SDL_GetGamepadBindings(3)

πŸ’– SDL_GetGamepadBindings πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today's main character is SDL_GetGamepadBindings β€” she's the one who spills the tea on what the joystick layer is actually bound to on your gamepad. no gatekeeping, fr fr.


🌸 NAME 🌸

SDL_GetGamepadBindings β€” get the SDL joystick layer bindings for a gamepad.

like. the receipts. for your controller. πŸ‘‘


✨ SYNOPSIS ✨

#include <SDL3/SDL_gamepad.h>

SDL_GamepadBinding ** SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);

that's the whole vibe. two args, one very nosy return value. πŸ’…


πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • gamepad β€” a gamepad. (yes bestie, the one you're curious about 🫢)
  • count β€” a pointer filled in with the number of bindings returned. she's an out-param, so she gets written into, not read from. lowkey important.

πŸ¦‹ RETURN VALUE πŸ¦‹

Returns a NULL terminated array of pointers to bindings β€” or NULL on failure, in which case you gotta call SDL_GetError() for more information. go get the lore.

⚠️ heads up: this is a single allocation that should be freed with SDL_free() when it is no longer needed. so like, it's yours now, you have to take care of it. no leaving it in the group chat unread. 😭

🌈 THREAD SAFETY 🌈

It is safe to call this function from any thread. literally any of them. no drama, no locks, no "wait your turn". slay. ✨


⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. so if you're on something older... not me showing up with a version that can't do it πŸ’€


and that's the page!! periodt πŸ’–

this lil' rewrite lives in the Simple Directmedia Layer world, specifically SDL 3.4.18 β€” so if you're quoting me, cite the version, bestie. mwah. πŸŽ€πŸ¦‹πŸ’œ

πŸ“¦ where this page comes from