https://bugs.kde.org/show_bug.cgi?id=520692
--- Comment #4 from [email protected] --- (In reply to jwl from comment #3) > I am also seeing this happen in multiple games, and even outside of games. I > have a controller that can swap between DirectInput (emulating a PS4 > controller) and Xinput (emulating a wired Xbox 360 controller) and I see > this behavior in both modes, both in and out of games (tested with Street > Fighter 6 running on Proton through Steam). The observed result is the same > as reported by [email protected]. It seems like by default, what is normally the `Start` button on many controllers is mapped to send a `Meta` input. If one wanted to use a controller to control a system running KDE, that's not an unreasonable mapping to make. And, as per the dialog that surfaces when the user disables 'Allow using as pointer and keyboard', allowing the controller to send mouse and keyboard inputs is one way to prevent the screen from locking when the user is seemingly not producing input. But when combined with the reality that a great many games will often have the user pressing `Start` for any number of reasons (ie. pausing the game, opening a menu, confirming any number of options etc.), this mapping seems problematic. I am not a developer, but it seems like there are a few of solutions here: 1. Change whatever controls lock screen behavior to accept game controller input as valid input 2. Change the mapping of `Start` to something other than `meta`. It should also be noted that there are other problematic mappings, such as XInput B being mapped to `Esc`, XInput Right Shoulder being mapped to `Alt`, XInput Left Shoulder being mapped to `Ctrl`. 3. Allow user re-mapping of all Game Controller inputs so that `Start` can be remapped to something else, along with any other problematic inputs. I have no idea as to the feasibility of any of these, so maybe none of these are realistic however. -- You are receiving this mail because: You are watching all bug changes.
