through the cycle. Releasing hotkey
before releasing the relevant button will cycle to the next key in the set for the subsequent press of hotkey
and the relevant button.
The following example assigns F1
, F2
and F3
to the A
button and A
, F
and space
to hotkey+A
.
a = f1
a = f2
a = f3
a_hk = a
a_hk = f
a_hk = space
Text entry is possible, either by sending a preset (e.g. to enter your name to begin a game) or via an interactive input mode that's similar to entry of initials for a high score table
Text entry options are enabled by environment variable settings
export TEXTINPUTPRESET="My Name" # defines preset text to insert
export TEXTINPUTINTERACTIVE="Y" # enables interactive text input mode
export TEXTINPUTNOAUTOCAPITALS="Y" # disables automatic capitalisation of first letter of words in interactive text input mode
export TEXTINPUTADDEXTRASYMBOLS="Y" # enables additional symbols for interactive text input
Interactive input mode is also enabled by command line option "textinput"
Text Entry preset mode is enabled by TEXTINPUTPRESET
environment variable whereby a name preset can be easily entered whenever a game displays a text prompt. When Text Entry is triggered with START+D-PAD LEFT
, the preset text is entered as a series of key strokes.
Text Entry preset mode also assigns START+A
to send ENTER
.
CONTROLS
START+D-PAD LEFT
to send preset
START+D-PAD RIGHT
to send ENTER
Interactive Text Entry mode is enabled by launching GPtoKEYB with command line option "textinput"
or by environment variable TEXTINPUTINTERACTIVE="Y"
, and is triggered with START+D-PAD DOWN
. Once activated, Interactive Text Entry mode works similarly to entering initials for game highscores, with D-PAD UP/DOWN
switching between letters for the currently selected character, D-PAD RIGHT
moving to next character, D-PAD LEFT
deleting and moving back one character, SELECT/HOTKEY
cancelling interactive text entry, and START
to confirm and exit interactive text entry. A
sends ENTER KEY
in interactive text entry mode and exits interactive text entry.
START+D-PAD DOWN to activate
once activated
D-PAD UP = previous letter
D-PAD DOWN = next letter
D-PAD RIGHT = next character
D-PAD LEFT = delete and move back one character
L1 = jump back 13 letters for current character
R1 = jump forward 13 letters for current character
A = send ENTER key and exit mode
SELECT/HOTKEY = cancel and exit mode (deletes all characters)
START = confirm and exit mode (also sends ENTER key)
By default Interactive Text Entry mode will start with A
as the first letter and immediately after a space, and a
otherwise, unless environment variable TEXTINPUTNOAUTOCAPITALS="Y"
is set, whereby all letters will start as a
.
By default Interactive Text Entry mode includes only a limited number of symbols "[space] . , - _ ( )", and a full set of symbols is included with environment variable TEXTINPUTADDEXTRASYMBOLS="Y"
.
Interactive Text Entry relies on the game providing a text prompt and sends key strokes to add and change characters, so it is only useful in these situations. Interactive Text Entry is automatically exited when either SELECT
, HOTKEY
, START
or A
are pressed, to minimise issues by accidentally triggering this mode.