SDL_GamepadEventsEnabled(3)

๐Ÿ’– SDL_GamepadEventsEnabled โ€” bestie, is your gamepad even listening?? ๐Ÿ’–

okay so this is a page from the SDL3 FUNCTIONS manual, and the star of the show is SDL_GamepadEventsEnabled(3). yes it's a whole mouthful, no i will not be shortening it, it's iconic like that. ๐ŸŽ€


โœจ NAME โœจ

SDL_GamepadEventsEnabled โ€” Query the state of gamepad event processing. ๐ŸŽฎ

like... it just wants to know if the gamepad gossip pipeline is currently open, yk?


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <SDL3/SDL_gamepad.h>

bool SDL_GamepadEventsEnabled(void);

no arguments, no drama, just a lil void and a bool coming back at you. lowkey elegant fr fr. ๐Ÿ’…


๐Ÿฆ‹ DESCRIPTION ๐Ÿฆ‹

So here's the tea ๐Ÿ“: if gamepad events are disabled, then you have to call SDL_UpdateGamepads() yourself, and you have to check the state of the gamepad whenever you actually want gamepad information.

Like. you're the one doing the work now. no auto-delivery, you're picking it up yourself. main character responsibilities, bestie ๐Ÿ˜ญ


๐Ÿ’œ RETURN VALUE ๐Ÿ’œ

  • Returns true if gamepad events are being processed ๐Ÿ‘‘
  • Returns false otherwise ๐Ÿ’€

that's it, that's the whole vibe check.


๐Ÿงš THREAD SAFETY ๐Ÿงš

It is safe to call this function from any thread. ๐ŸŒˆ

go wild. every thread. simultaneously. it's fine, she's built different. โœจ


โญ AVAILABILITY โญ

This function is available since SDL 3.2.0. ๐ŸŽ€

so if you're on something older... bestie. upgrade. respectfully. ๐Ÿ™ˆ


๐Ÿ‘‘ SEE ALSO ๐Ÿ‘‘


okay that's the whole page, you ate it, you're welcome ๐Ÿ’–

this was Simple Directmedia Layer, version SDL 3.4.18, out here doing the absolute most for all of us. mwah. periodt. ๐Ÿ’…โœจ

๐Ÿ“ฆ where this page comes from