This function can be used to set the gamepad mapping on those targets that permit it. You supply the "slot" index for the gamepad to set, and then the map string, which should have been created using the SDL format with the following fields:


The details that should be included in each of these fields are:

The comma separated list of entries follows a specific format for each entry:


Here <value-binding> (ie: the direct gamepad input) can be any one of the following:

Each input value should be bound to an SDL name, which is expressed as <>abstract-gp-name>, which in turn is bound to a GML constant. The table below shows the equivalence between the SDL name and the GameMaker Studio 2 constant:


SDL Name GML Name
a gp_face1
b gp_face2
x gp_face3
y gp_face4
leftshoulder gp_shoulderl
lefttrigger gp_shoulderlb
rightshoulder gp_shoulderr
righttrigger gp_shoulderrb
guide gp_select
start gp_start
leftstick gp_stickl
rightstick gp_stickr
dpup gp_padu
dpdown gp_padl
dpleft gp_padr
dpright gp_padd
leftx gp_axislh
lefty gp_axislv
rightx gp_axisrh
righty gp_axisrv

When you have constructed your mapping string it should look something like this:

"050000005e040000fd020000ffff3f00,Xbox Wireless Controller,a:b0,b:b1,start:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,x:b2,y:b3,platform:android"



gamepad_test_mapping(index, mapping_string);

Argument Description
index Which gamepad index "slot" to set.
colour The map string to use (see the description for more information).






var mapping = gamepad_get_guid(global.padIndex) + "," + gamepad_get_description(global.padIndex);
var len = array_length(global.PadInstances);
for( i = 0; i < len; i += 2)
    var left = global.PadInstances[i];
    var right = global.PadInstances[i+1];
    mapping += "," + left.sdlLabel + ":" + right.binding;
gamepad_test_mapping(global.padIndex, mapping);

The above code will loop through a number of instances and use the values of different variables that they contain to create a mapping string, which is then set for use on the gamepad in the given slot index.