Control Map Files

Control map files assign jukebox function to individual keys, joystick or gamepad buttons and axes, or mouse buttons. For simplicity, this documentation will simply refer to "keys" whether the input device is a keyboard, a keyboard encoder, mouse buttons, or a gamepad.

Although it seems backwards to assign a function to a key as opposed to assigning a key to a function, it allows more than one key to perform a particular function; this is useful on cocktail-style arcade cabinets, where more than one set of controls is available. In the default control map file, CONTROLS.INI, all possible key assignments are shown but only keys actually in use are required to be present in the file.

If you do not assign a function to a key, that function will not be available. On a coin-operated jukebox, for example, you would probably not want to assign the BTN_SKIP and BTN_RADIO functions.

See also: Controls.
Keyboard Key Names

NOTE: Key names refer to specific, physical keys, not character symbols. Thus, there is no distinction between an uppercase letter and a lowercase letter; however, there is a distinction between the number keys along the top of a keyboard and the number keys on the numeric keypad.


Alphabetic Keys:

KEY_A 
KEY_B
...
KEY_Y
KEY_Z


Numeric keys (top of keyboard):

KEY_0
KEY_1
...
KEY_8
KEY_9


Numeric Keypad Keys:

KEY_0_PAD
KEY_1_PAD
...
KEY_8_PAD
KEY_9_PAD
KEY_SLASH_PAD
KEY_ASTERISK
KEY_MINUS_PAD
KEY_PLUS_PAD
KEY_DEL_PAD
KEY_ENTER_PAD


Cursor Movement Keys:

KEY_LEFT
KEY_RIGHT
KEY_UP
KEY_DOWN
KEY_INSERT
KEY_DEL
KEY_HOME
KEY_END
KEY_PGUP
KEY_PGDN


Function Keys:

KEY_F1
KEY_F2
...
KEY_F11
KEY_F12


Modifier and Lock Keys

KEY_LSHIFT
KEY_RSHIFT
KEY_LCTRL
KEY_RCTRL
KEY_LALT
KEY_RALT
KEY_LWIN
KEY_RWIN
KEY_MENU
KEY_SCRLOCK
KEY_NUMLOCK
KEY_CAPSLOCK


Other Keys

KEY_ESC
KEY_TILDE
KEY_MINUS
KEY_EQUALS
KEY_BACKSPACE
KEY_TAB
KEY_OPENBRACE
KEY_CLOSEBRACE
KEY_ENTER
KEY_SEMICOLON
KEY_QUOTE
KEY_BACKSLASH
KEY_BACKSLASH2
KEY_COMMA
KEY_PERIOD
KEY_SLASH
KEY_SPACE
KEY_PRTSCR
KEY_PAUSE

NOTE: On some keyboards, KEY_PAUSE and KEY_PRTSCR may not work properly.


Joystick and Gamepad Key Names

The jukebox input engine supports up to four joysticks or gamepads in Windows and two in DOS. Up to 14 buttons can be accessed per stick. Note that in DOS a standard PC gameport only supports two buttons per stick.

JOY1_UP
JOY1_DOWN
JOY1_LEFT
JOY1_RIGHT
JOY1_BUTTON1
JOY1_BUTTON2
...
JOY1_BUTTON13
JOY1_BUTTON14

JOY2_UP
JOY2_DOWN
JOY2_LEFT
JOY2_RIGHT
JOY2_BUTTON1
JOY2_BUTTON2
...
JOY2_BUTTON13
JOY2_BUTTON14

JOY3_UP
JOY3_DOWN
JOY3_LEFT
JOY3_RIGHT
JOY3_BUTTON1
JOY3_BUTTON2
...
JOY3_BUTTON13
JOY3_BUTTON14

JOY4_UP
JOY4_DOWN
JOY4_LEFT
JOY4_RIGHT
JOY4_BUTTON1
JOY4_BUTTON2
...
JOY4_BUTTON13
JOY4_BUTTON14
See also: JoyType .
Mouse Button Names

Up to 5 buttons on a mouse are supported. Traditionally, the left button is button 1, the right button is button 2, and if there is a center button it is button 3. Only one mouse can be used.

Please note that mouse button 1 is always used for the user interface, so it should be mapped to a control only if a skin with no clickable icons is being used; otherwise, clicking the icon will trigger the function mapped to button 1.

Also, note that in Windows, the button number reported may be modified by the mouse settings in Control Panel. For example, if the rear shoulder button on a Microsoft Intellimouse (normally button 4) is set in Control Panel to act as a standard click (which is normally button 1), it will act as button 1 in DWJukebox.

MOUSE_BUTTON1
MOUSE_BUTTON2
MOUSE_BUTTON3
MOUSE_BUTTON4
MOUSE_BUTTON5