SDL_GETJOYSTICKCONNECTIONSTATE(3)

โœจ NAME โœจ

SDL_GetJoystickConnectionState โ€” bestie, this is literally the function that tells you the connection state of a joystick ๐Ÿ’–

Like... is your controller plugged in? Bluetooth'd? Ghosted you? This is the girl who knows. ๐ŸŽฎโœจ


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <SDL3/SDL_joystick.h>

SDL_JoystickConnectionState SDL_GetJoystickConnectionState(SDL_Joystick *joystick);

okay so you pull in <SDL3/SDL_joystick.h> and then you call the thing. That's it. That's the whole vibe. ๐Ÿซถ


๐ŸŽ€ FUNCTION PARAMETERS ๐ŸŽ€

  • joystick โ€” the joystick to query. yes queen, the one you wanna ask about ๐Ÿ‘‘ just hand her over and she'll spill the tea on her own connection status.

๐Ÿ’… RETURN VALUE ๐Ÿ’…

On success she gives you the connection state, no cap. ๐Ÿฆ‹

On failure? SDL_JOYSTICK_CONNECTION_INVALID ๐Ÿ˜ญ it's giving "she's not telling you anything."

if that happens, hit up SDL_GetError() for more info โ€” she'll explain herself, fr fr.

๐ŸŒˆ THREAD SAFETY ๐ŸŒˆ

It is safe to call this function from any thread. โœจ

not me being fully portable across every thread like the main character she is ๐Ÿ’… no locks, no drama, no vibe check failures. iconic behavior, periodt. ๐Ÿ’–


โญ AVAILABILITY โญ

This function has been available since SDL 3.2.0. ๐ŸŽ€

so if you're on anything older... bestie, upgrade. ๐Ÿ™ˆ


and that's the whole page, mwah ๐Ÿ’œ

this lil masterpiece lives in the Simple Directmedia Layer docs, brought to you by SDL 3.4.18 โ€” thanks for reading, ily, go make something slay ๐Ÿ”ฅ๐Ÿ‘‘

๐Ÿ“ฆ where this page comes from