Difference between revisions of "love.joystick.setGamepadMapping"
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− | {{newin|[[0.9. | + | {{newin|[[0.9.2]]|092|type=function}} |
Binds a virtual gamepad input to a button, axis or hat for all Joysticks of a certain type. For example, if this function is used with a [[Joystick:getGUID|GUID]] returned by a Dualshock 3 controller in OS X, the binding will affect [[Joystick:getGamepadAxis]] and [[Joystick:isGamepadDown]] for ''all'' Dualshock 3 controllers used with the game when run in OS X. | Binds a virtual gamepad input to a button, axis or hat for all Joysticks of a certain type. For example, if this function is used with a [[Joystick:getGUID|GUID]] returned by a Dualshock 3 controller in OS X, the binding will affect [[Joystick:getGamepadAxis]] and [[Joystick:isGamepadDown]] for ''all'' Dualshock 3 controllers used with the game when run in OS X. | ||
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{{param|GamepadButton|button|The virtual gamepad button to bind.}} | {{param|GamepadButton|button|The virtual gamepad button to bind.}} | ||
{{param|JoystickInputType|inputtype|The type of input to bind the virtual gamepad button to.}} | {{param|JoystickInputType|inputtype|The type of input to bind the virtual gamepad button to.}} | ||
− | {{param|number|inputindex|The index of the axis, button, or hat to bind the virtual gamepad button to.}} | + | {{param|number|inputindex|The 1-based index of the axis, button, or hat to bind the virtual gamepad button to.}} |
− | {{param|JoystickHat|hatdir (nil)|The direction of the hat, if the virtual gamepad button will be bound to a | + | {{param|JoystickHat|hatdir (nil)|The direction of the hat, if the virtual gamepad button will be bound to a hat. nil otherwise.}} |
=== Returns === | === Returns === | ||
{{param|boolean|success|Whether the virtual gamepad button was successfully bound.}} | {{param|boolean|success|Whether the virtual gamepad button was successfully bound.}} | ||
Line 28: | Line 28: | ||
{{param|GamepadAxis|axis|The virtual gamepad axis to bind.}} | {{param|GamepadAxis|axis|The virtual gamepad axis to bind.}} | ||
{{param|JoystickInputType|inputtype|The type of input to bind the virtual gamepad axis to.}} | {{param|JoystickInputType|inputtype|The type of input to bind the virtual gamepad axis to.}} | ||
− | {{param|number|inputindex|The index of the axis, button, or hat to bind the virtual gamepad axis to.}} | + | {{param|number|inputindex|The 1-based index of the axis, button, or hat to bind the virtual gamepad axis to.}} |
− | {{param|JoystickHat|hatdir (nil)|The direction of the hat, if the virtual gamepad axis will be bound to a | + | {{param|JoystickHat|hatdir (nil)|The direction of the hat, if the virtual gamepad axis will be bound to a hat. nil otherwise.}} |
=== Returns === | === Returns === | ||
{{param|boolean|success|Whether the virtual gamepad axis was successfully bound.}} | {{param|boolean|success|Whether the virtual gamepad axis was successfully bound.}} | ||
== Notes == | == Notes == | ||
+ | LÖVE versions older than [[0.10.0]] have a bug which requires any mapping that is a suffix of another (for example "x" is a suffix to "leftx") to be mapped first. | ||
+ | |||
The physical locations for the bound gamepad axes and buttons should correspond as closely as possible to the layout of a standard Xbox 360 controller. | The physical locations for the bound gamepad axes and buttons should correspond as closely as possible to the layout of a standard Xbox 360 controller. | ||
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* [[Joystick:getGamepadMapping]] | * [[Joystick:getGamepadMapping]] | ||
[[Category:Functions]] | [[Category:Functions]] | ||
− | {{#set:Description=Binds a virtual gamepad input to a | + | {{#set:Description=Binds a virtual gamepad input to a button, axis or hat.}} |
== Other Languages == | == Other Languages == | ||
{{i18n|love.joystick.setGamepadMapping}} | {{i18n|love.joystick.setGamepadMapping}} |
Latest revision as of 14:53, 18 June 2023
Available since LÖVE 0.9.2 |
This function is not supported in earlier versions. |
Binds a virtual gamepad input to a button, axis or hat for all Joysticks of a certain type. For example, if this function is used with a GUID returned by a Dualshock 3 controller in OS X, the binding will affect Joystick:getGamepadAxis and Joystick:isGamepadDown for all Dualshock 3 controllers used with the game when run in OS X.
LÖVE includes built-in gamepad bindings for many common controllers. This function lets you change the bindings or add new ones for types of Joysticks which aren't recognized as gamepads by default.
The virtual gamepad buttons and axes are designed around the Xbox 360 controller layout.
Contents
Function
Synopsis
success = love.joystick.setGamepadMapping( guid, button, inputtype, inputindex, hatdir )
Arguments
string guid
- The OS-dependent GUID for the type of Joystick the binding will affect.
GamepadButton button
- The virtual gamepad button to bind.
JoystickInputType inputtype
- The type of input to bind the virtual gamepad button to.
number inputindex
- The 1-based index of the axis, button, or hat to bind the virtual gamepad button to.
JoystickHat hatdir (nil)
- The direction of the hat, if the virtual gamepad button will be bound to a hat. nil otherwise.
Returns
boolean success
- Whether the virtual gamepad button was successfully bound.
Function
Synopsis
success = love.joystick.setGamepadMapping( guid, axis, inputtype, inputindex, hatdir )
Arguments
string guid
- The OS-dependent GUID for the type of Joystick the binding will affect.
GamepadAxis axis
- The virtual gamepad axis to bind.
JoystickInputType inputtype
- The type of input to bind the virtual gamepad axis to.
number inputindex
- The 1-based index of the axis, button, or hat to bind the virtual gamepad axis to.
JoystickHat hatdir (nil)
- The direction of the hat, if the virtual gamepad axis will be bound to a hat. nil otherwise.
Returns
boolean success
- Whether the virtual gamepad axis was successfully bound.
Notes
LÖVE versions older than 0.10.0 have a bug which requires any mapping that is a suffix of another (for example "x" is a suffix to "leftx") to be mapped first.
The physical locations for the bound gamepad axes and buttons should correspond as closely as possible to the layout of a standard Xbox 360 controller.
See Also
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