Keymapper
The keymapper turns your keys and mouse into real touches inside the app. It lives entirely in PearSilicon — nothing is injected into the game for the interface.
Turning it on
Section titled “Turning it on”Keymapping is opt-in, per app, and off by default. When it’s off, no keymap is passed and the runtime installs no input handlers at all — your app runs exactly as it otherwise would. Switch it on for a title when you want to play with a keyboard.
Arranging your controls
Section titled “Arranging your controls”PearSilicon shows a small always-on-top button and a drag-to-place editor over the app. Drag a control where it belongs and save — the runtime reloads the keymap as the overlay saves it, so edits apply live with no need to relaunch.
Choosing what each key does
Section titled “Choosing what each key does”| Action | What it does |
|---|---|
| Tap | A quick press-and-release at a point. |
| Hold | Presses and holds while the key is down. |
| Joystick | A virtual stick: touch-down starts at the binding centre, then the finger drags to centre + direction × radius. The centre is dragged directly on the canvas; the radius has a slider and is drawn as a dashed ellipse. |
| Mouse-look | Drag within a region to look around. |
| Swipe | A directional swipe. |
Fair play and stopping
Section titled “Fair play and stopping”Repeat-rate protection is always on and not configurable. It drops presses that arrive faster than a human hand — per key and across all keys — so auto-clickers and turbo input can’t take over. Releases are never blocked.
A red Stop button stops a running app. Quitting PearSilicon asks before stopping any running targets.
Keyboard and mouse, together
Section titled “Keyboard and mouse, together”Input handlers are chained, not replaced: if the app installs its own mouse or keyboard handlers, both the app’s and PearSilicon’s run — the app’s first.