Workflow preset
One-Handed Cursor: layout for Mac
One-Handed Cursor 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: Full pointer, clicks, and scroll from one side.
Get the preset in two clicks
- Open InputConfig and click Smart Preset Maker on the welcome screen.
- Search for One-Handed Cursor 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 |
|---|---|---|
| Left stick left | Mouse motion left (speed 14) | Cursor left |
| Left stick right | Mouse motion right (speed 14) | Cursor right |
| Left stick up | Mouse motion up (speed 14) | Cursor up |
| Left stick down | Mouse motion down (speed 14) | Cursor down |
| Right trigger | Left click | Left click |
| Left trigger | Right click | Right click |
| A / Cross | Left click | Left click |
| B / Circle | Right click | Right click |
| X / Square | Middle click | Middle click |
| Y / Triangle | Return | Return |
| D-pad up | Scroll up | Scroll up |
| D-pad down | Scroll down | Scroll down |
| D-pad left | Scroll left | Scroll left |
| D-pad right | Scroll right | Scroll right |
| Back / Share / Select | Command (Left), Space | Spotlight |
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
- Everything you need is on the left side: stick moves, triggers click.
- D-pad scrolls in any direction; A, B, X are the three clicks.
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.