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activate a gamepad on any input instead of a one-second hold - #9
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Holding a button for a second is not something a first-time user discovers, and the on-screen animation reads as an invitation to press, not to hold. Someone watching it press a button repeatedly, as most people do, was never activating anything. In a browser source it is worse than a dead end: the page takes no mouse or keyboard input, so once the hint has faded there is nothing left to explain what it wants. Any input now activates: a button pressed however briefly, or a stick pushed past half its travel. Both are read as a change between two scans, so an input already active when a gamepad first shows up is taken for a stuck button or a drifting stick and activates nothing until it is released and used again. The scan runs often enough for a real tap to land in it. The placeholder caption moves with that. It hung at a fixed share of the window height while the drawing was letterboxed inside a box of its own, so the two drifted apart: stranded in empty space on a tall window, behind the configuration bar on a short one. The drawing now sizes its own box and the caption sits in the notch between the grips, at a fixed share of the drawing, whatever the ratio. Sitting there means it can land over the dark controller body once the drawing gets small, where the page text colour alone would be unreadable, so it carries an outline in the colour of the current background: invisible against the background, and separating the glyphs from whatever they cross.
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maybe related to #8