As mentioned in the section on The Menu, most paths can be bound to device inputs, but that is only a small part of the input system. As with the display section - the behavior of this layer vary with the platform arcan is built with. If you are running with the higher-level ‘sdl’ platform, you will have access to a different set of controls than with the lower-level ‘evdev’ or ‘freebsd’ platform.
The reocurring pattern is that arcan tries to losslessly aggregate and package input samples and leaves it to the scripts (like durden) to filter/analyze/ translate these into whatever makes sense for the UI at the moment, and to route or forward to whatever client that should receive the input.
Input samples are indexed by a devid, a subid, a type (digital, analog or translated) and a number of type-specific fields. Analog carries an array of sample values, digital carries a pressed/released state and translated carries a possible symbol value, a keycode, a modifier bitmap and possibly a unicode codepoint stored as UTF-8.
Every client can announce a list of labels that it supports. These are higher level actions like toggle scrolling or player 2 button a and appear as they are announced in the target/input/labels/input list.
You can bind these to a supported device on a ‘per target basis’, or trigger an input through IPC or other means through the target/input/bind- set of options.
Keyboard controls can be found in Global/Input/Keyboard and covers things like repeat behavior (delay, rate), raw lock and active keyboard map. It is also possible to remap custom UTF-8 sequences to various keyboard combinations.
Durden makes a few controversial decisions when it comes to keyboard management.
- Dropping the OS provided keyboard formats.
- Removal of the caps-lock and num-lock states.
First is due to the fact that that there really isn’t a good format available for keyboard maps. Not only is the translation highly dependent on the OS and even on the configuration of the OS kernel, but the formats that have been used traditionally (like Xkb for X and Wayland) are excessively complicated (f’in insane) or incomplete/limited (like the console linux keyboard maps or the ones used in Android).
The removal of caps-lock / num-lock was to cut down on the management complexity and to free up these buttons for other uses. Similar behavior can be added by simply binding the menu path for switching keylayout to one that has the desired translation and match your view of caps lock or num lock state.
When working with hierarchies of clients that should have the same keyboard input reflected, popular with “multiboxing” games and for managing many remote shells at once, you can turn on multicasting for a group.
This feature is accessible by going to target/input/multicast and will affect all children (deep-recursive) that has not explicitly had its own (or a parents) multicast behavior set to false.
As mentioned about, keyboard maps or ‘layouts’ are quite a tricky business. There is a custom internal format that can be found in the source in durden/devmaps/keyboard. It is also possible to both modify, switch and save layout as part of the global/input/keyboard/maps path.
A map should provide, at least, a translated unicode codepoint output and a keyboard symbol. The symbol is part of a rather short and restricted table of logical names that are used in the UI when you bind or navigate keys, and are part of a table that can be found in the symtable.lua file.
Bear in mind that some clients, like those connected using Xarcan and arcan-wayland can actually not bind correctly.
Sticky meta adds a delay to the meta1- and meta2- bound keys that will defer the release of a meta key a certain number of ticks (in ~40ms steps). This feature can be configured through Global/Input/Keyboard/Sticky Meta.
If you double-tap the META2 (default) key, you may see the statusbar turning red. This means that all other keybindings will be disabled, and keyboard input will be forwarded to the selected client with little additional interpretation. This is reverted by double-tapping META2 again. The feature cancels the ability for clients such as VMs to ‘grab keyboard input’ in order for special keys to be ignored and forwarded to a particular VM.
Even though Durden is a ‘keyboard first’ desktop environment, there are a lot of tunable features that can make the mouse more or less painful to work with.
With the global/input/mouse/reorder set of options you can re-order the buttons to fit your hand style (change from left(1),middle(2),right(3) to left(3),middle(2),right(1) for instance).
With the global/input/mouse/debounce you can add a filter to prevent shadow- ‘clicks’ due to the hardware actuator bouncing. It works simply by introducing a minimum time (in 25Hz steps) that need to elapse before a release- event will be acknowledged.
With the global/input/mouse/double click you can control the time (in 25Hz steps) that need to elapse for a double click to be registered.
When the mouse cursor is used to switch window focus, you have a few options available as part of global/input/mouse/focus event where it is possible to have focus follow mouse by clicking a window, hovering inside a window, moving immediately with the cursor or disable mouse controlled window focus entirely.
You can control the mouse cursor look in a few ways. For accessibility reasons, you might want to make it bigger, config/visual/mouse/scale can be used for that.
The cursor can be set to autohide (default:on) after a number of ticks which can be changed through global/input/mouse/autohide. After a while, it might be hard to find the cursor if it has been hidden. The reveal/hide (default:on) feature as part of global/input/mouse/reveal-hide will spawn and animate a number of green rectangles at the point where the cursor went from hidden to visible.
The constant sensitivity factor can be adjusted through global/input/mouse/sensitivity. In addition, the default behavior is for durden to “remember mouse position”, meaning that when you move window focus using the keyboard, the mouse cursor warps to the last known position when that window was least selected. This feature can be disabled through global/input/mouse/remember-position.
A lot of modern mouse devices output a high sample rate and a high sample resolution, that can range in the thousands of samples per second. On the other hand, quit few clients are actually able to take advantage of this though they will still attempt to process such events.
For some clients, durden automatically clamps the sample rate to a lower clock, 25Hz instead of 1000Hz in order to save precious mobile battery. this behavior can be enabled/disabled through the target/input/mouse/rate limit menu path.
Traditionally, X clients had the ability to ‘grab’ control over the mouse in order to do proper relative mouse motion interpretation in games and so on.
This is not a client controlled action in durden, but can easily be toggled on a case-by-case basis. The target/input/mouse/lock path allows you to confine the mouse cursor to the canvas of the selected window, either by preventing it to move outside, or by forcing it in the center (a behavior that some first-person shooter games etc. may require).
Touchpads are quite complicated devices; the quality and behavior of devices vary wildly between different models, environment conditions and over time through simple wear and tear.
There is not a ‘one size fits all’ approach here, and right now, you are forced to manually tune a touchpad profile.
This profile is found in the durden/devmaps/touch/ source path and are scanned at startup/reset. There is a README.md with an example profile, or you can just modify the ‘default’ profile to fit your needs. This includes:
- scaling/ranging values
- activation zone
- gesture analyzer
- menu path to activate on various gestures, such as “ “3-finger-swipe right should map to !workspace/switch/next”
Any device that is not detected as a keyboard/mouse/touchpad will be treated as a game device. Devices can be enabled/masked and tuned through the global/input/all devices/… path.
If durden detects gamepad input devices, it will try and match these to a profile in durden/devmaps/game. Right now, this profile only reorders and packs buttons/axes so their labels become the more predictable PLAYERn_BUTTON1.
These devices can then (same global/input/all devices/devname/slot) be assigned a player slot, like player 1, player 2 and so on, which a target game window can hopefully make more sense out of.
It is also possible to direct all slotted input to one specific target game window through the target/game/slotted grab menu path. This allows you to work with another window focused and continue to forward gaming related input.
- On-Screen keyboard
- Arbitrary sticky keys
- Arbitrary autofire
- Arbitrary key/button debounce
- Touchpad calibration tool
- Advanced gesture analysis
- Keyboard layout conversion tools
- On touchscreen- activation / deactivation hooks
- Better analog axis filtering/configuration