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<title>Input.set_pad — Ludic</title>
<meta name="description" content="Inject a gamepad&#x27;s whole state.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-input.html">Input</a> <span>›</span> <span class="here">Input.set_pad</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Input.set_pad</h1>
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<code class="sig">Input.set_pad(pad, connected, buttons, lx, ly, rx, ry)</code>
<div class="desc"><p>Injects gamepad <code>pad</code>'s whole state: <code>connected</code>, a <code>buttons</code> bitmask, and the four stick axes (<code>lx</code>, <code>ly</code>, <code>rx</code>, <code>ry</code>) as <code>fixed</code> in <code>-1.0..+1.0</code>. A platform gamepad binding feeds the same state; until then this drives it from replays, AI, or the network.</p></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Demo {
entry {
Input.set_pad(0, true, 5, 1.0, 0.0, 0.0, 0.0)
if Input.pad_button(0, 2) { print(1) }
}
}</pre></div>
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