SDL_GetJoystickAxis(3)

โœจ SDL_GetJoystickAxis(3) โœจ

okay bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where we're talking about SDL_GetJoystickAxis โ€” yes that's the whole vibe of this page, it lives in the SDL3 function family, and it's about to tell you the current state of an axis control on a joystick. slay. ๐ŸŽฎ๐Ÿ’–


๐ŸŒธ NAME ๐ŸŒธ

SDL_GetJoystickAxis โ€” get the current state of an axis control on a joystick.

like literally, that's it. that's the whole job. she reads the axis, she tells you where it's at. ๐Ÿ’…


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

#include <SDL3/SDL_joystick.h>

Sint16 SDL_GetJoystickAxis(SDL_Joystick *joystick, int axis);

not me giving you the exact include and the exact signature, character for character, because we do NOT play about accuracy here. โœจ


๐Ÿ’œ DESCRIPTION ๐Ÿ’œ

okay so here's the tea, and it's important tea: SDL makes no promises about what part of the joystick any given axis refers to. none. zero. it's giving mystery. ๐Ÿ™ˆ

so your game should have some sort of configuration UI to let users specify what each axis should be bound to. yes, that means you, the developer, you gotta build the little "which stick is this" screen. it's your problem now bestie. ๐Ÿซถ

alternately, SDL's higher-level Game Controller API makes a great effort to apply order to this lower-level interface, so you know that a specific axis is the "left thumb stick," etc. so if you want someone else to have done the sorting for you, that's the move. ๐Ÿ‘‘

the value returned by SDL_GetJoystickAxis() is a signed integer (-32768 to 32767) representing the current position of the axis. it may be necessary to impose certain tolerances on these values to account for jitter. like she's a little shaky sometimes, that's just her vibe, add some tolerance and move on. ๐Ÿ“


๐ŸŽ€ FUNCTION PARAMETERS ๐ŸŽ€

  • joystick โ€” an SDL_Joystick structure containing joystick information. she's holding all the lore.
  • axis โ€” the axis to query; the axis indices start at index 0. yes, zero-indexed, as is tradition. ๐Ÿ”ฅ

โญ RETURN VALUE โญ

returns a 16-bit signed integer representing the current position of the axis, or 0 on failure. if it fails, call SDL_GetError() for more information โ€” that's where the actual explanation is hiding, go ask her. ๐Ÿ˜ญ


๐Ÿงš THREAD SAFETY ๐Ÿงš

it is safe to call this function from any thread. yes bestie, ANY thread. go wild, she's not gonna be weird about it. ๐ŸŒˆ


๐Ÿ’– AVAILABILITY ๐Ÿ’–

this function is available since SDL 3.2.0. so if you're on something older than that... it's not giving. upgrade era. ๐Ÿ’…


๐Ÿ‘‘ SEE ALSO ๐Ÿ‘‘

like, go find out how many axes you even have before you start querying them, yk? iykyk. โœจ


and that's the page!! written by the fine folks over at Simple Directmedia Layer, for SDL 3.4.18, filed under SDL_GetJoystickAxis(3). mwah, no cap, go read your axes responsibly. ๐Ÿ’–๐ŸŽ€๐Ÿฆ‹

๐Ÿ“ฆ where this page comes from