SDL_GetGamepadButton(3)

๐Ÿ’– SDL_GetGamepadButton ๐Ÿ’–

okay bestie, gather round, because we're diving into the SDL3 gamepad brain and this one is genuinely so simple it's iconic. it's from the SDL3 FUNCTIONS crew, and no cap, it does exactly what it says on the tin.


โœจ NAME โœจ

SDL_GetGamepadButton โ€” get the current state of a button on a gamepad. like, is that button being pressed right now? this is how you find out. ๐ŸŽฎ


โœจ SYNOPSIS โœจ

#include <SDL3/SDL_gamepad.h>

bool SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);

โœจ FUNCTION PARAMETERS โœจ

  • gamepad โ€” a gamepad. yes that's the whole description. it's giving "you already know". ๐Ÿซถ
  • button โ€” a button index, and it's gotta be one of the SDL_GamepadButton values. pick your fighter, bestie. ๐Ÿ’…

โœจ RETURN VALUE โœจ

returns true if the button is pressed, and false otherwise. that's it. that's the whole vibe check. โœ…โŒ


โœจ THREAD SAFETY โœจ

it is safe to call this function from any thread. no locks, no drama, no "wait who's touching the gamepad" panic. go off, multithreaded queen. ๐Ÿงšโœจ


โœจ AVAILABILITY โœจ

this function has been available since SDL 3.2.0. if you're on something older... bestie. it's not there. ๐Ÿ˜ญ


โœจ SEE ALSO โœจ


lowkey reminder: SDL_GetGamepadButton tells you the current state, so if you're checking it every frame, that's your whole input loop, and honestly? obsessed. ๐Ÿ’–

and that's the page, bestie, no notes. this lil guy lives in Simple Directmedia Layer's SDL 3.4.18 era, so go press some buttons for me. mwah. ๐Ÿ’…๐ŸŽ€๐Ÿฆ‹๐Ÿ‘‘

๐Ÿ“ฆ where this page comes from