SDL_AddGamepadMapping - Man Page
Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
Synopsis
#include <SDL3/SDL_gamepad.h> int SDL_AddGamepadMapping(const char *mapping);
Description
The mapping string has the format "GUID,name,mapping", where GUID is the string value from SDL_GUIDToString(), name is the human readable string for the device and mappings are gamepad 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 gamepad axes and vice versa.
If a device with this GUID is already plugged in, SDL will generate an SDL_EVENT_GAMEPAD_ADDED event.
This string shows an example of a valid mapping for a gamepad:
"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"
Function Parameters
- mapping
the mapping string.
Return Value
for more information.
Thread Safety
It is safe to call this function from any thread.
Availability
This function is available since SDL 3.2.0.
See Also
SDL_AddGamepadMappingsFromFile(3), SDL_AddGamepadMappingsFromIO(3), SDL_GetGamepadMapping(3), SDL_GetGamepadMappingForGUID(3), SDL_HINT_GAMECONTROLLERCONFIG(3), SDL_HINT_GAMECONTROLLERCONFIG_FILE(3), SDL_EVENT_GAMEPAD_ADDED(3)
Referenced By
SDL_AddGamepadMappingsFromFile(3), SDL_AddGamepadMappingsFromIO(3), SDL_GetGamepadMapping(3), SDL_SetGamepadMapping(3).