LegacyGipGameControllerProvider.SetStandardControllerButtonRemapping Method

Definition

Changes the button and axis mapping of a standard gamepad for a user.

public:
 virtual void SetStandardControllerButtonRemapping(User ^ user, bool previous, IMapView<RemappingButtonCategory, Platform::Object ^> ^ remapping) = SetStandardControllerButtonRemapping;
void SetStandardControllerButtonRemapping(User const& user, bool const& previous, IMapView<RemappingButtonCategory, IInspectable const&> const& remapping);
public void SetStandardControllerButtonRemapping(User user, bool previous, IReadOnlyDictionary<RemappingButtonCategory,object> remapping);
function setStandardControllerButtonRemapping(user, previous, remapping)
Public Sub SetStandardControllerButtonRemapping (user As User, previous As Boolean, remapping As IReadOnlyDictionary(Of RemappingButtonCategory, Object))

Parameters

user
User

The user to remap the controller for.

previous
Boolean

bool

True if the mapping should be stored in the inactive Previous store; false if the mapping should be applied.

remapping

IMapView<RemappingButtonCategory,Object>

IReadOnlyDictionary<RemappingButtonCategory,Object>

IMapView<RemappingButtonCategory,Platform::Object>

IMapView<RemappingButtonCategory,IInspectable>

A dictionary matching each RemappingButtonCategory to data that specifies the remapping. The data type is specific to the category as follows:

RemappingButtonCategory Data Description
ButtonsSettings A uint64 composed of 16 nibbles. Each nibble represents a button's assignment. The standard assignment is 0xfedcba9876543210
AnalogSettings A uint32 with the following effects: 0x1 : Swaps triggers / 0x2 : Swaps thumbsticks / 0x4 : Inverts the left thumbstick / 0x8 : Inverts the right thumbstick. The standard assignment is 0.
VibrationSettings A uint32 with the following effects: 0x01 : Disables vibration. The standard assignment is 0.

Examples

void RemapButtons(IGameController controller, IGameControllerProvider controllerProvider)
{
    LegacyGipGameControllerProvider legacyGipGameControllerProvider =
        LegacyGipGameControllerProvider.FromGameControllerProvider(controllerProvider);

    // Retrieve all current remappings set for standard controllers
    IReadOnlyDictionary<RemappingButtonCategory, object> currentMappings =
        legacyGipGameControllerProvider.GetStandardControllerButtonRemapping(
            controller.User, false);

    // Swap two of the buttons
    Dictionary<RemappingButtonCategory, object> remaps =
        new Dictionary<RemappingButtonCategory, object>();

    // Duplicates are not allowed. Swap two of the buttons
    UInt64 currentButtonMappings =
       (UInt64)currentMappings[RemappingButtonCategory.ButtonSettings];

    // Isolate the buttons we want to remap
    UInt64 lastButton = (currentButtonMappings & 0xf000000000000000);
    UInt64 secondLastButton = currentButtonMappings & 0x0f00000000000000;

    // Swap their positions
    UInt64 newMapping = (lastButton >> 4) | (secondLastButton << 4);

    // Recombine with the original mappings
    UInt64 newButtonMappings = (currentButtonMappings & 0x00ffffffffffffff) | newMapping;

    // Add the new button remappings to the mapping dictionary
    remaps.Add(RemappingButtonCategory.ButtonSettings, newButtonMappings);

    // Update controller mapping
    legacyGipGameControllerProvider.SetStandardControllerButtonRemapping(
        controller.User, false, newButtonMappings);
}

Remarks

The order of the buttons for ButtonSettings from most significant to least significant is: Right Thumbstick, Left Thumbstick, Right Shoulder, Left Shoulder, DPad Right, DPad Left, DPad Down, DPad Up, Y, X, B, A, View, Menu, Guide, and Bind.

Typically, the previous parameter should be false, which will apply the remapping. It can also be used to save a mapping for later (for example, to save the default mapping before applying a custom mapping, so that the default mapping can be restored later).

Caution

Controller mapping is system-wide and persistent for the given user. This should only be done at the user's direction.

Applies to

See also