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Copy pathmapping.toml
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91 lines (77 loc) · 4.11 KB
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# FuseRecomp - input mapping settings
#
# Loaded automatically at startup in addition to hardware.toml (see
# OnConfigurePaths in src/fuserecomp_app.h). --flag on the command line and
# REX_* environment variables always override values from this file.
#
# Gamepad button layouts (DualShock 4 / DualSense / Xbox / Switch Pro, etc.)
# are auto-mapped to the Xbox 360 layout by SDL - there is nothing to
# configure for that here. These three cvars only select/tune the backend.
#
# Flat key = value only
# "" is rejected by this cvar's validator (logs a warning, falls back to
# compiled default) - must be an explicit value: "sdl", "xinput", or "nop"
# (input disabled). "sdl" is what's actually in use, confirmed via the
# startup log line "SDL input driver initialized successfully".
input_backend = "sdl"
# Path to a custom HID remap file used to fill in gamepads SDL doesn't
# already recognize, or "" to skip it. "gamecontrollerdb.txt" matches the
# file CMakeLists.txt stages next to the exe from settings/gamecontrollerdb.txt
# (sourced from https://github.com/mdqinc/SDL_GameControllerDB).
hid_mappings_file = "gamecontrollerdb.txt"
# Route the controller Guide/PS button to the guest.
guide_button = true
# Keyboard+mouse run in parallel with a physical gamepad, not instead of it -
# the SDK always merges every assigned device's input for guest user 0
# (see rex::input::MergeInto). mnk_mode turns on keyboard-as-controller;
# mnk_mouse additionally routes mouse movement to the right stick.
mnk_mode = true
mnk_mouse = true
mnk_sensitivity = 2.0
# Native mouse look (src/mouse/mouse_look_hook.cpp): on foot (aiming or not)
# and on mounted turrets the mouse turns the camera directly - 1:1, without the
# game's stick dead zone, response curve and turn acceleration. Elsewhere
# (menus, cutscenes, death camera) the mouse falls back to the emulated right
# stick above (mnk_sensitivity). Only player 1 (local slot 0) gets the mouse.
fuse_mouse_look = true
# Camera turn per mouse count = 0.022 deg x this (same scale as Source games).
fuse_mouse_sensitivity = 2.0
fuse_mouse_invert_x = false
fuse_mouse_invert_y = false
# ─────────────────────────────────────────────────────────────
# Keyboard bindings (default values)
# ─────────────────────────────────────────────────────────────
# Format: comma-separated list of keys, optional modifiers (Shift+, Ctrl+, Alt+)
# Mouse buttons: LMB, RMB, MMB
# Controller buttons
keybind_a = "Semicolon,Space" # A button
keybind_b = "Quote,Backspace" # B button
keybind_x = "L" # X button
keybind_y = "P" # Y button
# Triggers (analog)
keybind_left_trigger = "Q,I,RMB" # Left trigger (aim)
keybind_right_trigger = "E,O,LMB" # Right trigger (fire)
# Shoulder buttons
keybind_left_shoulder = "1" # Left shoulder (LB)
keybind_right_shoulder = "3" # Right shoulder (RB)
# Left stick (analog)
keybind_lstick_up = "W" # Left stick up
keybind_lstick_down = "S" # Left stick down
keybind_lstick_left = "A" # Left stick left
keybind_lstick_right = "D" # Left stick right
keybind_lstick_press = "F" # Left stick press (L3)
# Right stick (analog)
keybind_rstick_up = "Up" # Right stick up
keybind_rstick_down = "Down" # Right stick down
keybind_rstick_left = "Left" # Right stick left
keybind_rstick_right = "Right" # Right stick right
keybind_rstick_press = "K" # Right stick press (R3)
# D-pad
keybind_dpad_up = "Shift+Up" # D-pad up
keybind_dpad_down = "Shift+Down" # D-pad down
keybind_dpad_left = "Shift+Left" # D-pad left
keybind_dpad_right = "Shift+Right" # D-pad right
# Special buttons
keybind_back = "Z,Tab" # Back button
keybind_start = "X,Return" # Start button
keybind_guide = "" # Guide button (empty = disabled)