Workflow preset
Window Management: layout for Mac
Window Management 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: Mission Control, Spaces, fullscreen, app switch.
Get the preset in two clicks
- Open InputConfig and click Smart Preset Maker on the welcome screen.
- Search for Window Management 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 |
|---|---|---|
| A / Cross | Ctrl (Left), Up | Mission Control (Ctrl+Up) |
| B / Circle | Ctrl (Left), Down | App windows (Ctrl+Down) |
| X / Square | Command (Left), Tab | Switch app (Cmd+Tab) |
| Y / Triangle | Command (Left), H | Hide app (Cmd+H) |
| D-pad left | Ctrl (Left), Left | Space left (Ctrl+Left) |
| D-pad right | Ctrl (Left), Right | Space right (Ctrl+Right) |
| LB / L1 | Command (Left), Ctrl (Left), F | Toggle fullscreen |
| RB / R1 | Command (Left), M | Minimize (Cmd+M) |
| Left stick left | Mouse motion left (speed 16) | Cursor left |
| Left stick right | Mouse motion right (speed 16) | Cursor right |
| Left stick up | Mouse motion up (speed 16) | Cursor up |
| Left stick down | Mouse motion down (speed 16) | Cursor down |
| Right trigger | Left click | Click |
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
- Face buttons open Mission Control, app windows, the app switcher, and hide.
- D-pad left and right move between Spaces.
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.