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
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@@ -30,14 +30,11 @@ func _ready() -> void:
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## Godot's built-in ui_accept (menu/button confirm) ships with zero joypad bindings —
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## checked directly: only Enter/Kp Enter/Space. ui_left/right/up/down, by contrast, do
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## default to the D-pad and stick, which is why gamepad focus navigation on a menu works out
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## of the box while "confirming" the focused button does nothing. Bind both the Xbox-style
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## bottom face button (A, index 0) and the right-hand one (B, index 1 — physically labelled
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## "A" on a Nintendo-layout pad, since SDL/browser gamepad mapping normalizes to Xbox
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## *position*, not the printed label) so either the common "confirm" button works.
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## of the box while "confirming" the focused button does nothing. Bind joypad button 0 (the
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## bottom face button in Xbox-style position mapping) as the confirm button.
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func _ensure_gamepad_confirm_binding() -> void:
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for button_index in [JOY_BUTTON_A, JOY_BUTTON_B]:
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var alt := InputEventJoypadButton.new()
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alt.button_index = button_index
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alt.button_index = JOY_BUTTON_A
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if not InputMap.action_has_event(&"ui_accept", alt):
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InputMap.action_add_event(&"ui_accept", alt)
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