AntiMicroX / AntiMicroX/antimicrox

D Pad inputs are improperly recognized as coming from L Stick, and vice versa

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Beschreibung

### Is there an existing issue for this?

- [x] I searched the existing issues and did not find anything similar.

### Current Behavior

When trying to configure D Pad and L Stick controls within AntiMicroX, the inputs displayed do not match actual inputs on the gamepad. D Pad inputs are shown under L Stick display, and L Stick inputs are shown under D Pad display.

I did try to locate mapping options for positive and negative for both X and Y axes for the sticks,. However, as the controller mapping within the GUI only gives mapping for Left Stick X and Left Stick Y from what I could tell, I couldn't figure out how to circumvent the issue.

### Expected Behavior

L Stick inputs recognized as Axis 1 and Axis 2
D Pad inputs recognized as Buttons 12, 13, 14, and 15

### Steps To Reproduce

1. Open AntiMicroX
2. Open properties with Ctrl+P
3. Input any direction on L Stick or D Pad
4. Observe outputs

### Environment

```markdown
Program Version 3.5.1
Compiled from packaging: GitHub Windows Release
Built Against SDL 2.30.6
Running With SDL 2.30.6
Using Qt 5.15.2
Using Event Handler: SendInput
Host OS: windows Version: 10 Architecture: x86_64
```

### Anything else?

I am using a generic DualShock controller (IZD Tech, exact model unknown. The controller is recognized by my system as a Betop BFM Gamepad).

To verify that the issue is not with my controller, I opened my controller config within Steam. The inputs shown with Steam displays intended controller behavior.

I have tried updating drivers, resetting and unplugging controller, and power cycling my computer.

I saw several mentions of this being an issue related to how SDL recognizes the inputs, as well as recommending updating SDL to see if it solves the issue. I tried updating to the most recent SDL3 but it seems anything beyond SDL2 is not supported. With no better option, I tried updating to SDL2 to version 2.30.11 x64, but the issue persists. I did keep a backup of the original SDL2 files just in case.

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