SDL_HINT_JOYSTICK_GAMEINPUT(3)

πŸ’– SDL_HINT_JOYSTICK_GAMEINPUT πŸ’–

okay bestie, so this is a page from the SDL3 FUNCTIONS manual, and it's all about one little hint variable: SDL_HINT_JOYSTICK_GAMEINPUT. it's giving "tiny knob, big vibes". πŸŽ€


✨ NAME ✨

SDL_HINT_JOYSTICK_GAMEINPUT β€” a variable controlling whether GameInput should be used for controller handling on Windows.

like literally that's the whole thing. one hint. one job. iconic behavior honestly. πŸ’…


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_hints.h>

#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT"

so you pull in the header, and boom, the hint macro is right there waiting for you like a bestie holding your iced coffee. 🫢


πŸ¦‹ DESCRIPTION πŸ¦‹

so here's the tea. this variable can be set to the following values:

  • "0" β€” GameInput is not used. 🚫
  • "1" β€” GameInput is used. βœ…

and the default? okay so it's not one-size-fits-all, it depends on where you're at:

  • default is "1" on GDK platforms πŸ‘‘
  • default is "0" otherwise πŸ’€
⚠️ also important, bestie: this hint should be set before SDL is initialized. like, set it early or it's not gonna do the thing. no cap. πŸ”₯

🌈 AVAILABILITY 🌈

this hint is available since SDL 3.2.0. so if you're on something older, sorry babe, it's not there yet 😭


and that's the whole page, fr fr. slay, go set your hints, main character energy only. βœ¨πŸ’œ

mwah πŸ’‹ this was brought to you by Simple Directmedia Layer, version SDL 3.4.18, from the SDL_HINT_JOYSTICK_GAMEINPUT(3) page β€” catch you in the next manpage, bestie πŸŽ€πŸ¦‹

πŸ“¦ where this page comes from