The variable config.keymap
contains a map from event names to lists
of keysyms that cause those events to occur.
Note
Many players have learned the default set of Ren'Py keybindings, and expect them to be the same from game to game.
In Ren'Py keysyms are strings representing mouse buttons, joystick buttons, or keyboard keys.
Mouse buttons use keysyms of the form 'mouseup_#' or 'mousedown_#', where # is a button number. Ren'Py assumes a five button mouse, where buttons 1, 2, and 3 are the left, middle, and right buttons, while buttons 4 and 5 are generated by scrolling the wheel up and down. For example, "mousedown_1" is generally a press of the left mouse button, "mouseup_1" is a release of that button, and "mousedown_4" is a turn of the scroll wheel to the top.
There are two kinds of keyboard keysyms. The first is a string containing a
character that is generated when a key is pressed. This is useful for
binding alphabetic keys and numbers. Examples of these keysyms include "a", "A", and "7".
Note that these are case sensitive, "a" does not match "A". This kind of keysym
is only useful when an event generates text - for example, the a key being
released will not match keyup_a
, as no text is generated.
Keyboard keysyms can also be the symbolic name for the key. This can be any of the K_ constants taken from pygame.constants. This type of keysym looks like "K_BACKSPACE", "K_RETURN", and "K_TAB"; a full list of this kind of keysyms may be found here.
Keyboard keysyms may be preceded by the following prefixes, separated by underscores:
For example, the keysym "shift_alt_K_F5" will match the F5 key being pressed while Shift and Alt are held down.
To change a binding, update the appropriate list in config.keymap
. The
following adds the 't' key to the list of keys that dismiss a say
statement, and removes the space key from that list.
init:
$ config.keymap['dismiss'].append('t')
$ config.keymap['dismiss'].remove('K_SPACE')
The default keymap is contained inside renpy/common/00keymap.rpy, and as of version 8.0.2 is as follows:
config.keymap = dict(
# Bindings present almost everywhere, unless explicitly
# disabled.
rollback = [ 'K_PAGEUP', 'repeat_K_PAGEUP', 'K_AC_BACK', 'mousedown_4' ],
screenshot = [ 's', 'alt_K_s', 'alt_shift_K_s', 'noshift_K_s' ],
toggle_afm = [ ],
toggle_fullscreen = [ 'f', 'alt_K_RETURN', 'alt_K_KP_ENTER', 'K_F11', 'noshift_K_f' ],
game_menu = [ 'K_ESCAPE', 'K_MENU', 'K_PAUSE', 'mouseup_3' ],
hide_windows = [ 'mouseup_2', 'h', 'noshift_K_h' ],
launch_editor = [ 'E', 'shift_K_e' ],
dump_styles = [ ],
reload_game = [ 'R', 'alt_shift_K_r', 'shift_K_r' ],
inspector = [ 'I', 'shift_K_i' ],
full_inspector = [ 'alt_shift_K_i' ],
developer = [ 'shift_K_d', 'alt_shift_K_d' ],
quit = [ ],
iconify = [ ],
help = [ 'K_F1', 'meta_shift_/' ],
choose_renderer = [ 'G', 'alt_shift_K_g', 'shift_K_g' ],
progress_screen = [ 'alt_shift_K_p', 'meta_shift_K_p', 'K_F2' ],
accessibility = [ "K_a" ],
# Accessibility.
self_voicing = [ 'v', 'V', 'alt_K_v', 'K_v' ],
clipboard_voicing = [ 'C', 'alt_shift_K_c', 'shift_K_c' ],
debug_voicing = [ 'alt_shift_K_v', 'meta_shift_K_v' ],
# Say.
rollforward = [ 'mousedown_5', 'K_PAGEDOWN', 'repeat_K_PAGEDOWN' ],
dismiss = [ 'mouseup_1', 'K_RETURN', 'K_SPACE', 'K_KP_ENTER', 'K_SELECT' ],
dismiss_unfocused = [ ],
# Pause.
dismiss_hard_pause = [ ],
# Focus.
focus_left = [ 'K_LEFT', 'repeat_K_LEFT' ],
focus_right = [ 'K_RIGHT', 'repeat_K_RIGHT' ],
focus_up = [ 'K_UP', 'repeat_K_UP' ],
focus_down = [ 'K_DOWN', 'repeat_K_DOWN' ],
# Button.
button_ignore = [ 'mousedown_1' ],
button_select = [ 'mouseup_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT' ],
button_alternate = [ 'mouseup_3' ],
button_alternate_ignore = [ 'mousedown_3' ],
# Input.
input_backspace = [ 'K_BACKSPACE', 'repeat_K_BACKSPACE' ],
input_enter = [ 'K_RETURN', 'K_KP_ENTER' ],
input_left = [ 'K_LEFT', 'repeat_K_LEFT' ],
input_right = [ 'K_RIGHT', 'repeat_K_RIGHT' ],
input_up = [ 'K_UP', 'repeat_K_UP' ],
input_down = [ 'K_DOWN', 'repeat_K_DOWN' ],
input_delete = [ 'K_DELETE', 'repeat_K_DELETE' ],
input_home = [ 'K_HOME', 'meta_K_LEFT' ],
input_end = [ 'K_END', 'meta_K_RIGHT' ],
input_copy = [ 'ctrl_noshift_K_INSERT', 'ctrl_noshift_K_c', 'meta_noshift_K_c' ],
input_paste = [ 'shift_K_INSERT', 'ctrl_noshift_K_v', 'meta_noshift_K_v' ],
input_jump_word_left = [ 'osctrl_K_LEFT' ],
input_jump_word_right = [ 'osctrl_K_RIGHT' ],
input_delete_word = [ 'osctrl_K_BACKSPACE' ],
input_delete_full = [ 'meta_K_BACKSPACE' ],
# Viewport.
viewport_leftarrow = [ 'K_LEFT', 'repeat_K_LEFT' ],
viewport_rightarrow = [ 'K_RIGHT', 'repeat_K_RIGHT' ],
viewport_uparrow = [ 'K_UP', 'repeat_K_UP' ],
viewport_downarrow = [ 'K_DOWN', 'repeat_K_DOWN' ],
viewport_wheelup = [ 'mousedown_4' ],
viewport_wheeldown = [ 'mousedown_5' ],
viewport_drag_start = [ 'mousedown_1' ],
viewport_drag_end = [ 'mouseup_1' ],
viewport_pageup = [ 'K_PAGEUP', 'repeat_K_PAGEUP' ],
viewport_pagedown = [ 'K_PAGEDOWN', 'repeat_K_PAGEDOWN' ],
# These keys control skipping.
skip = [ 'K_LCTRL', 'K_RCTRL' ],
stop_skipping = [ ],
toggle_skip = [ 'K_TAB' ],
fast_skip = [ '>', 'shift_K_PERIOD' ],
# Bar.
bar_activate = [ 'mousedown_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT' ],
bar_deactivate = [ 'mouseup_1', 'K_RETURN', 'K_KP_ENTER', 'K_SELECT' ],
bar_left = [ 'K_LEFT', 'repeat_K_LEFT' ],
bar_right = [ 'K_RIGHT', 'repeat_K_RIGHT' ],
bar_up = [ 'K_UP', 'repeat_K_UP' ],
bar_down = [ 'K_DOWN', 'repeat_K_DOWN' ],
# Delete a save.
save_delete = [ 'K_DELETE' ],
# Draggable.
drag_activate = [ 'mousedown_1' ],
drag_deactivate = [ 'mouseup_1' ],
# Debug console.
console = [ 'shift_K_o', 'alt_shift_K_o' ],
console_older = [ 'K_UP', 'repeat_K_UP' ],
console_newer = [ 'K_DOWN', 'repeat_K_DOWN'],
# Director
director = [ 'noshift_K_d' ],
# Ignored (kept for backwards compatibility).
toggle_music = [ 'm' ],
viewport_up = [ 'mousedown_4' ],
viewport_down = [ 'mousedown_5' ],
# Profile commands.
performance = [ 'K_F3' ],
image_load_log = [ 'K_F4' ],
profile_once = [ 'K_F8' ],
memory_profile = [ 'K_F7' ],
)
Gamepad bindings work a little differently. Gamepad bindings work by mapping a gamepad event to one or more Ren'Py event names. The default set of gamepad bindings is given below:
config.pad_bindings = {
"pad_leftshoulder_press" : [ "rollback", ],
"pad_lefttrigger_pos" : [ "rollback", ],
"pad_back_press" : [ "rollback", ],
"repeat_pad_leftshoulder_press" : [ "rollback", ],
"repeat_pad_lefttrigger_pos" : [ "rollback", ],
"repeat_pad_back_press" : [ "rollback", ],
"pad_guide_press" : [ "game_menu", ],
"pad_start_press" : [ "game_menu", ],
"pad_y_press" : [ "hide_windows", ],
"pad_rightshoulder_press" : [ "rollforward", ],
"repeat_pad_rightshoulder_press" : [ "rollforward", ],
"pad_righttrigger_pos" : [ "dismiss", "button_select", "bar_activate", "bar_deactivate" ],
"pad_a_press" : [ "dismiss", "button_select", "bar_activate", "bar_deactivate"],
"pad_b_press" : [ "button_alternate" ],
"pad_dpleft_press" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"pad_leftx_neg" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"pad_rightx_neg" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"pad_dpright_press" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"pad_leftx_pos" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"pad_rightx_pos" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"pad_dpup_press" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"pad_lefty_neg" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"pad_righty_neg" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"pad_dpdown_press" : [ "focus_down", "bar_down", "viewport_downarrow" ],
"pad_lefty_pos" : [ "focus_down", "bar_down", "viewport_downarrow" ],
"pad_righty_pos" : [ "focus_down", "bar_down", "viewport_downarrow" ],
"repeat_pad_dpleft_press" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"repeat_pad_leftx_neg" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"repeat_pad_rightx_neg" : [ "focus_left", "bar_left", "viewport_leftarrow" ],
"repeat_pad_dpright_press" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"repeat_pad_leftx_pos" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"repeat_pad_rightx_pos" : [ "focus_right", "bar_right", "viewport_rightarrow" ],
"repeat_pad_dpup_press" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"repeat_pad_lefty_neg" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"repeat_pad_righty_neg" : [ "focus_up", "bar_up", "viewport_uparrow" ],
"repeat_pad_dpdown_press" : [ "focus_down", "bar_down", "viewport_downarrow" ],
"repeat_pad_lefty_pos" : [ "focus_down", "bar_down", "viewport_downarrow" ],
"repeat_pad_righty_pos" : [ "focus_down", "bar_down", "viewport_downarrow" ],
}
Gamepad buttons have an event name of the form "pad_*button*_press" or "pad_*button*_release". Analog axis events have the form "pad_*axis*_pos", "pad_*axis*_neg", or "pad_*axis*_zero". If held down, a second gamepad binding is generated, with the the "repeat_" prefix.
Gamepads that do not work without special initialization are disabled by
default. This includes the Nintendo Switch Pro Controller, which requires
special initialization to work on a PC. This blocklisting is controlled by
config.controller_blocklist
.