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Quick Start.md
veeλnti edited this page Apr 9, 2026
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Get up and running with GCPad in 5 minutes.
Follow the Building instructions for your platform, or use pre-built binaries from GitHub releases.
# Windows
.\build\GCPad_Frontend_GUI\Release\GCPad_Frontend_GUI.exe
# Linux
./build/GCPad_Frontend_GUI/GCPad_Frontend_GUI- Connect your gamepad via USB or Bluetooth
- The GUI should automatically detect it
- You'll see live button/axis values in the display
In the GUI:
- Go to the "Mapping" tab
- Select a profile or create a new one
- Map buttons to keys (e.g., A → Space)
- Map sticks to mouse movement
- Click "Apply" to enable remapping
#include "GamepadManager.h"
#include <iostream>
int main() {
auto manager = gcpad::createGamepadManager();
manager->initialize();
while (true) {
manager->updateAll();
auto* gamepad = manager->getGamepad(0);
if (gamepad && gamepad->isConnected()) {
const auto& state = gamepad->getState();
if (state.isButtonPressed(gcpad::Button::A)) {
std::cout << "A pressed!\n";
}
}
}
manager->shutdown();
return 0;
}- Core Library - Learn about the full API
- Input Remapping - Advanced remapping features
- Frontend Implementation - Add GCPad to your project
This is the documentation hub for the GCPad API project.
- Home - Main documentation
- Building - Build instructions for Windows and Linux
- Quick Start - Get up and running in 5 minutes
- Core Library - Using GamepadManager and GamepadState
- Input Remapping - Mapping gamepad to keyboard/mouse
- Implementing a Frontend - Add GCPad to your project
- Adding Controllers - Add support for new controllers
- API Reference - Complete API documentation