Add support for gamepads that SDL is unaware of or change the binding of an existing gamepad.
Defined in <SDL3/SDL_gamepad.h>
int SDL_AddGamepadMapping(const char *mapping);
const char * | mapping | the mapping string. |
(int) Returns 1 if a new mapping is added, 0 if an existing mapping is updated, -1 on failure; call SDL_GetError() for more information.
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 XhX.Y
: hat X with value YaX
: axis X of the joystickButtons 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"
It is safe to call this function from any thread.
This function is available since SDL 3.1.3.