It’s the only thing that worked for me to get a generic Nintendo Switch Pro style controller working with Cemu. It appears to have worked for others, too. Clearly it can be done, but this is far outside of my wheelhouse and so I’m wondering what’s required to get these unofficial controllers to be supported by SDL.
I don’t mean to come here as a beggar or some ungrateful lout unappreciative of the work you all do. It’s only wondering what the difference is between the official and unofficial Switch Pro controllers (which seem to work just fine with the Switch itself), and if there’s any sort of data or testing I could provide to improve the chances that support for these generic controllers will be included in the future.
Thank you for the links and direction! I hope I didn’t come across as expecting the SDL devs to just “know” the answer. Nor do I expect them to support every generic controller. I’m assuming that there are only so many variants out there, and if I can get mine working it will take care of a bunch of others, too.
I’m not even sure where to start, but there’s no time like the present to learn something new! I’ll familiarize myself with all of this (I’m not dumb, but I have exactly zero experience here) and try to contribute something useful.
I’ve also reached out to the BetterJoy dev to see if they have any insight, code, or suggestions that will speed up the process since they did something to make so many generic controllers work and so clearly understand all of this better than I do.
If a controller is recognized by SDL’s Joystick API but isn’t a recognized Game Controller and you’d like it to be, you can add a mapping for it via SDL_GameControllerAddMapping or SDL_GameControllerAddMappingsFromRW or SDL_GameControllerAddMappingsFromFile.