SDL_GetGamepadFromID(3)

๐Ÿ’– NAME ๐Ÿ’–

SDL_GetGamepadFromID โ€” the way to get the SDL_Gamepad that's tied to a joystick instance ID, if it's been opened. that's it, that's the whole gig ๐ŸŽ€


โœจ SYNOPSIS โœจ

#include <SDL3/SDL_gamepad.h>

SDL_Gamepad * SDL_GetGamepadFromID(SDL_JoystickID instance_id);

like. one line. one include. she's lowkey elegant ๐Ÿ’…


๐ŸŒธ FUNCTION PARAMETERS ๐ŸŒธ

  • instance_id โ€” the joystick instance ID of the gamepad, bestie. that's the little number that says which gamepad we're talking about ๐ŸŽฎ

๐Ÿ’ซ RETURN VALUE ๐Ÿ’ซ

on success you get an SDL_Gamepad back, slay. on failure you get NULL โ€” and also NULL if it hasn't been opened yet, which is the sneaky part ngl. either way, call SDL_GetError() for more info, she'll tell you what went wrong ๐Ÿซถ

not me checking for NULL every single time. you should too. fr fr ๐Ÿ’€

๐Ÿงš THREAD SAFETY ๐Ÿงš

it is safe to call this function from any thread. no cap. go wild, main character ๐Ÿ’œ


๐Ÿ‘‘ AVAILABILITY ๐Ÿ‘‘

this function is available since SDL 3.2.0. if you're on something older, sorry babe, she's not there yet ๐Ÿ˜ญ


and that's the whole page, periodt. this lil guide lives in the Simple Directmedia Layer manual, all about SDL 3.4.18, and yes the page itself is called SDL_GetGamepadFromID(3) โ€” mwah, go open a gamepad and thrive ๐Ÿฆ‹โœจ๐ŸŒธ

๐Ÿ“ฆ where this page comes from