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Add support for new SDL gamecontroller keywords.
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@@ -1078,7 +1078,7 @@ void InputDefault::_get_mapped_hat_events(const JoyDeviceMapping &mapping, int p
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}
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// string names of the SDL buttons in the same order as input_event.h godot buttons
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static const char *_joy_buttons[] = { "a", "b", "x", "y", "leftshoulder", "rightshoulder", "lefttrigger", "righttrigger", "leftstick", "rightstick", "back", "start", "dpup", "dpdown", "dpleft", "dpright", "guide", nullptr };
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static const char *_joy_buttons[] = { "a", "b", "x", "y", "leftshoulder", "rightshoulder", "lefttrigger", "righttrigger", "leftstick", "rightstick", "back", "start", "dpup", "dpdown", "dpleft", "dpright", "guide", "misc1", "paddle1", "paddle2", "paddle3", "paddle4", "touchpad", nullptr };
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static const char *_joy_axes[] = { "leftx", "lefty", "rightx", "righty", nullptr };
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JoystickList InputDefault::_get_output_button(String output) {
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@@ -1284,6 +1284,12 @@ static const char *_buttons[JOY_BUTTON_MAX] = {
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"DPAD Down",
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"DPAD Left",
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"DPAD Right"
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"Misc 1",
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"Paddle 1",
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"Paddle 2",
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"Paddle 3",
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"Paddle 4",
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"Touchpad",
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};
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static const char *_axes[JOY_AXIS_MAX] = {
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