SDL_GetGamepadMappings(3)

๐Ÿ’– SDL_GetGamepadMappings(3) ๐Ÿ’–

okay so bestie, welcome to the SDL3 FUNCTIONS corner of the manual โ€” this one is literally called SDL_GetGamepadMappings, and it does exactly what it says on the tin: it hands you the current gamepad mappings. no cap. ๐ŸŽฎโœจ


๐ŸŒธ NAME ๐ŸŒธ

SDL_GetGamepadMappings โ€” get the current gamepad mappings. that's it, that's the vibe. ๐Ÿฆ‹


โœจ SYNOPSIS โœจ

#include <SDL3/SDL_gamepad.h>

char ** SDL_GetGamepadMappings(int *count);

look at her. she's beautiful. she returns a char ** and she takes one lil pointer. iconic behavior fr fr. ๐Ÿ’…


๐ŸŽ€ FUNCTION PARAMETERS ๐ŸŽ€

  • count โ€” a pointer that gets filled in with the number of mappings returned. it can be NULL, so if you're not nosy about how many you got, you can just pass NULL and move on with your life. lowkey freeing. ๐Ÿ™ˆ

๐Ÿ’œ RETURN VALUE ๐Ÿ’œ

Returns an array of the mapping strings, NULL-terminated, or NULL on failure โ€” and if it fails, bestie, you gotta call SDL_GetError() for more information. that's the rule. ๐Ÿ˜ญ

โš ๏ธ heads up: this is a single allocation, so you must free it with SDL_free() when it is no longer needed. not free(), not vibes, not hoping the garbage collector handles it โ€” SDL_free(). do not leak, we are not that girl. ๐Ÿ’€

๐Ÿงš THREAD SAFETY ๐Ÿงš

It is safe to call this function from any thread. go off, multithreaded queen. ๐Ÿ‘‘


๐ŸŒˆ AVAILABILITY ๐ŸŒˆ

This function is available since SDL 3.2.0. if your SDL is older than that, she's not here yet, sorry bestie. ๐Ÿซถ


Simple Directmedia Layer ยท SDL 3.4.18 ยท SDL_GetGamepadMappings(3)

and that's the whole page, mwah ๐Ÿ’‹ this has been your girl from the SDL 3.4.18 era, brought to you by Simple Directmedia Layer, signing off with a SDL_free() and a prayer. stay mapped, stay iconic, periodt. ๐ŸŽ€โœจ๐ŸŒธ

๐Ÿ“ฆ where this page comes from