SDL_GetGamepadPath(3)

πŸ’– SDL_GetGamepadPath(3) β€” SDL3 FUNCTIONS πŸ’–

okay bestie, welcome to the SDL3 function pages, this one's a whole lil' vibe πŸ’…

✨ NAME ✨

SDL_GetGamepadPath β€” grab the implementation-dependent path for a gamepad that's already opened. yes, implementation-dependent, meaning it's whatever your backend feels like handing you, not a universal format. iykyk πŸ¦‹


✨ SYNOPSIS ✨

#include <SDL3/SDL_gamepad.h>

const char * SDL_GetGamepadPath(SDL_Gamepad *gamepad);

🌸 FUNCTION PARAMETERS 🌸

  • gamepad β€” a gamepad identifier that was previously returned by SDL_OpenGamepad(). it's gotta come from there, no making stuff up πŸŽ€

🫢 RETURN VALUE 🫢

Returns the implementation dependent path for the gamepad. and if there's no path, or the identifier you passed is invalid? you get NULL. so like, always check for NULL, queen πŸ‘‘

πŸ’œ THREAD SAFETY πŸ’œ

It is safe to call this function from any thread. literally any thread. go feral, it's fine ✨

πŸ¦‹ AVAILABILITY πŸ¦‹

This function is available since SDL 3.2.0. so if you're on something older... not me being able to help you there 😭

⭐ SEE ALSO ⭐


that's the whole page, no cap. every flag, every NULL, every thread, all present and accounted for πŸ’–

source: Simple Directmedia Layer, version SDL 3.4.18 β€” mwah, thanks for reading, slay your gamepad code bestie πŸ’…πŸŽ€πŸŒˆ

πŸ“¦ where this page comes from