Update documentation and examples.

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Anna Rose Wiggins 2025-07-17 15:49:10 -04:00
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@ -33,17 +33,17 @@ All `rules` must have a `type` parameter. Valid values for this parameter are:
Configuration options for each rule type vary. See <examples/ruletypes.yml> for an example of each type with all options specified.
### Keycodes
### Event Codes
Keycodes are the values that identify buttons and axes. There are several ways to configure keycodes. All of them are case-insensitive.
Event codes are the values that identify buttons and axes. There are several ways to configure these codes. All of them are case-insensitive, so `abs_x` and `ABS_X`.
Ways to specify keycodes are:
Ways to specify event codes are:
* Using evdev's Keycodes. This is the best way to be absolutely certain about which axis you're referencing. You can specify these keycodes in two forms:
* Using evdev's identifiers. This is the best way to be absolutely certain about which axis you're referencing. You can specify these in two forms:
* Using the code's identifier from <https://github.com/holoplot/go-evdev/blob/master/codes.go>. e.g., `ABS_X`, `REL_WHEEL`, `BTN_TRIGGER`.
* Alternately, you can omit the `ABS_` type prefix, and Joyful will automatically add it from context. So for a button input, you can simply specify `button: trigger` instead of `BTN_TRIGGER`.
* You can use the hexadecimal value of the keycode directly, via `"0x<hex value>"`. This can be useful if you want to force a specific numeric value that isn't represented by a Linux keycode directly. Note however that not all keycodes will work. Only the first 8 axes are available, and see <internal/config/variables.go> for a list of valid button outputs. This is most useful with input configurations. **Note: You must use quotation marks around the hex value to prevent the yaml parser from automatically converting it to decimal.**
* For buttons, you can specify the button number, as in `button: 3`. There are 74 buttons available, and the first button is button number `0`. As a result, valid values are 0-73. Note that buttons 12-14 and buttons 55-73 may not work in all Linux-native games.
* For buttons, you can specify them with the above methods, or use an integer index, as in `button: 3`. There are 74 buttons available, and the first button is button number `0`. As a result, valid values are 0-73. Note that buttons 12-14 and buttons 55-73 may not work in all Linux-native games.
For input, you can figure out what keycodes your device is emitting by running the Linux utility `evtest`. `evtest` works well with `grep`, so if you just want to see button inputs, you can do: