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CONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. PROGRAMMING REFERENCE "Move" Commands. This tutorial uses ControllerMate's building blocks to generate keyboard activity in response to a button. For each keyboard command, a Button building block is used to respond to the controller's button, and a Single Key block is used to generate the keyboard output.. The first command that will be implemented is the "Move Forward" command ("W" key) triggered by Button #4. PROGRAMMING REFERENCE Button Combination. The goal of this example is to demonstrate how to combine generic buttons to trigger multiple functions. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This is a fairly complex example that will use two buttons on the SteelSeries World of Warcraft: Cataclysm Gaming Mouse to trigger three functions. PROGRAMMING REFERENCE The next task is to use the values from the mini-joystick on the CH Pro Throttle USB to create values for the axes on the virtual mouse.. Create Axis building blocks for the X-Axis and Y-Axis on the CH Pro Throttle USB.. Connect an Axis Calibration building block to each Axis building block.. Move the mini-joystick on the CH Pro Throttle USB to determine the minimum and maximum values that its PROGRAMMING REFERENCE Multiple Programming Sets. The goal of this example is to demonstrate how to enable or disable various portions of ControllerMate's programming using building blocks. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will switch between three sets of programming using two buttons on the SteelSeries World of PROGRAMMING REFERENCE Hatswitch Mouse. The goal of this example is to demonstrate how to use a joystick hatswitch to control the cursor. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will use the hatswitch on the CH Products CH Pro Throttle USB to control a Virtual Mouse.The hatswitch on this device produces the following values: PROGRAMMING REFERENCE Building Blocks. Building blocks are the basic unit of programming in ControllerMate.Each building block performs a task when it is triggered, then triggers all other blocks that are connected to it. PROGRAMMING REFERENCE Keyboard Keystroke. The goal of this example is to demonstrate how to use a generic button to trigger a single keyboard keystroke. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. By default, the OS X built-in screenshot utility is triggered by pressing Command–Shift–3 on a keyboard. PROGRAMMING REFERENCE Application Switcher #1. The goal of this example is to demonstrate how to use generic buttons to trigger the OS X Application Switcher. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. The Application Switcher requires some interesting logic because of the unusual way that it reacts to the keyboard. PROGRAMMING REFERENCE Programming Group. A Programming Group (or simply "Group") is a container for Pages, Driver Configurations, Virtual Devices, and other Groups.A group may contain any number of items. Groups are found in the list of Programming Items along the left side of the Editor window with a "G" image next to their names.A group is created by selecting Create Programming Group from the Action menu at the WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. PROGRAMMING REFERENCE "Move" Commands. This tutorial uses ControllerMate's building blocks to generate keyboard activity in response to a button. For each keyboard command, a Button building block is used to respond to the controller's button, and a Single Key block is used to generate the keyboard output.. The first command that will be implemented is the "Move Forward" command ("W" key) triggered by Button #4. PROGRAMMING REFERENCE Button Combination. The goal of this example is to demonstrate how to combine generic buttons to trigger multiple functions. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This is a fairly complex example that will use two buttons on the SteelSeries World of Warcraft: Cataclysm Gaming Mouse to trigger three functions. PROGRAMMING REFERENCE The next task is to use the values from the mini-joystick on the CH Pro Throttle USB to create values for the axes on the virtual mouse.. Create Axis building blocks for the X-Axis and Y-Axis on the CH Pro Throttle USB.. Connect an Axis Calibration building block to each Axis building block.. Move the mini-joystick on the CH Pro Throttle USB to determine the minimum and maximum values that its PROGRAMMING REFERENCE Multiple Programming Sets. The goal of this example is to demonstrate how to enable or disable various portions of ControllerMate's programming using building blocks. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will switch between three sets of programming using two buttons on the SteelSeries World of PROGRAMMING REFERENCE Hatswitch Mouse. The goal of this example is to demonstrate how to use a joystick hatswitch to control the cursor. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will use the hatswitch on the CH Products CH Pro Throttle USB to control a Virtual Mouse.The hatswitch on this device produces the following values: PROGRAMMING REFERENCE Building Blocks. Building blocks are the basic unit of programming in ControllerMate.Each building block performs a task when it is triggered, then triggers all other blocks that are connected to it. PROGRAMMING REFERENCE Keyboard Keystroke. The goal of this example is to demonstrate how to use a generic button to trigger a single keyboard keystroke. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. By default, the OS X built-in screenshot utility is triggered by pressing Command–Shift–3 on a keyboard. PROGRAMMING REFERENCE Application Switcher #1. The goal of this example is to demonstrate how to use generic buttons to trigger the OS X Application Switcher. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. The Application Switcher requires some interesting logic because of the unusual way that it reacts to the keyboard. PROGRAMMING REFERENCE Programming Group. A Programming Group (or simply "Group") is a container for Pages, Driver Configurations, Virtual Devices, and other Groups.A group may contain any number of items. Groups are found in the list of Programming Items along the left side of the Editor window with a "G" image next to their names.A group is created by selecting Create Programming Group from the Action menu at the WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYS ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks.CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE The next step is to create a new virtual mouse. Right-click in the list of Programming Items and select Create Virtual Device ‣ Virtual Mouse. Enable the Wheel and Z-Axis options for the virtual mouse. Next, create a second programming Page named "Scrolling Trackball". Disable the "Scrolling Trackball" page to prevent the building blocksthat
CONTROLLERMATE
New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. PROGRAMMING REFERENCE "Move" Commands. This tutorial uses ControllerMate's building blocks to generate keyboard activity in response to a button. For each keyboard command, a Button building block is used to respond to the controller's button, and a Single Key block is used to generate the keyboard output.. The first command that will be implemented is the "Move Forward" command ("W" key) triggered by Button #4. PROGRAMMING REFERENCE Button Combination. The goal of this example is to demonstrate how to combine generic buttons to trigger multiple functions. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This is a fairly complex example that will use two buttons on the SteelSeries World of Warcraft: Cataclysm Gaming Mouse to trigger three functions. PROGRAMMING REFERENCE The next task is to use the values from the mini-joystick on the CH Pro Throttle USB to create values for the axes on the virtual mouse.. Create Axis building blocks for the X-Axis and Y-Axis on the CH Pro Throttle USB.. Connect an Axis Calibration building block to each Axis building block.. Move the mini-joystick on the CH Pro Throttle USB to determine the minimum and maximum values that its PROGRAMMING REFERENCE Multiple Programming Sets. The goal of this example is to demonstrate how to enable or disable various portions of ControllerMate's programming using building blocks. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will switch between three sets of programming using two buttons on the SteelSeries World of PROGRAMMING REFERENCE Hatswitch Mouse. The goal of this example is to demonstrate how to use a joystick hatswitch to control the cursor. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will use the hatswitch on the CH Products CH Pro Throttle USB to control a Virtual Mouse.The hatswitch on this device produces the following values: PROGRAMMING REFERENCE Building Blocks. Building blocks are the basic unit of programming in ControllerMate.Each building block performs a task when it is triggered, then triggers all other blocks that are connected to it. PROGRAMMING REFERENCE Keyboard Keystroke. The goal of this example is to demonstrate how to use a generic button to trigger a single keyboard keystroke. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. By default, the OS X built-in screenshot utility is triggered by pressing Command–Shift–3 on a keyboard. PROGRAMMING REFERENCE Application Switcher #1. The goal of this example is to demonstrate how to use generic buttons to trigger the OS X Application Switcher. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. The Application Switcher requires some interesting logic because of the unusual way that it reacts to the keyboard. PROGRAMMING REFERENCE Programming Group. A Programming Group (or simply "Group") is a container for Pages, Driver Configurations, Virtual Devices, and other Groups.A group may contain any number of items. Groups are found in the list of Programming Items along the left side of the Editor window with a "G" image next to their names.A group is created by selecting Create Programming Group from the Action menu at the WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYSCONTROLLERMATE KEY ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks. CONTROLLERMATECONTROLLERMATE WINDOWSCONTROLLERMATE BIG SUR New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITYCONTROLLERMATE KEY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE Custom Acceleration Curves. An acceleration curve defines how fast the cursor moves on the screen in response to mouse movement. When adjusting the mouse "Tracking" or "Tracking Speed" in the System Preferences, it is the acceleration curve that is being changed. WELCOME TO ORDEREDBYTES Compatible with macOS 10.13 — 10.14. ControllerMate; Support; About; Copyright © 2005 — 2018 OrderedBytes. All rights reserved. ORDEREDBYTES :: ABOUTSEE MORE ON ORDEREDBYTES.COM ORDEREDBYTES :: SUPPORT ControllerMate Support. Support for ControllerMate can be found in a few areas: The ControllerMate Documentation Pages contain information on a wide variety of topics. The OrderedBytes Forum is a growing repository of additional information. Support questions can be submitted directly to the support eCONTROLLERMATE
ControllerMate v4.10.2. ControllerMate v4.10.2 improves the compatibility of keyboard-related building blocks (Keystrokes, Single Key, Text) with some applications when running on macOS 10.12 Sierra. Applications that did not respond to keyboard activity that was indicated by the system's Keyboard Viewer should now respond properly. CONTROLLERMATE :: DOCUMENTATION ControllerMate is a system that generates keyboard, mouse, and MIDI activity in response to triggers from gamepads, keypads, MIDI controllers, and other general-purpose input devices. It allows many types of devices to be used with software that would normally be compatible only with a CONTROLLERMATE FOR X-KEYSCONTROLLERMATE KEY ControllerMate for X–keys is a free version of ControllerMate for owners of X–keys devices from P. I. Engineering.It includes all features of the standard version of ControllerMate except the MIDI Source and MIDI Output building blocks. CONTROLLERMATECONTROLLERMATE WINDOWSCONTROLLERMATE BIG SUR New since the September 30, 2014 Beta. Updated the built-in help book to include additions and changes in ControllerMate v4.9. Modified the Live Activity Settings panel to allow multiple sources to be enabled or disabled without using the Option key. CONTROLLERMATE :: COMPATIBILITYCONTROLLERMATE KEY ControllerMate Compatibility. The basic ControllerMate installation is compatible with a wide variety of input devices. In some cases, a device may include non-standard controls that ControllerMate does not recognize. Compatibility with non-standard controls can sometimes be improved by importing a special cmate file into ControllerMate. PROGRAMMING REFERENCE Keypad Joystick. The goal of this example is to demonstrate how to setup a Virtual Joystick and control some of its features using Building Blocks.This assumes that the reader is familiar with the basics of creating building blocks as shown in the Detailed Tutorial, and creating a Driver Configuration as shown in the Keyboard Reconfiguration example.. The Belkin n52te has 16 buttons, a scroll PROGRAMMING REFERENCE Custom Acceleration Curves. An acceleration curve defines how fast the cursor moves on the screen in response to mouse movement. When adjusting the mouse "Tracking" or "Tracking Speed" in the System Preferences, it is the acceleration curve that is being changed. PROGRAMMING REFERENCE Button Combination. The goal of this example is to demonstrate how to combine generic buttons to trigger multiple functions. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This is a fairly complex example that will use two buttons on the SteelSeries World of Warcraft: Cataclysm Gaming Mouse to trigger three functions. PROGRAMMING REFERENCE The next task is to use the values from the mini-joystick on the CH Pro Throttle USB to create values for the axes on the virtual mouse.. Create Axis building blocks for the X-Axis and Y-Axis on the CH Pro Throttle USB.. Connect an Axis Calibration building block to each Axis building block.. Move the mini-joystick on the CH Pro Throttle USB to determine the minimum and maximum values that its PROGRAMMING REFERENCE Hatswitch Mouse. The goal of this example is to demonstrate how to use a joystick hatswitch to control the cursor. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will use the hatswitch on the CH Products CH Pro Throttle USB to control a Virtual Mouse.The hatswitch on this device produces the following values: PROGRAMMING REFERENCE Keyboard Keystroke. The goal of this example is to demonstrate how to use a generic button to trigger a single keyboard keystroke. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. By default, the OS X built-in screenshot utility is triggered by pressing Command–Shift–3 on a keyboard. PROGRAMMING REFERENCE Programming Group. A Programming Group (or simply "Group") is a container for Pages, Driver Configurations, Virtual Devices, and other Groups.A group may contain any number of items. Groups are found in the list of Programming Items along the left side of the Editor window with a "G" image next to their names.A group is created by selecting Create Programming Group from the Action menu at the PROGRAMMING REFERENCE Multiple Programming Sets. The goal of this example is to demonstrate how to enable or disable various portions of ControllerMate's programming using building blocks. This assumes that the reader is familiar with the basics of creating Building Blocks as shown in the Detailed Tutorial.. This example will switch between three sets of programming using two buttons on the SteelSeries World ofUSER INTERFACE
Palette Window. The Palette window contains the Building Blocks and Driver Configurations that are available in ControllerMate.To create items, drag them from the Palette window into the Editor window as needed.. Controllers View. When the "Controllers" view is selected, the Palette window is PROGRAMMING REFERENCE Custom Acceleration Curves. An acceleration curve defines how fast the cursor moves on the screen in response to mouse movement. When adjusting the mouse "Tracking" or "Tracking Speed" in the System Preferences, it is the acceleration curve that is being changed. PROGRAMMING REFERENCE The first step is to create an Axis building block for the joystick's X-Axis and Y-Axis. Two Range building blocks are then attached to each of the Axis building blocks. PROGRAMMING REFERENCE Driver Configuration. A Driver Configuration customizes how a driver handles its device by modifying the behavior of individual controls. Controls can be disabled completely or Compatible with macOS 10.13 — 10.14* ControllerMate
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