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To mark an issue in github you can use a Fixes: or Closes: tag. I.e.
This is the wrong direction. As I stated in ShadowBlip/InputPlumber#747 PASS mode needs to always forward all input. OpenGamepadUI is not the only consumer FWIW, but what we really need is a refactor of the overlay mode input manager that returns all input that OpenGamepadUI Doesn't use back to InputPlumber over dbus. That will require detecting when a chord other than guide +b is pressed and matching that to the generic capabilities. I.e. Guide + A -> not used, send Guide + A DOWN chord. On release, send UP chord. It gets a little complex as IIRC the deamon currently expects to do the full down/up on a timer. We'll need to handle that differently in IP.
Makes sense, good change.
This will break opening the OpenGamepadUI Quick Bar for devices that have LC/RC and no dedicated second QAM button.
Also fine. |
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@pastaq
Is this something you would like included? |
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Sure |
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What changed and why:
Existing shortcuts and controller mappings are preserved. No new production state, APIs, or InputPlumber changes. @pastaq added the 2 fixes. Also the changes you denied have been removed |
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can you update the PR description to match the new commit? |
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I think that should be it for those requests, please let me know if something is not as it should be |
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I'll need to test this. Thanks. Please add an Assisted-by: LLM tag to the commit if any LLM's were used. |
Clear active synthetic Guide actions when the combo marker ends and correct the RB release predicate. Preserve existing shortcuts and device aliases, correct the Guide+B documentation example, and remove the profile JSON trailing comma. Add three focused Godot regression tests. No InputPlumber routing or API changes. Assisted-by: LLM
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I added the tag to the commit message, not sure if you meant that kind of tag, or a "real" tag |
Summary
Fix overlay-mode Guide shortcut release handling while preserving existing shortcuts and controller mappings.
and Quick Bar actions, including when Guide is released first.
LeftTop/RightTopshortcut aliases, retaining Quick Bar access for devices without a dedicated second QAM button.Why
Refs ShadowBlip/OpenGamepadUI#549.
Related discussion: ShadowBlip/InputPlumber#747.
While reverting the earlier shortcut removals following review feedback, I noticed two pre-existing issues in
OverlayInputManager:InputEventActionto match both the Guide-combo marker and another button’s release. Those nested checks could not match,leaving the intended cleanup unreachable.
is_action_pressed("ogui_rb_ov")inside anevent.is_released()branch, so an ordinary RB-release event did not clear thescreenshot action through that path.
These fixes use existing action state without adding new routing abstractions or state tracking.
No InputPlumber changes or dependency are introduced. Generic passthrough and PASS-mode behavior remain outside this PR’s scope; this is not a complete fix for issue #549.
Test
Added three Godot regression tests covering:
All three fail against the previous implementation and pass with these fixes.
Earlier device testing was performed on a ROG Xbox Ally X running
Bazzite-deck Stable F44.20260929. Live verification of the latest release-handling fixes remains to be recorded.