diff --git a/src/scripts/browser.js b/src/scripts/browser.js index 5525e3ec0f..75f7a1b275 100644 --- a/src/scripts/browser.js +++ b/src/scripts/browser.js @@ -290,7 +290,7 @@ browser.hisense = userAgent.toLowerCase().includes('hisense'); browser.tizen = userAgent.toLowerCase().indexOf('tizen') !== -1 || window.tizen != null; browser.vidaa = userAgent.toLowerCase().includes('vidaa'); browser.web0s = isWeb0s(); -browser.edgeUwp = browser.edge && (userAgent.toLowerCase().indexOf('msapphost') !== -1 || userAgent.toLowerCase().indexOf('webview') !== -1); +browser.edgeUwp = (browser.edge || browser.edgeChromium) && (userAgent.toLowerCase().indexOf('msapphost') !== -1 || userAgent.toLowerCase().indexOf('webview') !== -1); if (browser.web0s) { browser.web0sVersion = web0sVersion(browser); diff --git a/src/scripts/keyboardNavigation.js b/src/scripts/keyboardNavigation.js index ac21b112e4..5939784002 100644 --- a/src/scripts/keyboardNavigation.js +++ b/src/scripts/keyboardNavigation.js @@ -272,7 +272,7 @@ function attachGamepadScript() { // No need to check for gamepads manually at load time, the eventhandler will be fired for that // Not needed for UWP -if (navigator.getGamepads && appSettings.enableGamepad() && !browser.xboxOne) { +if (navigator.getGamepads && appSettings.enableGamepad() && !browser.edgeUwp) { window.addEventListener('gamepadconnected', attachGamepadScript); }