SDL_GetGamepadNameForID(3)

πŸ’– NAME πŸ’–

SDL_GetGamepadNameForID β€” bestie, this one grabs you the implementation dependent name of a gamepad. That's it, that's the whole job. Iconic behavior, honestly.

Oh and psst β€” this is a page from the SDL3 FUNCTIONS manual, so you know it's the real deal. ✨


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_gamepad.h>

const char * SDL_GetGamepadNameForID(SDL_JoystickID instance_id);

πŸ¦‹ DESCRIPTION πŸ¦‹

The way this function just… works before you've opened literally any gamepads?? No setup era required, no opening, no nothing. You can just call it. Lowkey the most low-maintenance function in the whole header. πŸ‘‘


🌸 FUNCTION PARAMETERS 🌸

  • instance_id β€” the joystick instance ID. That's the little number that says which one we're talking about, bestie. πŸ“

✨ RETURN VALUE ✨

It hands you back the name of the gamepad you picked. Slay.

But if there's no name to be found? You get NULL. 😭 And not in a cute way. When that happens, go call SDL_GetError() for more information β€” it's literally right there waiting to tell you what went wrong. 🫢


πŸ’… THREAD SAFETY πŸ’…

Call it from any thread. Any. Thread. Periodt. No notes, no drama, she's thread-safe. 🧚


⭐ AVAILABILITY ⭐

Available since SDL 3.2.0, so if you're on anything older, that's a you problem, bestie. πŸ’€


πŸ”₯ SEE ALSO πŸ”₯


Go read those two, they're giving the same energy. iykyk 🌈

And that's the whole vibe check! πŸ’œ Brought to you by Simple Directmedia Layer, from SDL 3.4.18 β€” mwah, take care of yourself, bestie, and go name some gamepads. πŸŽ€βœ¨πŸ’…

πŸ“¦ where this page comes from