-This particular example works well for mapping a controller's left analog stick to mouse support using the `--ui-axismap` variable and can be changed to the right stick by simply altering the line to `--ui-axismap x2=REL_X:10,y2=REL_Y:10`. To change the speed of the mouse, just change the `REL_[•]:[•]` integer of the X and Y axis higher or lower than `10`. If you should ever want to map keyboard keys to an analog stick, a classic example would look like `--ui-axismap X1=KEY_A:KEY_D,Y1=KEY_W:KEY_S`, giving you the ADWS control scheme found in many classic computer titles. As far as key-mapping buttons is concerned, first you must consider which buttons are available to you. Seeing as how xboxdrv emulates a standard XBox 360 controller, you will have any of those buttons that you have already assigned to your controller in the earlier steps. If you have assigned all the buttons that are possible, you'll have access to a,b,x,y,lb,rb,lt,rt,tl,tr,start,back and guide. The placement of these buttons can be seen [here](https://s32.postimg.org/zcs0wosth/xbox.jpg). By using the `--ui-buttonmap` variable, you can then map any one of the buttons to a key using the format above. To discover all the possible keyboard keys that are available to you, type `/opt/retropie/supplementary/xboxdrv/bin/xboxdrv --help-key`. Finally, you'll notice that their are two more lines added with the `--ui-axismap` and `--ui-buttonmap` variables that are solely responsible for voiding the unused control elements. This is optional, but it will make the control scheme cleaner by eliminating the possibility of those elements conflicting in any way.
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