typedefstructPaddleboat_Controller_Mapping_Data{int16_tminimumEffectiveApiLevel;/** Min. API level for this entry */int16_tmaximumEffectiveApiLevel;/** Max. API level, 0 = no max */int32_tvendorId;/** VendorID of the controller device for this entry */int32_tproductId;/** ProductID of the controller device for this entry */int32_tflags;/** Flag bits, will be ORed with * Paddleboat_Controller_Info.controllerFlags *//** AMOTION_EVENT_AXIS value for the corresponding Paddleboat control axis, * or PADDLEBOAT_AXIS_IGNORED if unsupported. */uint16_taxisMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];/** Button to set on positive or negative axis value, * PADDLEBOAT_AXIS_BUTTON_IGNORED if none. */uint8_taxisPositiveButtonMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];uint8_taxisNegativeButtonMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];/** AKEYCODE_ value corresponding with the corresponding Paddleboat button. * PADDLEBOAT_BUTTON_IGNORED if unsupported. */uint16_tbuttonMapping[PADDLEBOAT_BUTTON_COUNT];}Paddleboat_Controller_Mapping_Data;
映射示例
以下代码显示了已填充的 Paddleboat_Controller_Mapping_Data,以描述 Google Stadia 控制器的样子:
#define PADDLEBOAT_AXIS_BUTTON_DPAD_UP 0#define PADDLEBOAT_AXIS_BUTTON_DPAD_LEFT 1#define PADDLEBOAT_AXIS_BUTTON_DPAD_DOWN 2#define PADDLEBOAT_AXIS_BUTTON_DPAD_RIGHT 3#define PADDLEBOAT_AXIS_BUTTON_L2 9#define PADDLEBOAT_AXIS_BUTTON_R2 12staticconstPaddleboat_Controller_Mapping_Datastadia_controller_map[]={16,0,0x18d1,0x9400,PADDLEBOAT_CONTROLLER_LAYOUT_STANDARD,{/* LX */AMOTION_EVENT_AXIS_X,/* LY */AMOTION_EVENT_AXIS_Y,/* RX */AMOTION_EVENT_AXIS_Z,/* RY */AMOTION_EVENT_AXIS_RZ,/* L1 */PADDLEBOAT_AXIS_IGNORED,/* L2 */AMOTION_EVENT_AXIS_BRAKE,/* R1 */PADDLEBOAT_AXIS_IGNORED,/* R2 */AMOTION_EVENT_AXIS_GAS,/* HX */AMOTION_EVENT_AXIS_HAT_X,/* HY */AMOTION_EVENT_AXIS_HAT_Y,},{/* LX */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* LY */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* RX */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* RY */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* L1 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* L2 */PADDLEBOAT_AXIS_BUTTON_L2,/* R1 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* R2 */PADDLEBOAT_AXIS_BUTTON_R2,/* HX */PADDLEBOAT_AXIS_BUTTON_DPAD_RIGHT,/* HY */PADDLEBOAT_AXIS_BUTTON_DPAD_DOWN,},{/* LX */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* LY */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* RX */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* RY */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* L1 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* L2 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* R1 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* R2 */PADDLEBOAT_AXIS_BUTTON_IGNORED,/* HX */PADDLEBOAT_AXIS_BUTTON_DPAD_LEFT,/* HY */PADDLEBOAT_AXIS_BUTTON_DPAD_UP,},{/* UP */AKEYCODE_DPAD_UP,/* LEFT */AKEYCODE_DPAD_LEFT,/* DOWN */AKEYCODE_DPAD_DOWN,/* RIGHT */AKEYCODE_DPAD_RIGHT,/* A */AKEYCODE_BUTTON_A,/* B */AKEYCODE_BUTTON_B,/* X */AKEYCODE_BUTTON_X,/* Y */AKEYCODE_BUTTON_Y,/* L1 */AKEYCODE_BUTTON_L1,/* L2 */AKEYCODE_BUTTON_L2,/* L3 */AKEYCODE_BUTTON_THUMBL,/* R1 */AKEYCODE_BUTTON_R1,/* R2 */AKEYCODE_BUTTON_R2,/* R3 */AKEYCODE_BUTTON_THUMBR,/* SELECT */AKEYCODE_BUTTON_SELECT,/* START */AKEYCODE_BUTTON_START,/* SYSTEM */AKEYCODE_BUTTON_MODE,/* TOUCHP */PADDLEBOAT_BUTTON_IGNORED,/* AUX1 */PADDLEBOAT_BUTTON_IGNORED,/* AUX2 */PADDLEBOAT_BUTTON_IGNORED,/* AUX3 */PADDLEBOAT_BUTTON_IGNORED,/* AUX4 */PADDLEBOAT_BUTTON_IGNORED}};
[[["易于理解","easyToUnderstand","thumb-up"],["解决了我的问题","solvedMyProblem","thumb-up"],["其他","otherUp","thumb-up"]],[["没有我需要的信息","missingTheInformationINeed","thumb-down"],["太复杂/步骤太多","tooComplicatedTooManySteps","thumb-down"],["内容需要更新","outOfDate","thumb-down"],["翻译问题","translationIssue","thumb-down"],["示例/代码问题","samplesCodeIssue","thumb-down"],["其他","otherDown","thumb-down"]],["最后更新时间 (UTC):2025-08-26。"],[],[],null,["The Game Controller library maintains an internal database of controller\ndevices, which is used to configure buttons, motion axis layout, mapping for\nrecognized controllers, and a default mapping for unrecognized controllers. The\ndatabase includes many popular controllers, but might not include all devices\nrelevant to a particular game. The Game Controller library supports customization\nwith functions that can:\n\n- Retrieve the current mapping database.\n- Add entries to the existing database.\n- Replace existing database entries.\n- Replace the entire current database with a new one.\n\nIdentify a device\n\nController devices are identified by their `productId` and `vendorId` values.\nEach recognized controller device has at least one entry in the database with a\nmatching `productId` and `vendorId`. The controller mapping structure includes\nfields that specify a qualifying minimum and maximum Android API range for the\nentry. Multiple entries with the same `productId` and `vendorId` may exist in\nthe database as long as they have unique minimum and maximum API ranges.\n\nRead your current remap data\n\nUse the [`Paddleboat_getControllerRemapTableData`](/reference/games/game-controller/group/paddleboat#paddleboat_getcontrollerremaptabledata) function to\nretrieve the current remap data. \n\n int32_t Paddleboat_getControllerRemapTableData(\n const int32_t destRemapTableEntryCount,\n Paddleboat_Controller_Mapping_Data* mappingData)\n\n`Paddleboat_getControllerRemapTableData` returns the total number of remap\nentries present in the internal database.\n\n| Parameter | Description |\n|----------------------------|--------------------------------------------------------------------------------------------------------|\n| `destRemapTableEntryCount` | The array size of `Paddleboat_Controller_Mapping_Data` elements passed in the `mappingData` parameter. |\n| `mappingData` | A pointer to an array of `Paddleboat_Controller_Mapping_Data` elements. |\n\nIf `destRemapTableEntryCount` is smaller than the total number of remap entries,\nonly the number of entries specified by `destRemapTableEntryCount` are copied\ninto `mappingData`.\n\nAdd or replace remap data\n\nUse the [`Paddleboat_addControllerRemapData`](/reference/games/game-controller/group/paddleboat#paddleboat_addcontrollerremapdata) function to add\nremap entries, or replace the current remap database. \n\n void Paddleboat_addControllerRemapData(\n const Paddleboat_Remap_Addition_Mode addMode,\n const int32_t remapTableEntryCount,\n const Paddleboat_Controller_Mapping_Data* mappingData)\n\n| Parameter | Description |\n|------------------------|--------------------------------------------------------------------------------------------------------------------------------------------|\n| `addMode` | The addition rules used for the operation. Valid values are `PADDLEBOAT_REMAP_ADD_MODE_DEFAULT` or `PADDLEBOAT_REMAP_ADD_MODE_REPLACE_ALL` |\n| `remapTableEntryCount` | The array size of `Paddleboat_Controller_Mapping_Data` elements passed in the `mappingData` parameter. |\n| `mappingData` | A pointer to an array of `Paddleboat_Controller_Mapping_Data` elements. |\n\nAddition modes\n\nIf `PADDLEBOAT_REMAP_ADD_MODE_REPLACE_ALL` is specified in `addMode`, the\nexisting database is deleted and replaced by the contents of the new array.\n\nIf `PADDLEBOAT_REMAP_ADD_MODE_DEFAULT` is specified in `addMode`, the following\ncriteria are applied to each element in the array passed in `mappingData`:\n\n- If a `Paddleboat_getControllerRemapTableData` is unique (in other words, the `vendorId` and `productId` does not already exist, or does exist but has a non-overlapping `minApi` or `maxApi` range), the entry is added to the internal database.\n- If the `Paddleboat_getControllerRemapTableData` is not unique (`vendorId` and `productId` exists and there is a `minApi` or `maxApi` overlap), it *replaces* the existing entry in the internal database.\n\nThe `Paddleboat_Controller_Mapping_Data` structure is: \n\n typedef struct Paddleboat_Controller_Mapping_Data {\n int16_t minimumEffectiveApiLevel; /** Min. API level for this entry */\n int16_t maximumEffectiveApiLevel; /** Max. API level, 0 = no max */\n int32_t vendorId; /** VendorID of the controller device for this entry */\n int32_t productId; /** ProductID of the controller device for this entry */\n int32_t flags; /** Flag bits, will be ORed with\n * Paddleboat_Controller_Info.controllerFlags */\n\n /** AMOTION_EVENT_AXIS value for the corresponding Paddleboat control axis,\n * or PADDLEBOAT_AXIS_IGNORED if unsupported. */\n uint16_t axisMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];\n /** Button to set on positive or negative axis value,\n * PADDLEBOAT_AXIS_BUTTON_IGNORED if none. */\n uint8_t axisPositiveButtonMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];\n uint8_t axisNegativeButtonMapping[PADDLEBOAT_MAPPING_AXIS_COUNT];\n /** AKEYCODE_ value corresponding with the corresponding Paddleboat button.\n * PADDLEBOAT_BUTTON_IGNORED if unsupported. */\n uint16_t buttonMapping[PADDLEBOAT_BUTTON_COUNT];\n } Paddleboat_Controller_Mapping_Data;\n\nMapping example\n\nThe following illustrates a `Paddleboat_Controller_Mapping_Data` populated to\ndescribe a [Google Stadia controller](https://store.google.com/product/stadia_controller): \n\n #define PADDLEBOAT_AXIS_BUTTON_DPAD_UP 0\n #define PADDLEBOAT_AXIS_BUTTON_DPAD_LEFT 1\n #define PADDLEBOAT_AXIS_BUTTON_DPAD_DOWN 2\n #define PADDLEBOAT_AXIS_BUTTON_DPAD_RIGHT 3\n #define PADDLEBOAT_AXIS_BUTTON_L2 9\n #define PADDLEBOAT_AXIS_BUTTON_R2 12\n\n static const Paddleboat_Controller_Mapping_Data stadia_controller_map[] = {\n 16, 0, 0x18d1, 0x9400, PADDLEBOAT_CONTROLLER_LAYOUT_STANDARD,\n {\n /* LX */ AMOTION_EVENT_AXIS_X,\n /* LY */ AMOTION_EVENT_AXIS_Y,\n /* RX */ AMOTION_EVENT_AXIS_Z,\n /* RY */ AMOTION_EVENT_AXIS_RZ,\n /* L1 */ PADDLEBOAT_AXIS_IGNORED,\n /* L2 */ AMOTION_EVENT_AXIS_BRAKE,\n /* R1 */ PADDLEBOAT_AXIS_IGNORED,\n /* R2 */ AMOTION_EVENT_AXIS_GAS,\n /* HX */ AMOTION_EVENT_AXIS_HAT_X,\n /* HY */ AMOTION_EVENT_AXIS_HAT_Y,\n },\n {\n /* LX */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* LY */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* RX */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* RY */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* L1 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* L2 */ PADDLEBOAT_AXIS_BUTTON_L2,\n /* R1 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* R2 */ PADDLEBOAT_AXIS_BUTTON_R2,\n /* HX */ PADDLEBOAT_AXIS_BUTTON_DPAD_RIGHT,\n /* HY */ PADDLEBOAT_AXIS_BUTTON_DPAD_DOWN,\n },\n {\n /* LX */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* LY */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* RX */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* RY */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* L1 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* L2 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* R1 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* R2 */ PADDLEBOAT_AXIS_BUTTON_IGNORED,\n /* HX */ PADDLEBOAT_AXIS_BUTTON_DPAD_LEFT,\n /* HY */ PADDLEBOAT_AXIS_BUTTON_DPAD_UP,\n },\n {\n /* UP */ AKEYCODE_DPAD_UP,\n /* LEFT */ AKEYCODE_DPAD_LEFT,\n /* DOWN */ AKEYCODE_DPAD_DOWN,\n /* RIGHT */ AKEYCODE_DPAD_RIGHT,\n /* A */ AKEYCODE_BUTTON_A,\n /* B */ AKEYCODE_BUTTON_B,\n /* X */ AKEYCODE_BUTTON_X,\n /* Y */ AKEYCODE_BUTTON_Y,\n /* L1 */ AKEYCODE_BUTTON_L1,\n /* L2 */ AKEYCODE_BUTTON_L2,\n /* L3 */ AKEYCODE_BUTTON_THUMBL,\n /* R1 */ AKEYCODE_BUTTON_R1,\n /* R2 */ AKEYCODE_BUTTON_R2,\n /* R3 */ AKEYCODE_BUTTON_THUMBR,\n /* SELECT */ AKEYCODE_BUTTON_SELECT,\n /* START */ AKEYCODE_BUTTON_START,\n /* SYSTEM */ AKEYCODE_BUTTON_MODE,\n /* TOUCHP */ PADDLEBOAT_BUTTON_IGNORED,\n /* AUX1 */ PADDLEBOAT_BUTTON_IGNORED,\n /* AUX2 */ PADDLEBOAT_BUTTON_IGNORED,\n /* AUX3 */ PADDLEBOAT_BUTTON_IGNORED,\n /* AUX4 */ PADDLEBOAT_BUTTON_IGNORED\n }\n };"]]