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Couch Controls

Native gamepad support: analog movement, stick camera, and menu navigation that steps between real slots and buttons instead of shoving a pointer at them.

Couch Controls

Native gamepad support for Minecraft Java: analog movement, stick camera, and menu navigation that steps between real slots and buttons instead of shoving a pointer at them.

Client-side only. The server neither needs it nor knows about it.

Layout

Positional names (SDL calls them SOUTH/EAST/WEST/NORTH, not A/B/X/Y), so this comes out right on an Xbox pad, a PlayStation pad, and the 8BitDo alike.

In the world

Control Action
Left stick Move (analog)
Right stick Look
Right trigger Attack / break
Left trigger Use / place
South (A) Jump
East (B) Sneak
West (X) Drop item
North (Y) Open inventory
Shoulders Cycle hotbar
Left stick click Sprint (latches until the stick recentres)
Right stick click Swap hands
Start Pause menu (press again to close)
Back Player list
D-pad Pandorical keybinds 1-4 (down = slot 1, poopsmith's poop key)

In menus

Control Action
Left stick / D-pad Step between slots and buttons
Right stick Move the pointer freely
South (A) Click
West (X) Right click
North (Y) Shift-click (quick move)
East (B) Close
Start Close
Shoulders Scroll (bundle contents, long lists)

Known gaps

  • Text entry. Chat, signs, anvils and command blocks still need a keyboard. Landing on a text field focuses it; typing into it is a separate problem that wants an on-screen keyboard.
  • No rumble yet. SDL exposes it and Gamepad.rumble is wired, but nothing calls it.
  • No dead zone, sensitivity or binding configuration. All tuning constants are in the source, each with a note on what moving it costs.
  • Creative inventory tabs are widgets and so are reachable, but the tab strip navigates awkwardly.
  • First pad only. SDL_GetGamepads returns a list and this opens index 0.

The Couch Controls Team

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