Virtual keyboard styling
The colors and the font of the keyboard that opens to search a game or type a text.
Like the menus, it is not placed: the keyboard decides its own geometry, the theme only picks its colors and its font.
It opens over the screen you are on, whichever it is — so it is set once, in Global components.
| Property | What it paints |
|---|---|
keyColor | each key's background at rest |
keySelectedColor | the key you are on |
keyTextColor | the letter written on the key |
keyDisabledColor | the letter of a character the input refuses |
keyModifierColor | Shift / Ctrl / Alt pressed for a single key |
keyModifierLockedColor | Shift / Ctrl / Alt locked |
keyTitleColor | the title above the keyboard |
keyEditTextColor | the text being typed |
fontPath | the font — the size stays decided by the keyboard |
Three keyboards, and the user chooses
The theme does not decide which one shows: it is a console setting. And they do not all read your colors.
- Arcade wheel — only four: hovered key, letter, title, typed text. Neither key background nor font.
- Classic keyboard — all eight, plus the font.
- Simplified keyboard — all eight except the two Shift / Ctrl / Alt colors (armed and locked): this keyboard has no such keys.
So set first the four that all of them read: your styling will hold whatever the keyboard.
What it writes
<view name="system, basic, detailed, menu, gameclip">
<keyboard name="keyboard">
<keyColor>1B1D22</keyColor>
<keySelectedColor>4FE3C1</keySelectedColor>
<keyTextColor>FFFFFF</keyTextColor>
<keyTitleColor>FFFFFF</keyTitleColor>
<keyEditTextColor>FFFFFF</keyEditTextColor>
</keyboard>
</view>
The name must be exactly keyboard, and it accepts neither pos nor size.
Available from Recalbox 10.1. On an older machine, the block is ignored and the keyboard keeps its factory colors.