SDL_GetGamepadSteamHandle(3)

โœจ SDL_GetGamepadSteamHandle โœจ

okay bestie, so this one lives in the SDL3 FUNCTIONS section of the manual, and it's literally just called SDL_GetGamepadSteamHandle ๐Ÿ’…


๐ŸŽ€ NAME ๐ŸŽ€

SDL_GetGamepadSteamHandle โ€” grab the Steam Input handle of an opened gamepad, if it even has one ๐Ÿซถ


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <SDL3/SDL_gamepad.h>

Uint64 SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad);

๐Ÿ’– DESCRIPTION ๐Ÿ’–

So it returns an InputHandle_t for the gamepad, and that handle is the thing you'd hand over to the Steam Input API:

https://partner.steamgames.com/doc/api/ISteamInput

like, that's the whole vibe. it's giving "bridge between SDL and Steam" and honestly? iconic ๐ŸŒˆ


๐Ÿฆ‹ FUNCTION PARAMETERS ๐Ÿฆ‹

  • gamepad โ€” the gamepad object you wanna query, bestie. that's the one you're asking about ๐ŸŽฎ

โญ RETURN VALUE โญ

Returns the gamepad handle ๐Ÿ’– โ€ฆ or 0 if it's unavailable. yeah. zero means no handle, don't come for me, that's just how it is ๐Ÿ˜ญ


๐Ÿ”ฅ THREAD SAFETY ๐Ÿ”ฅ

It is safe to call this function from any thread. periodt. no cap, any thread, go off ๐Ÿ‘‘


๐Ÿ’œ AVAILABILITY ๐Ÿ’œ

This function has been available since SDL 3.2.0 โœจ so if you're on something olderโ€ฆ girl. upgrade ๐Ÿ’…


Simple Directmedia Layer is the iconique source of all this, this page is from SDL 3.4.18, and it's all about SDL_GetGamepadSteamHandle(3) โ€” mwah, take care of her ๐Ÿซถ๐ŸŽ€

๐Ÿ“ฆ where this page comes from