SDL_GetGamepadMapping(3)

โœจ SDL_GetGamepadMapping โœจ

okay so bestie, welcome to the SDL3 FUNCTIONS corner of the manual ๐Ÿ’– this one's SDL_GetGamepadMapping(3) and she's a whole vibe. let's get into it ๐ŸŽ€


๐ŸŒธ NAME ๐ŸŒธ

SDL_GetGamepadMapping โ€” grab the current mapping of a gamepad. that's it, that's the girl ๐Ÿ’…


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

#include <SDL3/SDL_gamepad.h>

char * SDL_GetGamepadMapping(SDL_Gamepad *gamepad);

look at her. short, sweet, returns a char *. iconic ๐ŸŒˆ


๐Ÿ’œ DESCRIPTION ๐Ÿ’œ

so the actual deets about what a mapping even is? those live over in SDL_AddGamepadMapping(), bestie. go read that one, this page is just the "gimme the current one" girlie ๐Ÿซถ


๐ŸŽ€ FUNCTION PARAMETERS ๐ŸŽ€

  • gamepad โ€” the gamepad you want the current mapping for. like, which controller are we talking about, babe? ๐ŸŽฎ

โญ RETURN VALUE โญ

she hands you back a string holding the gamepad's mapping ๐Ÿ’– or, plot twist, NULL if there's no mapping available ๐Ÿ˜ญ โ€” in that case go call SDL_GetError() for more info, she'll tell you what went wrong.

๐Ÿšจ bestie listen. that string is yours now. when you're done with it you must free it with SDL_free(). not freeing it = leak = not the main character energy we're going for ๐Ÿ™ˆ

๐Ÿ”ฅ THREAD SAFETY ๐Ÿ”ฅ

you can call this from any thread. no cap. multi-threaded slay ๐Ÿ‘‘


๐ŸŒˆ AVAILABILITY ๐ŸŒˆ

she's been here since SDL 3.2.0 โœจ so if you're on something older... yeah no, she's not there yet ๐Ÿ’€


๐Ÿ‘‘ SEE ALSO ๐Ÿ‘‘

go read the whole friend group, they all make sense together fr fr ๐Ÿ“


and that's the page, bestie!! this cutie comes to you straight from Simple Directmedia Layer, running SDL 3.4.18, dated right there in the footer like a lil timestamp on the group chat ๐Ÿ“ธ mwah, go map some gamepads ๐Ÿ’…โœจ

๐Ÿ“ฆ where this page comes from