SDL_GetGamepadStringForType(3)

πŸ’– SDL_GetGamepadStringForType πŸ’–

okay bestie, welcome to the SDL3 FUNCTIONS section of the manual, and today we're doing the glow-up where a gamepad type becomes a string. yes, that's the whole job. it's giving translator energy ✨


πŸŽ€ NAME πŸŽ€

SDL_GetGamepadStringForType β€” Convert from an SDL_GamepadType enum to a string.

like. literally that. enum in, string out. slay πŸ’…


✨ SYNOPSIS ✨

#include <SDL3/SDL_gamepad.h>

const char * SDL_GetGamepadStringForType(SDL_GamepadType type);

🌸 FUNCTION PARAMETERS 🌸

  • type β€” an enum value for a given SDL_GamepadType. that's the little guy you're handing over. it's a type. it's an enum. you got this 🫢

πŸ¦‹ RETURN VALUE πŸ¦‹

you get back a string for the type you passed in, bestie. πŸŽ‰

but listen β€” if you hand it an invalid type, you get NULL. that's the vibe check failing. no string for you, bestie 😭

and here's the important detail: the string it returns is in the format used by SDL_Gamepad mapping strings. so like, don't expect just a cute nickname β€” it's the mapping-string flavour. iykyk πŸ”₯


πŸ’œ THREAD SAFETY πŸ’œ

it is safe to call this function from any thread. any. thread. no cap. go wild, she's built different πŸ‘‘


🌈 AVAILABILITY 🌈

this function has been available since SDL 3.2.0. so if your SDL is older than that, it's not me, it's you πŸ™ˆ


⭐ SEE ALSO ⭐


ok that's the whole page, no notes. go convert some enums, main character πŸ’–

Simple Directmedia Layer β€” SDL 3.4.18 β€” mwah, thanks for reading, ily, bye bestie πŸŽ€πŸ¦‹βœ¨

πŸ“¦ where this page comes from