SDL_UpdateGamepads(3)

SDL_UpdateGamepads(3) ๐Ÿ’–

okay bestie, welcome to the SDL3 FUNCTIONS corner of the manual, where we manually pump gamepad updates like it's our job (because, in this one specific case, it literally is) ๐ŸŽฎโœจ


โœจ NAME โœจ

SDL_UpdateGamepads โ€” the girlies who are not using the loop get to manually pump gamepad updates, and honestly? slay ๐Ÿซถ


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <SDL3/SDL_gamepad.h>

void SDL_UpdateGamepads(void);

no arguments, no return value, just vibes and a void ๐Ÿ’…


๐Ÿฆ‹ DESCRIPTION ๐Ÿฆ‹

so here's the tea, bestie โ˜• โ€” this function is called automatically by the event loop if events are enabled. like, it just happens, no effort required, main character energy fr fr.

under such circumstances (iykyk), it will not be necessary to call this function. so if your event loop is already doing its thing with events enabled, you can just... not. let it cook. ๐Ÿ”ฅ

it's giving "the event loop already handles this for you" and it's iconic for that.


๐ŸŽ€ THREAD SAFETY ๐ŸŽ€

good news, bestie โ€” it is safe to call this function from any thread. every single one. no cap. call it from whatever thread you want, she does not care ๐Ÿงš๐Ÿ’œ


๐Ÿ‘‘ AVAILABILITY ๐Ÿ‘‘

this function is available since SDL 3.2.0. so if you're on anything older than that, sorry babe, this one's not for you ๐Ÿ˜ญ


vibe check reminder: if events are enabled, the event loop is already pumping these updates for you. calling it anyway isn't the move โ€” it's just unnecessary. ๐Ÿซถ

and that's the whole page, periodt. this lil love letter came to you from Simple Directmedia Layer, version SDL 3.4.18, dated at the bottom as SDL_UpdateGamepads(3) ๐Ÿ’– mwah, go update those gamepads bestie ๐Ÿ’…โœจ๐ŸŒˆ

๐Ÿ“ฆ where this page comes from