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SDL now represents gamepad buttons as positional elements with a separate label
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user. Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect. Fixes https://github.com/libsdl-org/SDL/issues/6117
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@@ -537,29 +537,6 @@ extern "C" {
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*/
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#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT"
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/**
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* If set, game controller face buttons report their values according to their labels instead of their positional layout.
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*
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* For example, on Nintendo Switch controllers, normally you'd get:
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*
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* (Y)
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* (X) (B)
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* (A)
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*
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* but if this hint is set, you'll get:
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*
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* (X)
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* (Y) (A)
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* (B)
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*
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* The variable can be set to the following values:
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* "0" - Report the face buttons by position, as though they were on an Xbox controller.
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* "1" - Report the face buttons by label instead of position
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*
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* The default value is "1". This hint may be set at any time.
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*/
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#define SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS "SDL_GAMECONTROLLER_USE_BUTTON_LABELS"
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/**
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* Controls whether the device's built-in accelerometer and gyro should be used as sensors for gamepads.
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*
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