A community source database of game controller mappings to be used with SDL2 Game Controller functionality.
For games or engines using the SDL >= 2.0.6 format. This is the most recent version.
For games or engines using the SDL >= 2.0.5 format. There are no range or inversion modifiers (+,-,~).
For games or engines using the SDL 2.0.4 format. GUIDs are different depending on the platform. Note that SDL > 2.0.4 can still read this format.
A mapping looks like this :
030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
It is comprised of a controller GUID (030000004c050000c405000000010000
), a name (PS4 Controller
), button / axis mappings (leftshoulder:b4
) and a platform (platform:Mac OS X
).
- If the controller has a unique name, use that (ex. XBox Controller, XBox One Controller).
- If the controller doesn't have a unique name, or when in doubt, use brand + model (ex. ACME GA09, 8Bitdo NES30 Pro).
- You can add
Wireless
for controllers with such an option. (ex. XBox Wireless Controller).
There are a few different tools that let you create mappings.
Third party cross-platform tool with GUI (Windows, macOS and Linux). Likely the easiest tool to use.
The controllermap utility provided with SDL2 is the official tool to create these mappings, it runs on all the platforms SDL runs (Windows, Mac, Linux, iOS, Android, etc).
In Steam's Big Picture mode, configure your joystick. Then look in [steam_installation_directory]/config/config.vdf
in your Steam installation directory for the SDL_GamepadBind
entry. It is one of the last entries, it will look something like this.
"SDL_GamepadBind" "030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,"
Unfortunately, Steam does not output the platform field, so you will need to add it manually. At the end of the generated entry, add platform:Windows,
or platform:Mac OS X,
or platform:Linux,
.
Some controllers are a little tricky to figure out. Here are the recommended mappings.
Download gamecontrollerdb.txt, place it in your app's directory and load it.
For example :
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
The currently active version is gamecontrollerdb.txt. If your mappings work on older SDL versions, you can add them to the appropriate files.
Before submitting a new Pull Request, please run the check.py
tool to make sure everything is in order.
Run it with:
python check.py gamecontrollerdb.txt
Once no issues are detected, run the script with the --format
option to sort the database in the appropriate format.
python check.py --format gamecontrollerdb.txt
You may now send a Pull Request. Tests are automatically run on Pull Requests, so you'll easily see if there is an issue.
- GUID is correct length and is hexadecimal.
- GUID is in 2.0.5+ format.
- Platform is present and supported.
- Inversion and range modifiers are applied to axis fields.
- No duplicate mappings.
- No duplicate keys.
- Buttons conform to supported values.
- No upstream official mappings are modified.
- The database is sorted by platform, then by name.
- Individual mapping keys are sorted alphabetically.
- Names are parsed for extraneous spaces.
usage: check.py [-h] [--format] [--convert_guids] [--add_missing_platform]
[--import_header sdl_header]
input_file
positional arguments:
input_file database file to check, ex. gamecontrollerdb.txt
optional arguments:
-h, --help show this help message and exit
--format sorts, formats and removes duplicates
--convert_guids convert Windows and macOS GUIDs to the newer SDL 2.0.5
format
--add_missing_platform
adds a platform field if it is missing on Windows and
Mac OS X 2.0.4 entries
--import_header sdl_header
imports and overrides mappings using
SDL_gamecontrollerdb.h