Comments (10)
If you add '~' to the binding number it should invert it. '~a0' would, for example, flip axis 0.
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Yes, it works with SDL 2.0.6 an onwards. There are some examples in the db.
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I'm on SDL 2.0.5 (hopefully will eventually update, but for now stuck with this). On my system (yes, OpenBSD) the Y axes of an Xbox360 gamepad are wrong - they need to be inverted. I tried the tilde ~ to the binding number, but that didn't work. Any ideas if there's an equivalent for SDL 2.0.5?
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There is no equivalent on SDL 2.0.5. The only option is to upgrade, sorry.
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Thanks for letting me know. Prepared upgrade on our platform to 2.0.7 which was unproblematic and long overdue anyway...
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:D
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Note the notation for inversion is a0~
and not ~a0
.
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yes, I saw that in the file. Works. Thanks!
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If you would like to submit an openbsd mapping, I would gladly add the platform and accept the pr. You can use platform:OpenBSD,
for the platform field. I've refactored the script so it is easy to add platforms :)
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Thanks, that's good to know, but our implementation isn't there yet... The current workaround which only just enabled any form of gamecontroller API support on OpenBSD is to bypass where the check for haptic feedback fails and default to a XBox360 controller device. This part of the SDL2 code appears to be a failsafe for Linux platforms.
As a result, I can't customize the mapping with gamecontrollerdb.txt or SDL_GAMECONTROLLERCONFIG at the moment. Just tested this again. Will need to review the SDL2 code for a future update before we can make use of this.
(The a0~
worked when compiling with a hardcoded mapping that includes this - this is how I know, in case you were wondering...)
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