Bind a gamepad confirm button — ui_accept had none by default
Siim reported gamepad menu navigation works but pressing a button does nothing. Checked Godot's actual built-in ui_accept bindings directly: only Enter/Kp Enter/Space — no joypad button at all. That's why D-pad/stick focus movement (ui_left/right/up/down do default to gamepad input) worked while "confirm" never could, on any controller. Binds 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 gamepad mapping normalizes to Xbox *position* rather than the printed label), so either common "confirm" button activates the focused menu/end-screen button. Verified headlessly end-to-end: a synthetic joypad button 0 or button 1 press on the focused end-screen button now reloads the run, matching what a real gamepad press should do. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MXBNaEBmrYDSMcv4NgUWtV
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@@ -22,10 +22,26 @@ const REBINDABLE_ACTIONS: PackedStringArray = [
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func _ready() -> void:
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_ensure_gamepad_confirm_binding()
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load_saved()
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_install_web_fullscreen_hook()
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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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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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if not InputMap.action_has_event(&"ui_accept", alt):
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InputMap.action_add_event(&"ui_accept", alt)
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# ── Web fullscreen + landscape lock ─────────────────────────────────────────────
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# The reliable way to force fullscreen on the web: install a NATIVE DOM listener that calls
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# requestFullscreen() synchronously inside the real user-gesture event — the same thing
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