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SDL_AddGamepadMapping(3) SDL3 FUNCTIONS SDL_AddGamepadMapping(3)

NAME

SDL_AddGamepadMapping - Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.

HEADER FILE

Defined in SDL3/SDL_gamepad.h

SYNOPSIS

#include "SDL3/SDL.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

the mapping string.

RETURN VALUE

Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call SDL_GetError () for more information.

THREAD SAFETY

It is safe to call this function from any thread.

AVAILABILITY

This function is available since SDL 3.1.3.

SEE ALSO

(3), SDL_AddGamepadMappingsFromFile(3), (3), SDL_AddGamepadMappingsFromIO(3), (3), SDL_GetGamepadMapping(3), (3), SDL_GetGamepadMappingForGUID(3), (3), SDL_HINT_GAMECONTROLLERCONFIG(3), (3), SDL_HINT_GAMECONTROLLERCONFIG_FILE(3), (3), SDL_EVENT_GAMEPAD_ADDED(3)

SDL 3.1.6 Simple Directmedia Layer