SDL_GetGamepadStringForAxis(3)

πŸ’– SDL_GetGamepadStringForAxis πŸ’–

okay so bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where today's main character is SDL_GetGamepadStringForAxis(3). she's a lil function with a big job and honestly? she ate.


✨ NAME ✨

SDL_GetGamepadStringForAxis β€” convert from an SDL_GamepadAxis enum to a string. like, enum goes in, cute little string comes out. glow up complete. πŸ¦‹


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_gamepad.h>

const char * SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • axis β€” an enum value for a given SDL_GamepadAxis. yes queen, just hand her the axis enum and let her cook. πŸ‘‘

πŸ’… RETURN VALUE πŸ’…

She returns a string for the given axis. but β€” and this is the important part, no cap β€” if you pass an invalid axis, you get NULL. so like, vibe check your enums first, fr fr. 😭

The string she hands back is of the format used by SDL_Gamepad mapping strings. iykyk.


🧚 THREAD SAFETY 🧚

It is safe to call this function from any thread. she's lowkey unbothered, highkey reliable, and she does not care which thread you roll up from. multithreaded slay. πŸ”₯


⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. so if you're on something older... bestie. update. πŸ™ˆ


🌈 SEE ALSO 🌈


heads up: NULL on invalid input is not a suggestion, it's a warning. check it. your future self says thank you. 🫢

Simple Directmedia Layer β€” that's the crew behind all of this. we're rolling with SDL 3.4.18 here, so go forth, convert those axes, and stay iconic. periodt. πŸ’…βœ¨πŸ‘‘

πŸ“¦ where this page comes from