SDL_HINT_GAMECONTROLLERCONFIG(3)

๐Ÿ’– SDL_HINT_GAMECONTROLLERCONFIG ๐Ÿ’–

okay bestie, welcome to the SDL3 hint files, this one's literally about controllers and it's lowkey iconic. (manual name: SDL_HINT_GAMECONTROLLERCONFIG, in case u were wondering what we're even doing here ๐ŸŽ€)


โœจ NAME โœจ

SDL_HINT_GAMECONTROLLERCONFIG โ€” a variable that lets you manually hint extra gamecontroller db entries. yes bestie, u get to hand-feed the gamepad database ur own little rows. it's giving custom controller lore ๐ŸŒˆ


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

#include <SDL3/SDL_hints.h>

#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG"

so u pull in the header, and the hint's actual string name is "SDL_GAMECONTROLLERCONFIG" โ€” note that the macro is SDL_HINT_GAMECONTROLLERCONFIG but the value it expands to drops the HINT_. classic SDL move, iykyk ๐Ÿ’…


๐ŸŒธ DESCRIPTION ๐ŸŒธ

The variable should be newline delimited rows of gamecontroller config data. one row per line, bestie, that's the whole vibe. see SDL_gamepad.h for the actual format details ๐ŸŽฎ

You can update mappings after SDL is initialized with:

  • SDL_GetGamepadMappingForGUID()
  • SDL_AddGamepadMapping()

so like, if u forgot to set this before init (no judgment, we've all been there ๐Ÿ˜ญ), those two functions are ur backup besties.

โš ๏ธ but listen โ€” this hint should be set before SDL is initialized. that's the main character move. do it early, do it first, do it before anything else wakes up ๐Ÿซถ

๐Ÿ‘‘ AVAILABILITY ๐Ÿ‘‘

This hint is available since SDL 3.2.0. so if ur on something older... bestie. update. periodt โœจ


and that's the whole page!! go forth and map ur weird little controllers, u absolute icon ๐ŸŽ€๐Ÿ’œ

Simple Directmedia Layer ยท SDL 3.4.18 ยท mwah, ty for reading, slay ๐Ÿ’–๐Ÿฆ‹

๐Ÿ“ฆ where this page comes from