SDL_GetGamepadPathForID(3)

✨ SDL_GetGamepadPathForID(3) ✨

okay so bestie, welcome to the SDL3 FUNCTIONS section of the manual πŸ’– this one is SDL_GetGamepadPathForID and it's giving "I just want to know where my gamepad lives" energy. Let's get into it πŸŽ€


🌸 NAME 🌸

SDL_GetGamepadPathForID β€” get the implementation dependent path of a gamepad πŸ¦‹

Like, the path. The file-path-ass path. The one that depends on the implementation, no cap.


✨ SYNOPSIS ✨

#include <SDL3/SDL_gamepad.h>

const char * SDL_GetGamepadPathForID(SDL_JoystickID instance_id);

That's it, that's the whole vibe πŸ’…


🫢 DESCRIPTION 🫢

So here's the iconic part: this can be called before any gamepads are opened ⭐

Not me being able to peek at the path before even opening a gamepad?? Obsessed. Truly main character energy for a little getter function 😭


πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • instance_id β€” the joystick instance ID πŸ‘‘ that's the thing you hand over. That's the ticket. That's the little ID badge that tells SDL which joystick instance you're asking about πŸ“

🌈 RETURN VALUE 🌈

Returns the path of the selected gamepad ✨ simple. clean. iconic.

BUT β€” if no path can be found, this function returns NULL πŸ’€ and then you gotta call SDL_GetError() for more information. So please, for the love of everything, check your pointers bestie πŸ™ˆ

🧚 THREAD SAFETY 🧚

It is safe to call this function from any thread. πŸ‘‘

Any thread. All the threads. Every thread. Go off, multithreaded queen πŸ’œ


⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0 πŸŽ‰

So if you're on something older than that... babe, it's not there. It's not giving. Upgrade 😭


πŸ’– SEE ALSO πŸ’–

Go read those too, they're friends of this one 🫢


and that's the whole page!! 🌸 tysm for reading, you're doing amazing sweetie, now go check for that NULL before you dereference anything πŸ’…βœ¨

mwah πŸ’‹ β€” brought to you by Simple Directmedia Layer, SDL 3.4.18, iykyk πŸŽ€

πŸ“¦ where this page comes from