Add support for controllers that SDL is unaware of or to cause an existing controller to have a different binding.
Defined in SDL_gamecontroller.h
int SDL_GameControllerAddMapping(const char* mappingString);
const char * | mappingString | the mapping string. |
(int) Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on error; call SDL_GetError() for more information.
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"
If this function is called before SDL_Init, SDL will generate an SDL_CONTROLLERDEVICEADDED event for matching controllers that are plugged in at the time that SDL_Init is called.
This function is available since SDL 2.0.0.