SDL_GETGAMEPADCONNECTIONSTATE(3)

✨ NAME ✨

SDL_GetGamepadConnectionState β€” bestie, this is how you find out the connection state of a gamepad πŸ’–

Like, is it plugged in? Wireless? Ghosted you entirely? This function knows.


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_gamepad.h>

SDL_JoystickConnectionState SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad);

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • gamepad β€” the gamepad object you wanna interrogate πŸ‘€ the one you're querying, the main character of this whole operation.

πŸ¦‹ RETURN VALUE πŸ¦‹

On success you get the connection state back, slay πŸ’… On failure you get SDL_JOYSTICK_CONNECTION_INVALID (rude, honestly 😭).

If it fails, call SDL_GetError() to get more info β€” that's your group chat receipts, bestie, go read them πŸ“±

πŸ”₯ THREAD SAFETY πŸ”₯

It is safe to call this function from any thread. No cap. Any thread, any time, it's giving totally chill πŸ§˜β€β™€οΈβœ¨


πŸ‘‘ AVAILABILITY πŸ‘‘

This function is available since SDL 3.2.0. So if you're on something older, no function for you πŸ™ˆ


Simple Directmedia Layer came through with this one, and it's living in the SDL 3.4.18 era β€” so go forth, check those gamepads, and stay iconic 🫢🌈⭐

SDL_GetGamepadConnectionState(3) β€” periodt πŸ’œ

πŸ“¦ where this page comes from