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F Mapping editing Destination Buttons and Actions
______________________________________________________________________________________ Mouse actions, Magnifier
Simple, you'll find mouse actions
- ACTIVE_MOUSE: use to bring the chosen mouse
- from the bottom group of checkboxes into the timestamp
- and/or make it responsive to the toggle
- Mouse movement stops if source is disconnected to prevent uncontrollable behavior (but you can still use it if you haven't specified a joystick as the source)
- SAVE_POSITION: save the mouse position, each mapping save his individual 'mouse position'
- MOVE_BACK: return to saved point
- MOVE_TO_XY/MOVE_TO_WH/MOVE_TO_NN: go to x,y/w,h/nw,nh (left/central/right numbers of the grid)
- if you enter a stop time to move mouse actions, the movement is done in the time of (stop - start)ms, adjusted to average turn (+ bluetooth delay if used)
- SAVE_AND_MOVE_TO_XY/SAVE_AND_MOVE_TO_WH/SAVE_AND_MOVE_TO_NN: both
- GRID_LEFT/GRID_UP/GRID_RIGHT/GRID_DOWN: If you use Grid or Raid mouse mode (see mouse group checkboxes), can move one tick in any of four directions
- LEFT_CLICK, MIDDLE_CLICK, RIGHT_CLICK, X1_CLICK, X2_CLICK, CROLL_UP, SCROLL_DOWN
- LEFT_DOUBLE_CLICK, MIDDLE_DOUBLE_CLICK, RIGHT_DOUBLE_CLICK, X1_DOUBLE_CLICK, X2_DOUBLE_CLICK, SCROLL_UP_x5, SCROLL_DOWN_x5
- LEFT_DOWN, MIDDLE_DOWN, RIGHT_DOWN, X1_DOWN, X2_DOWN
- (long press, can use timestamp and on release)
- SCROLL_UP_VARIABLE, SCROLL_DOWN_VARIABLE
- if on trigger, variable speed following the pressure force, otherwise exponential
- or fixed scroll adjusted for games that don't support the number of wheel ticks signal
- MAGNIFY: Set magnification on according to values specified in the grid
- if x=y=0, magnification is set on center of the screen
- if x=1 y=0, magnification is set on actual cursor position
- if x=0 y=1, magnification is set on actual point (last memorized)
- if x=y=1, magnification is set on the given point (w,h)
- if nw == 0, factor is actual factor, else it will be nw.nh (nh is the fractional part of zoom level)
- MAGNIFY_PLUS, MAGNIFY_MINUS: control the factor of magnification
- MAGNIFY_RESET: temporary return to full screen, values are not modified then you can go back to actual zoom just after
- MAGNIFY_UP, MAGNIFY_DOWN, MAGNIFY_LEFT, MAGNIFY_RIGHT: move up, down, left or right while magnification factor > 1
- MAGNIFY_LOCK: Magnification stay always Initialized, then first zoom is achieved more quickly, else Magnification is uninitialized as soon as zom factor is <= 1 (default)
- MAGNIFY_CURSOR_ON, MAGNIFY_CURSOR_OFF, MAGNIFY_CURSOR_SWITCH: Window's cursor is visible/not visible/switch between when magnification is active
- MSE_CAN_BYPASS_ON, MSE_CAN_BYPASS_OFF: Temporary overpass setting for 'Mouse bypass screen dimensions' (see Settings)
______________________________________________________________________________________ Special actions
Double, you'll find sound, modes, window, stats and time actions
- MUTE_SOUND
- VOLUME_UP, VOLUME_DOWN
- if on trigger, variable speed following the pressure force, otherwise exponential
- Other keystrokes that do not require adaptive pressure, can easily be added using a Mapping button linked to a keymap, to which you can also add the rapidfire if you need a repeat time
- if on trigger, variable speed following the pressure force, otherwise exponential
- MEMORIZE_MODE: Memorize actual mode, Mappings share the same mode, but each one save his individual 'last mode'
- TO_MEM_MODE: Go back to memorized mode
- TO_MODE: Switch to mode 1-8
- TO_LAST_MODE: Go back to last mode
- BASE_TO_MODE: Change base mode to 1-8 (base mode is a virtual concept about a real mode, therefore, can be used to emulate different cases to which all other modes go back after)
- TO_BASE_MODE: Go back to base mode
- FORGOT_RELEASED: Loose the released state if source has been released before, and force it to check it again
- IF RELEASED GOTO: Go to the specified point of the timeline, if source has been released (use stop value)
- IF PUSHED GOTO: Go to the specified point of the timeline, if source is still pushed (use stop value)
- RETURN_TO: return to the specified point of the timeline, resetting the actions if they need to be (use stop value)
- INTERRUPT: same as 'Interrupt' condition, but time dependent
- NO_SUSTAIN: same as 'No sustain' condition, but time dependent
- PAUSE: same as 'Pause' condition, but time dependent
- CHANGE_POSITION: When active, stance is automatically changed according of your position
- STANCE1, STANCE2, STANCE3, STANCE4, STANCE5: Instead, specify Back/Leaned/Leaned+Sat/Sat/Leaning
- BEEP1/BEEP2/BEEP3: Different beep sounds
- RESET_STATS: Reset All stats (see Efficiency)
- ADDSTAT1-8: Add a counter on a stat of your choice (1 to 8) (see Efficiency)
- KBD_INPUT_ON, KBD_INPUT_OFF: Temporary overpass setting for keyboard input
- MSE_INPUT_ON, MSE_INPUT_OFF: Temporary overpass setting for mouse input
- SCREENSHOT: Take a screenshot delimited by two points (x,y),(w,h), leave them null for whole screen
- MINIMIZE/RESTORE/TRANSPARENCY: Put main window minimized, restore it or activate/deactivate opacity (% defined insettings)
- INPUT_OFF: All sources off (in settings)
- DS4_INPUT_ON, DS5_INPUT_ON, DI_INPUT_ON, XI_INPUT_ON: Put o source on (in settings)
- EXIT: Exit program
______________________________________________________________________________________ Example
A simple example with time actions:
1st source: square, for activate
Latest source: 'Not' checked, with circle, for stop
1st destination: 1, from 0ms to 1000ms
2nd destination: 2, from 1000ms to 2000ms
3rd destination: 3, from 2000ms to 3000ms
Two cases:
1>
4th destination at 3000ms: if released goto 1500
5th destination at 3000ms: if pushed goto 0
EQUAL:
- if you stay pushed from begining to the end, it do an entire infinite loop, 123123 etc
- if you release after 2(1500), it do an loop from middle of 2, to the end of 3
- if you press again and keep pushed,
the loop change to 123, because nothing can tell him you already released before,
cause at the point of time between 2 and 3,
you have not released yet,
this time travel is a real time travel
- if you release before 2(1500), it do an loop from middle of 2, to the end of 3
- if you press again, and keep pushed, nothing happens, it stay middle2 3 middle2 3
because he knows you already released before
before this point of time,
not last turn,
he can't know.
there were a precedent turn? no, the turn's still the same
2>
4th destination at 3000ms: if released goto 1500
5th destination at 3000ms: Forgot release
6th destination at 3000ms: if pushed goto 0
EQUAL:
Exactly the same, exept that if you push again, in both situations it changes to loop 123,
because the memory has been erased to the program on the fact that you have already released,
no matter when you did
Two possibilities, either one trip remains true and the other tampered with,
or neither of the two is true anymore ...
______________________________________________________________________________________ Axis mouvements
Triple, you'll find Axis movements
- if no start/stop time is entered, the value used to calculate the position is the usual source calculation value
- otherwise, the movement undergoes its complete evolution over time, going from start to stop
- if OnRelease is used, the movement will start after release
- double, the movement start at the start time, undergoes its complete evolution over time, going from start to stop, and stay at its maximum if finished before release + stop time
- if OnRelease is used, the movement will start after release
RAW NAMES: XY_CW, XY_CN, ZRZ_CW, ZRZ_CN, RXRY_CW, RXRY_CN, SL0SL1_CW, SL0SL1_CN
- Complete turn, clockwise or counterclockwise, starting by the north (motorization, loops, perpetual motion)
RAW NAMES: XY_CENTER, ZRZ_CENTER
- Stay at the middle (combos and technology)
RAW NAMES: XY_LEFT, XY_UP_LEFT, XY_UP, XY_UP_RIGHT, XY_RIGHT, XY_DOWN_RIGHT, XY_DOWN, XY_DOWN_LEFT RAW NAMES: ZRZ_LEFT, ZRZ_UP_LEFT, ZRZ_UP, ZRZ_UP_RIGHT, ZRZ_RIGHT, ZRZ_DOWN_RIGHT, ZRZ_DOWN, ZRZ_DOWN_LEFT
- Stay at one of the eight typical position of the circonference (W, NW, N, NE, E, SE, S, SW)
RAW NAMES: XY_Q1_CW, XY_Q1_CN, XY_Q2_CW, XY_Q2_CN, XY_Q3_CW, XY_Q3_CN, XY_Q4_CW, XY_Q4_CN RAW NAMES: ZRZ_Q1_CW, ZRZ_Q1_CN, ZRZ_Q2_CW, ZRZ_Q2_CN, ZRZ_Q3_CW, ZRZ_Q3_CN, ZRZ_Q4_CW, ZRZ_Q4_CN
- Quarter of turn, clockwise and counterclockwise (Q1=NE, Q2=SE, Q3=SW, Q4=NW)
RAW NAMES: XY_E1_CW, XY_E1_CN, XY_E2_CW, XY_E2_CN, XY_E3_CW, XY_E3_CN, XY_E4_CW, XY_E4_CN, XY_E5_CW, XY_E5_CN, XY_E6_CW, XY_E6_CN, XY_E7_CW, XY_E7_CN, XY_E8_CW, XY_E8_CN RAW NAMES: ZRZ_E1_CW, ZRZ_E1_CN, ZRZ_E2_CW, ZRZ_E2_CN, ZRZ_E3_CW, ZRZ_E3_CN, ZRZ_E4_CW, ZRZ_E4_CN, ZRZ_E5_CW, ZRZ_E5_CN, ZRZ_E6_CW, ZRZ_E6_CN, ZRZ_E7_CW, ZRZ_E7_CN, ZRZ_E8_CW, ZRZ_E8_CN
- Eighth of turn, clockwise and counterclockwise (E1=NNE, E2=ENE, E3=ESE, E4=SSE, E5=SSW, E6=WSW, E7=WNW, E8=NNW)
RAW NAMES: XY_C_L, XY_C_UL, XY_C_U, XY_C_UR, XY_C_R, XY_C_DR, XY_C_D, XY_C_DL RAW NAMES: ZRZ_C_L, ZRZ_C_UL, ZRZ_C_U, ZRZ_C_UR, ZRZ_C_R, ZRZ_C_DR, ZRZ_C_D, ZRZ_C_DL
- Center to one of the eight position of the circonference
RAW NAMES: XY_2C_L, XY_2C_UL, XY_2C_U, XY_2C_UR, XY_2C_R, XY_2C_DR, XY_2C_D, XY_2C_DL RAW NAMES: ZRZ_2C_L, ZRZ_2C_UL, ZRZ_2C_U, ZRZ_2C_UR, ZRZ_2C_R, ZRZ_2C_DR, ZRZ_2C_D, ZRZ_2C_DL
- One of the eight position of the circonference to center
RAW NAMES: XY_D_L, XY_D_UL, XY_D_U, XY_D_UR, XY_D_R, XY_D_DR, XY_D_D, XY_D_DL RAW NAMES: ZRZ_D_L, ZRZ_D_UL, ZRZ_D_U, ZRZ_D_UR, ZRZ_D_R, ZRZ_D_DR, ZRZ_D_D, ZRZ_D_DL
- Each of the eight possible diagonals
RAW NAMES: XY_T_L_CW, XY_T_L_CN, XY_T_U_CW, XY_T_U_CN, XY_T_R_CW, XY_T_R_CN, XY_T_D_CW, XY_T_D_CN RAW NAMES: ZRZ_T_L_CW, ZRZ_T_L_CN, ZRZ_T_U_CW, ZRZ_T_U_CN, ZRZ_T_R_CW, ZRZ_T_R_CN, ZRZ_T_D_CW, ZRZ_T_D_CN
- Four sides, eight moves, of the two triangles (upside and downside base, identical to the square)
RAW NAMES: XY_S_L_CW, XY_S_L_CN, XY_S_U_CW, XY_S_U_CN, XY_S_R_CW, XY_S_R_CN, XY_S_D_CW, XY_S_D_CN RAW NAMES: ZRZ_S_L_CW, ZRZ_S_L_CN, ZRZ_S_U_CW, ZRZ_S_U_CN, ZRZ_S_R_CW, ZRZ_S_R_CN, ZRZ_S_D_CW, ZRZ_S_D_CN
- Four sides, eight moves, of the square
RAW NAMES: XY_L_L_CW, XY_L_L_CN, XY_L_U_CW, XY_L_U_CN, XY_L_R_CW, XY_L_R_CN, XY_L_D_CW, XY_L_D_CN RAW NAMES: ZRZ_L_L_CW, ZRZ_L_L_CN, ZRZ_L_U_CW, ZRZ_L_U_CN, ZRZ_L_R_CW, ZRZ_L_R_CN, ZRZ_L_D_CW, ZRZ_L_D_CN
- Four sides, eight moves, of the lozange (diamond)
All possible axis movements: (for X,Y,Z,RZ. other axis do only complete revolution)
______________________________________________________________________________________ After effects
Quadruple, you'll find after effect actions, can be used to calibrate too
Enter the value in end timestamp:
- if it's percentage, an integer from 1 to 1000
- if it's offset's value, an integer from 1 to 9999 (/65535)
- if it's delete part, which part of the circle, or which part of the trigger
- if it's distortion degree, it's a tenth of a degree from 0 to 900
RAW NAMES: X_INV, Y_INV, Z_INV, RZ_INV, RX_INV, RY_INV
- Inverse one axis value
RAW NAMES: X_PLUS, Y_PLUS, Z_PLUS, RZ_PLUS, RX_PLUS, RY_PLUS
- Increase by offset the value of an axis
RAW NAMES: X_MINUS, Y_MINUS, Z_MINUS, RZ_MINUS, RX_MINUS, RY_MINUS
- Decrease by offset the value of an axis
RAW NAMES: X_DIM, Y_DIM, Z_DIM, RZ_DIM, X_DIM_P1, X_DIM_P2, Y_DIM_P1, Y_DIM_P2, Z_DIM_P1, Z_DIM_P2, RZ_DIM_P1, RZ_DIM_P2
- Increase or decrease the value of an axis by percentages
RAW NAMES: RX_DIM_P1, RX_DIM_P2, RY_DIM_P1, RY_DIM_P2
- Increase or decrease the value of a trigger by percentage
- Part 1 is from the min value
- Part 2 from the maximal value
RAW NAMES: XY_DEL_12_1 to XY_DEL_12_12, ZRZ_DEL_12_1 to ZRZ_DEL_12_12
- Render a portion (12 = 4x3 parts) of the circle of a pair of axes inoperative
RAW NAMES: XY_DEL_16_1 to XY_DEL_16_16, ZRZ_DEL_16_1 to ZRZ_DEL_16_16
- Render a portion (16 = 4x4 parts) of the circle of a pair of axes inoperative
RAW NAMES: RX_DEL_3_1 to RX_DEL_3_3, RY_DEL_3_1 to RY_DEL_3_3
- Render a portion (3 parts) of a trigger inoperative
RAW NAMES: RX_DEL_4_1 to RX_DEL_4_4, RY_DEL_4_1 to RY_DEL_4_4
- Render a portion (4 parts) of a trigger inoperative
Next are distortions of the axis, divided into 4 or 6 parts, but there can be several consecutively
- parts are from top to bottom
- U is for shift by extending to the top
- D is for shift by extending to the bottom
- The maximum offset value is reached in the middle of the zone, and decreases as it moves away until it is zero at the ends of the zone
- Then enter a value less than half an area, for example, the size of UU is 90°, so enter a distortion value less than 450
RAW NAMES: XY_DISTORT_U___, XY_DISTORT__U__, XY_DISTORT___U_, XY_DISTORT____U
RAW NAMES: XY_DISTORT_UU__, XY_DISTORT__UU_, XY_DISTORT___UU
RAW NAMES: XY_DISTORT_UUU_, XY_DISTORT__UUU
RAW NAMES: XY_DISTORT_UUUU
RAW NAMES: XY_DISTORT_U_____, XY_DISTORT__U____, XY_DISTORT___U___, XY_DISTORT____U__, XY_DISTORT_____U_, XY_DISTORT______U
RAW NAMES: XY_DISTORT_UU____, XY_DISTORT__UU___, XY_DISTORT___UU__, XY_DISTORT____UU_, XY_DISTORT_____UU
RAW NAMES: XY_DISTORT__UUU__, XY_DISTORT___UUU_
RAW NAMES: XY_DISTORT_UUUU__, XY_DISTORT__UUUU_, XY_DISTORT___UUUU
RAW NAMES: XY_DISTORT_UUUUU_, XY_DISTORT__UUUUU
Same for D (down), ZRZ U and ZRZ D
______________________________________________________________________________________ Modules actions
Quintuple, you'll find web, and notepad actions
- NOTEPAD: Show/Hide Notepad
- NOTEPAD_DOWN, NOTEPAD_UP: Scroll Notepad
- WEB_DOWN, WEB_UP, WEB_LEFT, WEB_RIGHT: Scroll Web page
- WEB_PREVIOUSTAB, WEB_NEXTTAB, WEB_CLOSETAB: Change or close web tab
- WEB_FULLSCREEN: Go/Exit fullscreen
- WEB_HOME: Navigate Home page (Set in Web (by right click on favorites menu) or Links modules)
- WEB_FAVORITE1-9: Navigate Favorite 1to9 (Set in Web (by right click on favorites menu) or Links modules)
- WEB_BACK, WEB_NEXT, WEB_REFRESH, WEB_CANCEL: Navigate in history or cancel loading actual page
- WEB_AUTOREFRESH: Activate/Deactivate autorefresh for actual web page (after x seconds defined in settings)
- WEB_ZOOMMINUS, WEB_ZOOMPLUS, WEB_ZOOMRESET, WEB_ZOOMSET: Control zoom, memorize and reset it to memorized
- WEB_VISIBILITY: Show/Hide actual web page without quiting module or minimizing program
- WEB_SCREENSHOT: Take a screenshot of actual selected tab's web page
- WEB_DARKMODE, WEB_DARKMODE2: Activate/Deactivate dark mode (colors are changed), mode2 is less intrusive for controls
- LINKS_APPLICATION0-4: Launch Application 0-4 from Links Tab