SDL_GetRealGamepadType(3)

πŸ’– SDL_GetRealGamepadType(3) πŸ’–

okay so bestie, welcome to the SDL3 FUNCTIONS corner of the group chat, where we're talking about SDL_GetRealGamepadType β€” the function that tells you what your opened gamepad actually is, no filter, no makeup, ignoring any mapping override. fr fr it's giving "show me the real you" energy πŸ¦‹


✨ NAME ✨

SDL_GetRealGamepadType β€” get the type of an opened gamepad, ignoring any mapping override. πŸ’…


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_gamepad.h>

SDL_GamepadType SDL_GetRealGamepadType(SDL_Gamepad *gamepad);

πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • gamepad β€” the gamepad object you wanna query. like, the one you're curious about. the main character of this whole situation πŸ‘‘

🫢 RETURN VALUE 🫢

It returns the gamepad type β€” yay! πŸŽ‰ β€” or SDL_GAMEPAD_TYPE_UNKNOWN if it's just not available. no cap, sometimes the vibe check comes back empty and that's just how it is 😭


🧚 THREAD SAFETY 🧚

It is safe to call this function from any thread. yes bestie, ANY thread. go wild, no gatekeeping here 🌈✨


⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. so if you're on something older... yeah. upgrade era πŸ’€


πŸ‘‘ SEE ALSO πŸ‘‘


lowkey remember: this one is the real type, not the mapped/overridden one. that's the whole point of the "Real" in the name, bestie. don't get it twisted πŸ’…

and that's the whole page! brought to you by Simple Directmedia Layer πŸ’– running SDL 3.4.18, dated with all the SDL_GetRealGamepadType(3) love. mwah, go query some gamepads, you absolute icon πŸŽ€πŸ¦‹βœ¨

πŸ“¦ where this page comes from