SDL_GamepadAxis(3type)

โœจ SDL_GamepadAxis(3type) โœจ

okay bestie, gather round ๐Ÿ’– this one lives in the SDL3 DATATYPES corner of the SDL_GamepadAxis(3type) manual, and it's literally just the glow-up list of every axis a gamepad can have. no cap.


๐ŸŒธ NAME ๐ŸŒธ

SDL_GamepadAxis โ€” the list of axes available on a gamepad ๐ŸŽฎโœจ


๐Ÿฆ‹ SYNOPSIS ๐Ÿฆ‹

#include <SDL3/SDL_gamepad.h>

typedef enum SDL_GamepadAxis
{
    SDL_GAMEPAD_AXIS_INVALID = -1,
    SDL_GAMEPAD_AXIS_LEFTX,
    SDL_GAMEPAD_AXIS_LEFTY,
    SDL_GAMEPAD_AXIS_RIGHTX,
    SDL_GAMEPAD_AXIS_RIGHTY,
    SDL_GAMEPAD_AXIS_LEFT_TRIGGER,
    SDL_GAMEPAD_AXIS_RIGHT_TRIGGER,
    SDL_GAMEPAD_AXIS_COUNT
} SDL_GamepadAxis;

look at her. an icon. an enum. ๐Ÿ’… every single value is right there, exactly as written, don't you dare rename any of them.


๐Ÿ’œ DESCRIPTION ๐Ÿ’œ

so the thumbstick axes? their values range from SDL_JOYSTICK_AXIS_MIN to SDL_JOYSTICK_AXIS_MAX, and they're centered within about ~8000 of zero. that wiggle room around zero is a whole thing, okay โ€” advanced UI will let users set or autodetect the dead zone, and ngl that dead zone varies between gamepads, every single one is a little different ๐Ÿ™ˆ

and the trigger axes? those go from 0 (released, not pressed, chilling) up to SDL_JOYSTICK_AXIS_MAX (fully pressed, going feral) โ€” but ONLY when they're reported by SDL_GetGamepadAxis(). โš ๏ธ

bestie listen. that is NOT the same range you'll get from the lower-level SDL_GetJoystickAxis(). different function, different numbers. do not mix them up, i am begging ๐Ÿซถ

โญ AVAILABILITY โญ

this enum has been available since SDL 3.2.0. periodt. ๐Ÿ‘‘


and that's the whole vibe check ๐Ÿงš from the fine folks at Simple Directmedia Layer, this is the SDL 3.4.18 era, page SDL_GamepadAxis(3type) โ€” go forth and read your axes responsibly, mwah ๐Ÿ’–๐ŸŽ€๐Ÿ“

๐Ÿ“ฆ where this page comes from