SDL_HINT_WINDOWS_GAMEINPUT(3)

πŸ’– SDL_HINT_WINDOWS_GAMEINPUT πŸ’–

okay bestie, so this one lives in the SDL3 FUNCTIONS corner of the SDL_HINT_WINDOWS_GAMEINPUT(3) manual, and it's literally just a lil variable that decides whether GameInput gets to handle your raw keyboard and mouse on Windows. no cap. πŸŽ€

✨ NAME ✨

SDL_HINT_WINDOWS_GAMEINPUT β€” a variable controlling whether GameInput is used for raw keyboard and mouse on Windows.


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_hints.h>

#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT"

πŸ¦‹ DESCRIPTION πŸ¦‹

so the variable can be set to these values, and honestly there's only two so it's giving easy mode:

  • "0" β€” GameInput is not used for raw keyboard and mouse events. this is the default, bestie, so if you do nothing, this is the vibe you get. πŸ™ˆ
  • "1" β€” GameInput is used for raw keyboard and mouse events, if available. like, only if it actually exists on the system, okay? don't come for me if it's not there. πŸ’…
⚠️ ok listen, this hint should be set before SDL is initialized. before. not after. the way that timing matters here is real β€” set it early or it won't do the thing. 😭

🌈 AVAILABILITY 🌈

this hint is available since SDL 3.2.0. so if you're on anything older, sorry babe, no GameInput hint for you. 🫢


and that's the whole page, periodt. πŸ’œ this lil gem comes to you straight from Simple Directmedia Layer β€” SDL 3.4.18 era β€” and it's the SDL_HINT_WINDOWS_GAMEINPUT(3) page itself, so go forth and set your hints before init, icon. βœ¨πŸ‘‘πŸŒΈ

πŸ“¦ where this page comes from