SDL_AddGamepadMapping

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

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"
extern (C) nothrow @nogc extern
int
SDL_AddGamepadMapping
(
const(char)** mapping
)

Parameters

mapping const(char)**

the mapping string.

Return Value

Type: int

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

Threadsafety: It is safe to call this function from any thread.

See Also

SDL_AddGamepadMappingsFromFile SDL_AddGamepadMappingsFromIO SDL_GetGamepadMapping SDL_GetGamepadMappingForGUID SDL_HINT_GAMECONTROLLERCONFIG SDL_HINT_GAMECONTROLLERCONFIG_FILE SDL_EVENT_GAMEPAD_ADDED

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