Bind only joypad button 0 for ui_accept confirm

Simplify the confirm binding to just the standard button 0 (Xbox-style
"A" / bottom face button) instead of also covering the Nintendo-layout
right-hand position.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
This commit is contained in:
2026-09-10 19:08:12 +03:00
parent d5c6b749d0
commit d2a59f695e
+3 -6
View File
@@ -30,14 +30,11 @@ func _ready() -> void:
## Godot's built-in ui_accept (menu/button confirm) ships with zero joypad bindings —
## checked directly: only Enter/Kp Enter/Space. ui_left/right/up/down, by contrast, do
## default to the D-pad and stick, which is why gamepad focus navigation on a menu works out
## of the box while "confirming" the focused button does nothing. Bind both the Xbox-style
## bottom face button (A, index 0) and the right-hand one (B, index 1 — physically labelled
## "A" on a Nintendo-layout pad, since SDL/browser gamepad mapping normalizes to Xbox
## *position*, not the printed label) so either the common "confirm" button works.
## of the box while "confirming" the focused button does nothing. Bind joypad button 0 (the
## bottom face button in Xbox-style position mapping) as the confirm button.
func _ensure_gamepad_confirm_binding() -> void:
for button_index in [JOY_BUTTON_A, JOY_BUTTON_B]:
var alt := InputEventJoypadButton.new()
alt.button_index = button_index
alt.button_index = JOY_BUTTON_A
if not InputMap.action_has_event(&"ui_accept", alt):
InputMap.action_add_event(&"ui_accept", alt)