Workflow preset
Emulator / Arcade: layout for Mac
Emulator / Arcade can be driven from a game controller, a MIDI pad, or an adaptive controller on a Mac. InputConfig sends real keyboard and mouse events, so the app sees an ordinary keyboard and mouse. This is the layout the app's Smart Preset Maker builds for it: D-pad and buttons mapped to keyboard.
Get the preset in two clicks
- Open InputConfig and click Smart Preset Maker on the welcome screen.
- Search for Emulator / Arcade and pick it. The layout below is created as a preset in your sidebar, named and ready.
- Press Activate. Every row can be changed afterwards: the editor's Scan button rebinds any control the moment you touch it.
The full button map
| Controller | Sends | What it does |
|---|---|---|
| D-pad up | Up | D-pad up (Up arrow) |
| D-pad down | Down | D-pad down (Down arrow) |
| D-pad left | Left | D-pad left (Left arrow) |
| D-pad right | Right | D-pad right (Right arrow) |
| Left stick left | Left | Left stick left |
| Left stick right | Right | Left stick right |
| Left stick up | Up | Left stick up |
| Left stick down | Down | Left stick down |
| A / Cross | Z | Button A (Z) |
| B / Circle | X | Button B (X) |
| X / Square | A | Button X (A) |
| Y / Triangle | S | Button Y (S) |
| LB / L1 | Q | Left shoulder (Q) |
| RB / R1 | W | Right shoulder (W) |
| Back / Share / Select | Shift (Left) | Select (Shift) |
| Start / Options | Return | Start (Enter) |
| Right trigger | Z | Trigger fire (Z) |
| Left trigger | X | Trigger secondary (X) |
Button names follow the Xbox / PlayStation pair shown in the editor, so A / Cross is the bottom face button on either pad. On a Switch Pro Controller the bottom button is labelled B; the mapping still fires on position.
Tips
- Matches common emulator defaults: Z and X are the primary buttons.
- D-pad and left stick both send the arrow keys.
Make it yours
Nothing here is fixed. Rows can be re-scanned to a different control, given hold and double-tap actions, chords, turbo, macros, haptic or spoken feedback, and per-binding deadzones and sensitivity curves. The binding editor guide covers every option, and the controller map shows what each control is called.