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activate a gamepad on any input instead of a one-second hold - #9

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e7d merged 1 commit into
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feat/instant-gamepad-activation
Aug 5, 2026
Merged

e7d merged 1 commit into
masterfrom
feat/instant-gamepad-activation

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@e7d e7d commented Aug 5, 2026

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maybe related to #8

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.
@e7d
e7d merged commit 5635529 into master Aug 5, 2026
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@e7d
e7d deleted the feat/instant-gamepad-activation branch August 5, 2026 09:42
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