fix(input): Nintendo A/B face map on NX

SDL labels south as a and east as b; on Switch remap so physical A
confirms and physical B cancels in launcher and NamingScreen.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Andrew Quenehen
2026-08-01 04:24:57 -03:00
parent efd81d8e34
commit 2699c9a2f9
6 changed files with 63 additions and 29 deletions
+23 -12
View File
@@ -3,42 +3,48 @@
local GamepadMap = {}
-- LÖVE SDL game-controller mapping (D-pad / face / menu).
-- LÖVE SDL game-controller mapping (D-pad / face / menu) — desktop/mobile.
GamepadMap.DEFAULT_GAMEPAD_BINDINGS = {
dpup = "up", dpdown = "down", dpleft = "left", dpright = "right",
a = "a", b = "b",
start = "start", back = "select",
}
-- Switch: LÖVE/SDL labels south as "a" and east as "b", but Nintendo UX is
-- physical A (east) = confirm (GB A), physical B (south) = cancel (GB B).
GamepadMap.NX_GAMEPAD_BINDINGS = {
dpup = "up", dpdown = "down", dpleft = "left", dpright = "right",
a = "b", -- SDL south = Nintendo B → GB B
b = "a", -- SDL east = Nintendo A → GB A
start = "start", back = "select",
}
-- Generic SDL joysticks without a game-controller DB entry (Linux handhelds).
GamepadMap.RAW_BUTTON_BINDINGS = {
[1] = "a", [2] = "b",
[7] = "select", [8] = "start", [9] = "select", [10] = "start",
}
-- Switch OLED: love.joystickpressed indices (1-based). Used only when the
-- device is NOT a gamepad — love-nx also emits gamepadpressed for Joy-Con,
-- and applying both face paths in one frame breaks NamingScreen (a+b).
-- Y→a / X→b matches operator OLED naming diagnosis (2026-08-01).
-- Switch OLED raw indices (1-based). Only when NOT isGamepad() — love-nx
-- also emits gamepadpressed; dual-path face presses break NamingScreen.
-- #1 = Nintendo B, #2 = Nintendo A (probe); Y/X left unmapped for naming.
GamepadMap.NX_RAW_BUTTON_BINDINGS = {
[1] = "a", [2] = "b",
[3] = "a", [4] = "b",
[1] = "b", [2] = "a",
[9] = "select", [10] = "start",
}
-- Raw index -> gamepad button name for RomImporter routing.
-- Raw index -> gamepad button *name* for RomImporter (then NX face swap applies).
GamepadMap.RAW_TO_GAMEPAD_BUTTON = {
[1] = "a", [2] = "b",
[7] = "back", [8] = "start", [9] = "back", [10] = "start",
}
GamepadMap.NX_RAW_TO_GAMEPAD_BUTTON = {
[1] = "a", [2] = "b",
[3] = "a", [4] = "b",
[1] = "a", [2] = "b", -- SDL south/east names; NX_GAMEPAD_BINDINGS swaps to GB
[9] = "back", [10] = "start",
}
-- Test hook: force NX raw tables without stubbing love.
-- Test hook: force NX tables without stubbing love.
GamepadMap._forceNXForTests = false
function GamepadMap._setForceNXForTests(v)
@@ -52,8 +58,13 @@ local function nxActive()
return false
end
function GamepadMap.gamepadBindings()
if nxActive() then return GamepadMap.NX_GAMEPAD_BINDINGS end
return GamepadMap.DEFAULT_GAMEPAD_BINDINGS
end
function GamepadMap.mapGamepadButton(button)
return GamepadMap.DEFAULT_GAMEPAD_BINDINGS[button]
return GamepadMap.gamepadBindings()[button]
end
-- love-nx / SDL: when isGamepad(), face+menu already arrive via gamepad*.
+1 -1
View File
@@ -51,7 +51,7 @@ end
function Input:applyBindings(overlay)
local keys, pads = {}, {}
for key, action in pairs(DEFAULT_BINDINGS) do keys[key] = action end
for button, action in pairs(GamepadMap.DEFAULT_GAMEPAD_BINDINGS) do
for button, action in pairs(GamepadMap.gamepadBindings()) do
pads[button] = action
end
for actionId, binding in pairs(overlay or {}) do
+3 -1
View File
@@ -1513,7 +1513,9 @@ end
function RomImporter:gamepadpressed(_, button)
self:_activatePadCursor()
if button == "a" then
-- Map through GamepadMap so NX swaps SDL face labels to Nintendo A/B.
local action = GamepadMap.mapGamepadButton(button)
if action == "a" then
-- Instant click at the virtual pointer (same path as a mouse/touch tap).
self:mousepressed(self._padCursor.x, self._padCursor.y, 1)
elseif button == "leftshoulder" then