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Allow all gamepad devices for built-in ui_* input actions
This allows all controllers to navigate the UI, which enhances compatibility with PC handhelds when external controllers are connected. Previously, only the first device was allowed to use `ui_*` actions out of the box, which means that on a PC handheld, external controllers couldn't navigate the UI (since the first ID is always the built-in controller).
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@@ -1188,11 +1188,12 @@ String InputEventJoypadMotion::to_string() {
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return vformat("InputEventJoypadMotion: axis=%d, axis_value=%.2f", axis, axis_value);
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}
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Ref<InputEventJoypadMotion> InputEventJoypadMotion::create_reference(JoyAxis p_axis, float p_value) {
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Ref<InputEventJoypadMotion> InputEventJoypadMotion::create_reference(JoyAxis p_axis, float p_value, int p_device) {
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Ref<InputEventJoypadMotion> ie;
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ie.instantiate();
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ie->set_axis(p_axis);
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ie->set_axis_value(p_value);
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ie->set_device(p_device);
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return ie;
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}
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@@ -1307,10 +1308,11 @@ String InputEventJoypadButton::to_string() {
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return vformat("InputEventJoypadButton: button_index=%d, pressed=%s, pressure=%.2f", button_index, p, pressure);
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}
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Ref<InputEventJoypadButton> InputEventJoypadButton::create_reference(JoyButton p_btn_index) {
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Ref<InputEventJoypadButton> InputEventJoypadButton::create_reference(JoyButton p_btn_index, int p_device) {
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Ref<InputEventJoypadButton> ie;
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ie.instantiate();
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ie->set_button_index(p_btn_index);
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ie->set_device(p_device);
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return ie;
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}
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