SDL_GetGamepadID(3)

πŸ’– SDL_GetGamepadID(3) πŸ’–

okay bestie, welcome to the SDL3 functions manual page for SDL_GetGamepadID β€” yes that's the manual name, we're keeping it, it's literally the whole point of this page ✨


πŸŽ€ NAME πŸŽ€

SDL_GetGamepadID β€” get the instance ID of an opened gamepad. that's it. that's the job. no cap 🫢


✨ SYNOPSIS ✨

#include <SDL3/SDL_gamepad.h>

SDL_JoystickID SDL_GetGamepadID(SDL_Gamepad *gamepad);

look at that signature, it's giving clean, it's giving minimal, it's giving "i do one thing and i do it well" πŸ’…


🌸 FUNCTION PARAMETERS 🌸

  • gamepad β€” a gamepad identifier that was previously returned by SDL_OpenGamepad(). so like, you gotta have opened it first, bestie. no opening, no ID, that's the vibe check right there πŸ™ˆ

⭐ RETURN VALUE ⭐

returns the instance ID of the specified gamepad on success, or 0 on failure 😭

if you got the failure vibe, pls call SDL_GetError() for more info β€” she will tell you what went wrong, she's never beating around the bush fr fr


πŸ¦‹ THREAD SAFETY πŸ¦‹

it is safe to call this function from any thread. go off, thread queen πŸ‘‘ no locks needed, no stress, we love a function that plays nice with everyone 🌈


🧚 AVAILABILITY 🧚

this function is available since SDL 3.2.0. so if you're on something older… not me finding out the hard way πŸ’€


⚠️ reminder bestie: the gamepad you pass in has to be something that came out of SDL_OpenGamepad(). we don't make up identifiers around here, that's not the move 🫢

Simple Directmedia Layer β€’ SDL 3.4.18 β€’ SDL_GetGamepadID(3)

and that's the whole page, bestie!! πŸ’–βœ¨ you now know everything this manual knows, nothing added, nothing dropped, periodt. go get those instance IDs, you absolute icon πŸŽ€πŸ¦‹πŸŒΈπŸ’…πŸ”₯

πŸ“¦ where this page comes from