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#################

# special keys: #
#################
#
# VMOUSEUP = 0
# VMOUSEDOWN = 1
# VMOUSELEFT = 2
# VMOUSERIGHT = 3
# VMOUSE0 = 4
# VMOUSE1 = 5
# VMOUSE2 = 6
# PANUP = 7
# PANDOWN = 8
# PANLEFT = 9
# PANRIGHT = 10
#
#############
# key roles #
#############
#
# NORMAL = 0
# SPECIAL = 1
# TOGGLE = 2
# MODIFY = 3
#
#

# defining virtual keyboards (for touch-ui)


# (this intro assumes you have some understanding on mapping - previously
# known as 'premapping'. if you don't read up on previous release docs, or head
# to the project forums on sf.net.)
#
# overlay graphic:
# you can specify a graphic overlay to be displayed using its full
# system - not dos - path for each map.
# if you specify more than one bitmap for a map, only the first
# will be processed. if you want another overlay, create a new map for it.
# the filename string MUST contain the substring 'vko' !!!
# the file should be a windows format bitmap (.bmp) /tested 1bit, 8bit, 24 bit/
# black (or the closest color to it) will be transparent.
# does not work with opengl screen scaling.
# note the resolution scaling issue when using s60 bitmap scaling
# (see dosbox.conf comments)
#
# virtual key mappings:
# similar in concept to keypad mapping. instead of input key code, you specify
# the hotspot rect with its left/top/right/bottom coords using the syntax
# vk 'x1' 'y1' 'x2' 'y2' 'role' 'keycode/action'
# DO NOT assign MODIFY roles to virtual keys.
# you CAN define BOTH, virtual and keypad mappings in the same map.
#
# check s60dosbox project forums on sourceforge if you need help
#

# example mapping:

# default map (0)


# displays c:/Data/vkobitmap.bmp as overlay
# click (0,0-100,100) to emulate the '1' key
# click (200,0-300,100) to switch to map 2

map 0 2
c:/Data/vkobitmap.bmp
vk 0 0 100 100 0 49
vk 200 0 300 100 2 1

# map (1)
# defines no overlay
# click (0,0-100,100) to emulate the '2' key
# click (200,0-300,100) to switch back to map 0

map 1 2
vk 0 0 100 100 0 50
vk 200 0 300 100 2 0

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