cybereality
I have used this to test it and found with that, that some get not registered at all, that's the reason I made this post in the first place. Some buttons do not trigger an input event at all and it corresponds to SDL GamepadTool with the mapping. So what I have in SDL is exactly what gets registered in godot's _input
The mapping does not matter in direct sense for me, as I give the player an menu to map them them self, that's also the reason I will mostly only use _unhandled_input method for input. But for this to work I would need all input like from DirectInput (what I am used to by other software, I am still getting used to godot way of doing things).
And just as a side note: I basically do almost everything with code, that's the way I develop.
Now is can create a mapping in SDL GamepadTool, but I still get not all buttons and axes then, as SDL has not enough to map (Gamepad limit).
Is there a way to get Input without the SDL mapping? That seems to be the bottleneck here.
Or is this something I should post on issue tracker on git?
Or is there a solution in work in godot 4.?
Edit: I just got the idea of trying to create a mapping for it as a custom string, to overcome the gampad tool limit and set up more buttons (godot supports more, so now I want to find a way to set them up).
I know that then the mapping does not work for every HOTAS, but honestly, I believe it mostly will stay a hobby game with a limited player base and therefore the players will stay in my reach and I can help out there.
I will write if I can solve it this way.
Edit 2: Okay, I can't find a real mapping guide, with what I found until now I can't get over my limit of 15 buttons and 6 axes with the mapping right now, as I don't know the names to map more. (They have seem to have specific names in a mapping string.)
And is it normal that godot closes when I try to execute this:
Input.remove_joy_mapping(Input.get_joy_guid(1))
(Trying to remove mapping on my throttle joy.)
Cheers and thanks for the help.