SDL_SetGamepadEventsEnabled(3)

πŸ’– SDL_SetGamepadEventsEnabled β€” a whole page from the SDL3 FUNCTIONS girlies πŸ’–

okay bestie, sit down, hydrate, because we're talking about SDL_SetGamepadEventsEnabled(3) and it's literally the switch that decides whether SDL is gonna hand you gamepad tea or whether you're fetching it yourself. no cap.


✨ NAME ✨

SDL_SetGamepadEventsEnabled β€” set the state of gamepad event processing. yes queen, it's a toggle. she toggles. πŸ’…


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <SDL3/SDL_gamepad.h>

void SDL_SetGamepadEventsEnabled(bool enabled);

look at her. returns nothing. takes one lil bool. lowkey iconic. 🌸


🌈 DESCRIPTION 🌈

so here's the vibe check: if gamepad events are disabled, SDL is not gonna spoon-feed you that info, bestie. you must call SDL_UpdateGamepads() yourself, and check the state of the gamepad when you want gamepad information. that's the whole deal. you turned off the auto-delivery, so now you're the delivery. main character energy, honestly. πŸ‘‘


πŸŽ€ FUNCTION PARAMETERS πŸŽ€

  • enabled β€” whether to process gamepad events or not. true = yes babes, process them. false = not me ignoring the events on purpose πŸ™ˆ. it's a yes/no, that's it, that's the parameter.

🧚 THREAD SAFETY 🧚

It is safe to call this function from any thread. fr fr. any thread. go wild. thread-safe queen doesn't gatekeep. ✨


⭐ AVAILABILITY ⭐

This function is available since SDL 3.2.0. so if you're on something older… yeah no, she's not there yet, sorry bestie 😭.


πŸ”₯ SEE ALSO πŸ”₯


heads up bestie: the second you disable gamepad events, the ball is in your court. no events, no free updates. you're calling SDL_UpdateGamepads() and doing the state check yourself, every time. that's not a suggestion, that's the deal. 🫢

and that's the page, periodt. brought to you by Simple Directmedia Layer (the source), SDL 3.4.18 (the version), page SDL_SetGamepadEventsEnabled(3) β€” no date on this one, she's timeless like that πŸ’œπŸ’–βœ¨

πŸ“¦ where this page comes from