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That diagnosis was right: the menu kept the mouse-hover path active while controller focus moved, so one control could stay highlighted under the stationary pointer while a different control owned controller input. Reverse traversal through nested menu groups was also asymmetric, and hidden pages could retain focus. I’ve fixed both parts in #152:
The regression test covers hover cleanup, controller-to-mouse handoff, reverse traversal, wrapping, hidden focus, and active mouse-drag protection. The shared menu was also rebuilt and exercised in a windowed game run on OpenGL and Vulkan. I’ll close the discussion when the PR lands; confirmation with the original Xbox One S controller is welcome on the merged build. |
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The controller/menu fix has now merged in #152. I’m closing this as implemented. If the original Xbox One S controller still misbehaves on a current-main build, please reply here with the exact menu and direction sequence and we’ll reopen it. |
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My xbox one s controller works well once loaded into the game (mouse gets disabled), but I think having both the mouse and the controller enabled in the menu makes the controller act buggy. Sometimes it has to move starting at the bottom and going up, sometimes certain directions don't work, and if the mouse is highlighting something you can't get it off that with the controller.
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