Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
diff --git a/src/joystick/hidapi/SDL_hidapi_gamecube.c b/src/joystick/hidapi/SDL_hidapi_gamecube.c
index 6cd6659..7ef22b6 100644
--- a/src/joystick/hidapi/SDL_hidapi_gamecube.c
+++ b/src/joystick/hidapi/SDL_hidapi_gamecube.c
@@ -105,7 +105,8 @@
 
 static Uint8 RemapButton(SDL_DriverGameCube_Context *ctx, Uint8 button)
 {
-    if (ctx->m_bUseButtonLabels) {
+    if (!ctx->m_bUseButtonLabels) {
+        /* Use button positions */
         switch (button) {
         case SDL_CONTROLLER_BUTTON_B:
             return SDL_CONTROLLER_BUTTON_X;
@@ -274,8 +275,8 @@
                     (curSlot[off] & flag) ? SDL_PRESSED : SDL_RELEASED \
                 );
             READ_BUTTON(1, 0x01, 0) /* A */
-            READ_BUTTON(1, 0x02, 1) /* B */
-            READ_BUTTON(1, 0x04, 2) /* X */
+            READ_BUTTON(1, 0x04, 1) /* B */
+            READ_BUTTON(1, 0x02, 2) /* X */
             READ_BUTTON(1, 0x08, 3) /* Y */
             READ_BUTTON(1, 0x10, 4) /* DPAD_LEFT */
             READ_BUTTON(1, 0x20, 5) /* DPAD_RIGHT */
diff --git a/src/joystick/hidapi/SDL_hidapi_switch.c b/src/joystick/hidapi/SDL_hidapi_switch.c
index 8e25657..26f7227 100644
--- a/src/joystick/hidapi/SDL_hidapi_switch.c
+++ b/src/joystick/hidapi/SDL_hidapi_switch.c
@@ -197,6 +197,7 @@
     SDL_bool m_bInputOnly;
     SDL_bool m_bHasHomeLED;
     SDL_bool m_bUsingBluetooth;
+    SDL_bool m_bIsGameCube;
     SDL_bool m_bUseButtonLabels;
     Uint8 m_nCommandNumber;
     SwitchCommonOutputPacket_t m_RumblePacket;
@@ -638,18 +639,30 @@
 
 static Uint8 RemapButton(SDL_DriverSwitch_Context *ctx, Uint8 button)
 {
-    if (ctx->m_bUseButtonLabels) {
-        switch (button) {
-        case SDL_CONTROLLER_BUTTON_A:
-            return SDL_CONTROLLER_BUTTON_B;
-        case SDL_CONTROLLER_BUTTON_B:
-            return SDL_CONTROLLER_BUTTON_A;
-        case SDL_CONTROLLER_BUTTON_X:
-            return SDL_CONTROLLER_BUTTON_Y;
-        case SDL_CONTROLLER_BUTTON_Y:
-            return SDL_CONTROLLER_BUTTON_X;
-        default:
-            break;
+    if (!ctx->m_bUseButtonLabels) {
+        /* Use button positions */
+        if (ctx->m_bIsGameCube) {
+            switch (button) {
+            case SDL_CONTROLLER_BUTTON_B:
+                return SDL_CONTROLLER_BUTTON_X;
+            case SDL_CONTROLLER_BUTTON_X:
+                return SDL_CONTROLLER_BUTTON_B;
+            default:
+                break;
+            }
+        } else {
+            switch (button) {
+            case SDL_CONTROLLER_BUTTON_A:
+                return SDL_CONTROLLER_BUTTON_B;
+            case SDL_CONTROLLER_BUTTON_B:
+                return SDL_CONTROLLER_BUTTON_A;
+            case SDL_CONTROLLER_BUTTON_X:
+                return SDL_CONTROLLER_BUTTON_Y;
+            case SDL_CONTROLLER_BUTTON_Y:
+                return SDL_CONTROLLER_BUTTON_X;
+            default:
+                break;
+            }
         }
     }
     return button;
@@ -746,12 +759,12 @@
 
     if (IsGameCubeFormFactor(device->vendor_id, device->product_id)) {
         /* This is a controller shaped like a GameCube controller, with a large central A button */
-        ctx->m_bUseButtonLabels = SDL_TRUE;
-    } else {
-        SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
-                            SDL_GameControllerButtonReportingHintChanged, ctx);
+        ctx->m_bIsGameCube = SDL_TRUE;
     }
 
+    SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
+                        SDL_GameControllerButtonReportingHintChanged, ctx);
+
     /* Initialize the joystick capabilities */
     joystick->nbuttons = SDL_CONTROLLER_BUTTON_MAX;
     joystick->naxes = SDL_CONTROLLER_AXIS_MAX;
@@ -814,10 +827,10 @@
 
     if (packet->rgucButtons[0] != ctx->m_lastInputOnlyState.rgucButtons[0]) {
         Uint8 data = packet->rgucButtons[0];
-        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
-        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
-        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
-        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
+        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
+        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
+        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
+        SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
         SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
         SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);