SDL_GamepadSensorEnabled(3)

๐Ÿ’– SDL_GamepadSensorEnabled(3) ๐Ÿ’–

okay bestie so this one lives in the SDL3 FUNCTIONS section of the manual, and it's genuinely one of the chillest little calls in the whole gamepad family. no cap.


โœจ NAME โœจ

SDL_GamepadSensorEnabled โ€” the way you ask a gamepad "hey girl, is your sensor data reporting turned on rn?" ๐Ÿ”๐ŸŽฎ


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <SDL3/SDL_gamepad.h>

bool SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type);

like, that's it. two args, one bool back. we love a low-effort icon. ๐Ÿ’…


๐ŸŽ€ FUNCTION PARAMETERS ๐ŸŽ€

  • gamepad โ€” the gamepad you're querying. the one you want to vibe-check. ๐Ÿ•น๏ธ
  • type โ€” the type of sensor you're asking about. (SDL_SensorType, iykyk.)

๐Ÿฆ‹ RETURN VALUE ๐Ÿฆ‹

returns true if the sensor is enabled, and false otherwise. that's the whole plot, bestie โ€” a straight-up yes or no. โญ


๐ŸŒˆ THREAD SAFETY ๐ŸŒˆ

it is safe to call this function from any thread. periodt. go wild, main character. ๐Ÿ”ฅ


๐Ÿ’œ AVAILABILITY ๐Ÿ’œ

this function has been available since SDL 3.2.0. so if you're on something older... no sensor query for you, sorry babe ๐Ÿ˜ญ


๐Ÿ“ SEE ALSO ๐Ÿ“

  • SDL_SetGamepadSensorEnabled(3) โ€” the one that actually flips the switch. this page is just the asking; that one is the doing. go read it next. ๐Ÿซถ

ngl, this is the "are we there yet" of SDL calls. it doesn't change anything, it just tells you the truth about what's already going on. very demure, very mindful. โœจ

and that's a wrap, babe! this page came to you from the fine folks at Simple Directmedia Layer, version SDL 3.4.18, and it's filed under SDL_GamepadSensorEnabled(3) โ€” mwah, go enable some sensors ๐Ÿ’‹๐ŸŽ€๐Ÿ’–

๐Ÿ“ฆ where this page comes from