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SDL_GameControllerAddMapping
Use this function to add support for controllers that SDL is unaware of or to cause an existing controller to have a different binding.
Contents
Syntax
int SDL_GameControllerAddMapping(const char* mappingString)
Function Parameters
mappingString |
the mapping string; see below |
Return Value
Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on error; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
The mapping string has the format "GUID,name,mapping", where GUID is the string value from SDL_JoystickGetGUIDString(), name is the human readable string for the device and mappings are controller mappings to joystick ones. Under Windows there is a reserved GUID of "xinput" that covers all XInput devices. The mapping format for joystick is:
bX |
a joystick button, index X |
hX.Y |
hat X with value Y |
aX |
axis X of the joystick |
Buttons can be used as a controller axes and vice versa.
This string shows an example of a valid mapping for a controller: "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7"