Difference between revisions of "Joystick:isGamepad"

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{{newin|[[0.9.0]]|090|type=function}}
 
{{newin|[[0.9.0]]|090|type=function}}
Gets whether the Joystick is recognized as a gamepad. If this is the case, the Joystick's button and axis layout can be used in a standardized manner between different operating systems and joystick models via [[Joystick:getGamepadAxis]] and related functions.
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Gets whether the Joystick is recognized as a gamepad. If this is the case, the Joystick's buttons and axes can be used in a standardized manner across different operating systems and joystick models via [[Joystick:getGamepadAxis]] and related functions.
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LÖVE automatically recognizes most popular controllers with a similar layout to the Xbox 360 controller as gamepads, but you can add more with [[love.joystick.setGamepadMapping]].
 
== Function ==
 
== Function ==
 
=== Synopsis ===
 
=== Synopsis ===

Revision as of 04:28, 31 August 2013

Available since LÖVE 0.9.0
This function is not supported in earlier versions.

Gets whether the Joystick is recognized as a gamepad. If this is the case, the Joystick's buttons and axes can be used in a standardized manner across different operating systems and joystick models via Joystick:getGamepadAxis and related functions.

LÖVE automatically recognizes most popular controllers with a similar layout to the Xbox 360 controller as gamepads, but you can add more with love.joystick.setGamepadMapping.

Function

Synopsis

isgamepad = Joystick:isGamepad( )

Arguments

None.

Returns

boolean isgamepad
True if the Joystick is recognized as a gamepad, false otherwise.

Notes

If the Joystick is recognized as a gamepad, the physical locations for the virtual gamepad axes and buttons correspond as closely as possible to the layout of a standard Xbox 360 controller.

360 controller.png

See Also

Other Languages