###### (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.) # SDL_GameControllerAddMapping Add support for controllers that SDL is unaware of or to cause an existing controller to have a different binding. ## Header File Defined in [SDL_gamecontroller.h](https://github.com/libsdl-org/SDL/blob/SDL2/include/SDL_gamecontroller.h) ## Syntax ```c int SDL_GameControllerAddMapping(const char* mappingString); ``` ## Function Parameters | | | | --------------------- | ------------------ | | **mappingString** | the mapping string | ## Return Value Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on error; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks The mapping string has the format "GUID,name,mapping", where GUID is the string value from [SDL_JoystickGetGUIDString](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: ```c "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" ``` ## Version This function is available since SDL 2.0.0. ## See Also * [SDL_GameControllerMapping](SDL_GameControllerMapping) * [SDL_GameControllerMappingForGUID](SDL_GameControllerMappingForGUID) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction)