## Draft '''THIS PAGE IS A WORK IN PROGRESS''' ... Please make edits to this page to improve it! # GameController and Joystick Mapping '''Include File(s):''' [http://hg.libsdl.org/SDL/file/default/include/SDL_gamecontroller.h SDL_gamecontroller.h] ## Introduction This category contains functions for handling game controllers and for mapping joysticks to game controller semantics. This is built on top of the existing joystick API. SDL_Gamepad is an abstraction for gamepads ("controllers") similar to the xbox360-pad: They have a DPAD, two analog sticks, 4 buttons on the right (often called A, B, X, Y), shoulder buttons (two of which might be axes) and 3 buttons in the middle (Start, Back and usually some kind of logo-button).
This includes devices that have a similar layout, like the Playstation DualShock Controller, but different button names; SDL_Gamepad uses the naming-conventions of xbox360/XInput for all supported devices, so you'll know that SDL_GAMEPAD_AXIS_LEFTX is always the X-Axis of the left Analog Stick, or SDL_GAMEPAD_BUTTON_B is always the rightmost buttons of the 4 buttons on the right, for example. This makes providing consistent input bindings (for this kind of device) to your users easy, like "press B to jump, move around with the left analog stick" - with SDL_Joystick (and the underlying APIs like DirectInput) it's impossible to know which SDL (or DirectInput) axis or button corresponds to which physical axis/button on the device. If you are running your game from Steam, the game controller mapping is automatically provided for your game. ## Enumerations <> ## Functions <> - [SDL_GameControllerEventState](SDL_GameControllerEventState) - [SDL_GamepadConnected](SDL_GamepadConnected) - [SDL_GameControllerNameForIndex](SDL_GameControllerNameForIndex) ---- [CategoryCategory](CategoryCategory), [CategoryDraft](CategoryDraft)