Comments (5)
As I understand it, Android does its internal mapping before it gets to SDL, so controller mapping is not an issue in this platform...are you seeing something different? Like SDL not picking up it's a controller because it doesn't recognize the GUID? (In that case we should file a bug on SDL's bug tracker)
from sdl_gamecontrollerdb.
If you're hinting that some standard Android-specific controller mapping can be used, then I'm afraid that's not the case.
On the one hand, according to SDL's mapping of the NVIDIA Shield controller for Android, key events with codes like KEYCODE_BUTTON_A and KEYCODE_BUTTON_SELECT (mapped to SDL joystick buttons in the range 0-10) are sent on button presses/releases. Apparently the same applies to other controllers, including XInput controllers.
On the other hand, with the above USB/PS adapter, KEYCODE_BUTTON_0..KEYCODE_BUTTON_11 (mapped to SDL joystick buttons 20..31) are sent. The lack of a standard layout for game controllers designed for PCs (ignoring XInput) also doesn't assist here, assuming such controllers are used with Android setups.
So I believe that per-controller mappings are still required.
I still think that I won't attach my mapping at the moment, in case the way the GUID is calculated on Android is changed.
from sdl_gamecontrollerdb.
Since there apparently won't that more changed regarding SDL2's GUID calculations for a while, I've decided to attach my mapping for Android. This uses the older GUID format compatible with SDL versions <= 2.0.4. See PR #133 for the added mapping.
from sdl_gamecontrollerdb.
Hello, I have to do some research on the SDL Android mapping support before accepting/denying Android mappings. I will keep you posted on my findings. If there have been new developments and/or information about the Android platform, feel free to share.
from sdl_gamecontrollerdb.
Android is now supported in the db. I will accept android specific mappings from now on (same process as other platforms). Good day.
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