; PER GAME CONFIGURATION FOR FLASHENV
;
; Keymappings, flash attributes and framebuffer mode can be configured on a per game basis. See
; the detailed descriptions below.
;
;
; -------
; GENERAL
; -------

; The ini section name must be the name (case sensitive!) of the .swf file you want to
; configure.
;
;
; ----------
; KEYMAPPING
; ----------
;
; Only Pandora special keys can be mapped to gdk/X11 keys
;
; The pandora key names are:
;
;   DPAD_Left
;   DPAD_Right
;   DPAD_Up
;   DPAD_Down
;   DPAD_A
;   DPAD_B
;   DPAD_X
;   DPAD_Y
;   Start
;   Select
;   Trigger_Left
;   Trigger_Right
;
; gdk key names can be found here: https://git.gnome.org/browse/gtk+/tree/gdk/keynames.txt
; but usually it's just the ascii value for the key you want to mapped (a, b, c, ...)
; use 'space' without quites to map the space key
;
; You can also assign multiple target keys to one source key, just separate them with a space
;
; ----------
; ATTRIBUTES
; ----------
;
; Flash attributes that are usually set via <param name="name" value="value"> inside the
; html page can be configured, too. But they are at reasonable default value anyway, so
; can be left out.
;
; Supported flash attributes are:
;   param: menu
;   possible values: True, False
;   default: True
;
;   param: scale
;   possible values: showall, noborder, exactfit, noscale
;   default: showall
;
;   param: quality
;   possible values: low, autolow, autohigh, medium, high, best
;   default: autolow
;
; For detailed descriptions of their meanings, please refer to
; http://helpx.adobe.com/flash/kb/flash-object-embed-tag-attributes.html
;
; ----------------
; FRAMEBUFFER MODE
; ----------------
;
; As default the flash window width and height are set to pandora screen resolution.
; This works fine as long the flash game supports that resolution or can scale
; its game contents to the specified window dimension. Most of the games are relying on
; exact window resolutions though, which leads either to too small rendering or too big
; for the pandora screen. With the pandoras hardware scaler this can be circumvented.
; Thats where the window and framebuffer settings are useful:
;
;
; WindowWidth
;   width of flash window in pixels
;   defaults to 800
;
; WindowHeight
;   height of the flash window in pixels
;   defaults to 480
;
; FramebufferWidth
;   width of the framebuffer in pixels
;   defaults to 0 (special meaning!)
;
; FramebufferHeight
;   height of the framebuffer in pixels
;   defaults to 0 (special meaning!)
;
;
; Framebuffer mode is only enabled, if WindowWidth or WindowHeight do not
; match FramebufferWidth or FramebufferHeight.
;
; By setting FramebufferWidth and FramebufferHeight to 0 and changing WindowWidth or WindowHeight to
; other values than their defaults will automatically calculate the appropritate framebuffer dimensions,
; so that the aspect ratio of the flash window is kept in tact but the game renders fullscreen.
; This is default behaviour and should be used. Just change WindowWidth and WindowHeight and you're good!
;
; If you want fullscreen without keeping the aspect ratio in tact, set FramebufferWidth to 800
; and FramebufferHeight to 480
;
; What's this all good for? Well for slow games, you can specify lower WindowWidth/WindowHeight values
; to reduce drawing area for flash and let the hardware scaler automatically upscale to the screen.
; Or if your game relies on a resolution bigger than your pandora screen, the hardware scaler automatically
; scales down to the screen.
;
;
; --------
; EXAMPLES
; --------
;
; Don't forget to remove the ; at the start of the line if you copy/paste/modify!
;
; [Canabalt.swf]
;   DPAD_B = c
;   DPAD_X = space
;   WindowWidth = 976
;   WindowHeight = 336
;
; [abobo.swf]
;   DPAD_X = a
;   DPAD_B = s
;   DPAD_A = a s
;
;