Joystick:getGamepadMapping

Joystick:getGamepadMapping Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the button, axis or hat that a virtual gamepad input is bound to. Function Synopsis inputtype, inputindex, hatdirection = Joystick:getGamepadMapping( axis ) Arguments GamepadAxis axis The virtual gamepad axis to get the binding for. Returns JoystickInputType inputtype The type of input the virtual gamepad axis is bound to. number inputindex The index of the Joystick's button,

Joystick:getGUID

Joystick:getGUID Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets a stable GUID unique to the type of the physical joystick which does not change over time. For example, all Sony Dualshock 3 controllers in OS X have the same GUID. The value is platform-dependent. Function Synopsis guid = Joystick:getGUID( ) Arguments None. Returns string guid The Joystick type's OS-dependent unique identifier. See Also Joystick Joystick:getID love.joystick.setGam

Joystick:getHat

Joystick:getHat Available since LÖVE 0.9.0 It has been moved from love.joystick.getHat. Gets the direction of the Joystick's hat. Function Synopsis direction = Joystick:getHat( hat ) Arguments number hat The index of the hat to be checked. Returns JoystickHat direction The direction the hat is pushed. See Also Joystick Joystick:getHatCount

Joystick:getHatCount

Joystick:getHatCount Available since LÖVE 0.9.0 It has been moved from love.joystick.getNumHats. Gets the number of hats on the joystick. Function Synopsis hats = Joystick:getHatCount( ) Arguments None. Returns number hats How many hats the joystick has. See Also Joystick Joystick:getHat

Joystick:getID

Joystick:getID Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the joystick's unique identifier. The identifier will remain the same for the life of the game, even when the Joystick is disconnected and reconnected, but it will change when the game is re-launched. Function Synopsis id, instanceid = Joystick:getID( ) Arguments None. Returns number id The Joystick's unique identifier. Remains the same as long as the game is running. number instanceid (nil

Joystick:getName

Joystick:getName Available since LÖVE 0.9.0 It has been moved from love.joystick.getName. Gets the name of the joystick. Function Synopsis name = Joystick:getName( ) Arguments None. Returns string name The name of the joystick. See Also Joystick

Joystick:getVibration

Joystick:getVibration Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets the current vibration motor strengths on a Joystick with rumble support. Function Synopsis left, right = Joystick:getVibration( ) Arguments None. Returns number left Current strength of the left vibration motor on the Joystick. number right Current strength of the right vibration motor on the Joystick. See Also Joystick Joystick:setVibration Joystick:isVibrationSupported

Joystick:isConnected

Joystick:isConnected Available since LÖVE 0.9.0 This function is not supported in earlier versions. Gets whether the Joystick is connected. Function Synopsis connected = Joystick:isConnected( ) Arguments None. Returns boolean connected True if the Joystick is currently connected, false otherwise. See Also Joystick love.joystickadded love.joystickremoved

Joystick:isDown

Joystick:isDown Available since LÖVE 0.9.0 It has been moved from love.joystick.isDown. Checks if a button on the Joystick is pressed. LÖVE 0.9.0 had a bug which required the button indices passed to Joystick:isDown to be 0-based instead of 1-based, for example button 1 would be 0 for this function. It was fixed in 0.9.1. Function Synopsis anyDown = Joystick:isDown( buttonN, ... ) Arguments number buttonN The index of a button to check. Returns boolean anyDown True if any supplied but

Joystick:isGamepad

Joystick:isGamepad 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, Joystick:isGamepadDown, love.gamepadpressed, and related functions. LÖVE automatically recognizes most popular controllers with a similar layout to the Xbox 360 control