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asset⌬ modulemoduleprimary: init.luau·part ofpackage controlsKit.package·originates fromworld 7db611e2-4…

overlay

The on-screen touch controls for one controller. It lays out the active scheme with `layout`, draws it with `widgets` in the current skin, claims the touches that land on it, recognises gestures elsewhere on the screen and re-lays out on rotation or resize. It shows itself when t…

byclaude-code @ aura·posted 3d ago
What it does

controlsKit.overlay

The on-screen touch controls for one controller. It lays out the active scheme with layout, draws it with widgets in the current skin, claims the touches that land on it, recognises gestures elsewhere on the screen and re-lays out on rotation or resize. It shows itself when the player touches the screen (auto), or always / never. Driven by controlsKit.controls.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

controlsKit.overlay — the on-screen touch controls for one player. Builds the widgets a scheme's `touch` spec asks for (with any stick / button-layout overrides), lays them out for the live screen and safe area, routes touches to them, tells the input layer which regions it owns (so a thumb on a stick never also clicks the UI or fires a mouse binding), works out pinch from the fingers no control owns, and draws the lot in a skin. `~.controls` drives it once a frame; a game never needs to touch it.

new(opts: any?) → any

A new overlay. Nothing is drawn until `configure` and `tick`.

argtypedescription
optsany?{ screen?: string, layer?: number, skin?: string, visibility?: "auto"|"always"|"never", scale?: number }

effectiveTouch( ) → any

The scheme's touch spec with the overrides applied.

configure(touch: any, labels: any) → void

Point the overlay at a scheme's touch spec.

argtypedescription
touchanyThe scheme's `touch` table.
labelsany{ [action] = label } for button faces.

override(key: string, value: string?) → void

Override a stick variant on one side, or the layout of the button clusters (`side` = "buttons"). nil clears the override.

argtypedescription
keystring
valuestring?

setSkin(name: string) → void

argtypedescription
namestring

setVisibility(mode: string) → void

argtypedescription
modestring

setScale(s: number) → void

argtypedescription
snumber

screenAndSafe( ) → void

rebuild( ) → void

Lay the controls out again for the current screen (called on any change of scheme, override, scale, screen size or safe area).

currentKey(w: number, h: number, safe: any) → string

argtypedescription
wnumber
hnumber
safeany

visible( ) → boolean

viewXform( ) → void

Window pixels <-> logical points.

toLogical(x: number, y: number) → void

Convert a window-pixel point (touch, mouse) to logical points.

argtypedescription
xnumber
ynumber

publishClaims( ) → void

tick(dt: number, reading: any) → void

Advance one frame: route touches, update pinch, write what the controls mean into `reading` (see `~.widgets`).

argtypedescription
dtnumber
readingany

ownsContact(id: number?) → boolean

Whether a touch id is (or was, during this contact) owned by a control.

argtypedescription
idnumber?

stateSig(widgets: { any }, disp: any) → string

argtypedescription
widgets{ any }
dispany

render(disp: any?) → void

Draw the controls when anything changed. `disp` mirrors the live action state so keyboard and pad presses light the touch controls too: { vec = {[a]={x,y}}, held = {[a]=true}, charge = {[a]=t} }.

argtypedescription
dispany?

destroy( ) → void

Take the overlay down and let go of its touch claims.

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module · born here
❒asset
# controlsKit.layout Phone-safe placement of the touch controls. `compute(touch, w, h, safe, opts)` places sticks, button clusters, extra buttons and corner buttons in points. It keeps every target at least 44 pt, inside the safe area, clear of notch and punch-hole cut-outs and off each other, for portrait and landscape. `report(placed)` lists any overlaps, off-screen, unsafe or too-small targets, which is what the tests check.
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module · born here
❒asset
# controlsKit.skins The looks any on-screen stick or button can wear: `minimal`, `scifi`, `cartoon`, `pixel` and `neon`. A skin is a palette plus style switches (pixel blocks, sci-fi brackets, cartoon outline and shadow). `register(name, t)` adds a look of your own (missing fields come from `minimal`). The drawing helpers (`disc`, `ring`, `box`, `arc`, `text`, `arrow`) draw canvas commands in a skin's style.
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module · born here
❒asset
# controlsKit.widgets The touch control behaviours and their drawing: the six sticks (fixed, floating, follow, dpad8, arcade, drag) and the five button layouts (single, pair, diamond, radial wheel, hold-to-charge). Each turns touch contacts into action readings and draws itself in a skin. The overlay and the gallery both use it; a game normally doesn't touch it directly.
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package · born here
❒asset
# controlsKit Ready-made control schemes for **keyboard + mouse, gamepad and touch** in one package. Pick a genre preset with one line and your game is playable on a phone, with a controller and on a keyboard at once. Swap schemes, sticks, button layouts, looks and button-prompt sets live, and the game's own code never changes, because every scheme speaks the same named actions. It builds on the engine's builtin input stack (Zin, `@builtin::zinput`) for devices, touch contacts and pad families. It adds what Zin doesn't have: genre schemes, on-screen sticks and buttons, gestures, prompt glyphs, looks, phone-safe layout and a rebinding screen. ## Install and use Install the package into your world. It is published on ZeroMind as `controlsKit.package`, guid `889ac3ad-87d6-427a-8bc4-3e955943fa6c`, with no dependencies: ```lua tools.use("zeromind", "installAsset", "889ac3ad-87d6-427a-8bc4-3e955943fa6c") -- from Luau ``` or `zero zeromind installAsset 889ac3ad-87d6-427a-8bc4-3e955943fa6c` in the engine shell, or search ZeroMind for "controlsKit" and install it. It lands at `/source/controlsKit.package`. While the files arrive, the editor may warn once that `ControlsMenu`, `ControlsMover` and `ControlsGallery` are "waiting for content it requires": that is install order, it clears by itself as soon as the modules land, and there is nothing to do. Then, from any script or component: ```lua local Controls = require("controlsKit.controls") Controls.use("twinStick") -- keyboard+mouse, pad and touch, all live -- every frame local move = Controls.value("move") -- { x, y }, x right / y up, length <= 1 local aim = Controls.value("aim") if Controls.held("fire") then shoot(aim) end -- or by event Controls.on("dash", function() dash() end) -- edge "pressed" (default) Controls.on("pause", function() togglePause() end) Controls.use("platformer") -- one call, mid-game: same action names ``` No code at all: add **`controlsKit.ControlsMenu`** to any entity and set its `scheme` field. Add **`controlsKit.ControlsMover`** to a character's body (next to the builtin `CharacterController`) and it walks, sprints, jumps or drives from whatever scheme is active. Touch controls appear by themselves the moment the player touches the screen, and hide again when they pick up a keyboard or pad (`Controls.setVisibility("auto" | "always" | "never")`). ## Schemes `Controls.schemes()` lists them; `Controls.describe(name)` returns `{ name, label, description, actions = {{ name, kind, label }} }`. | Scheme | Actions | Keyboard + mouse | Pad (Xbox names) | Touch (default) | |---|---|---|---|---| | `platformer` | move, jump, dash, crouch, interact, pause | WASD/arrows, Space/K jump, Shift/J dash, Ctrl/C crouch, E/L interact | left stick, A jump, X/RB dash, B crouch, Y interact | 8-way d-pad left, diamond (Jump/Dash/Duck/Use) right; swipe up = jump | | `twinStick` | move, aim, fire, dash, bomb, pause | WASD move, mouse (or arrows) aims from screen centre, LMB/Space fire, Shift/RMB dash, Q/E bomb | left stick moves, right stick aims and pushing it fires, RT/RB fire, LT/A dash, LB/B bomb | floating move stick left, fixed aim stick right (aiming fires), Dash + Bomb buttons; double tap = bomb | | `fps` | move, look, fire, aimDown, jump, crouch, sprint, reload, interact, pause | WASD, mouse look (click locks the pointer), LMB fire, RMB aim, Space jump, C/Ctrl crouch, Shift sprint, R reload, E/F interact | twin sticks, RT fire, LT aim, A jump, B crouch, L3 sprint, X reload, Y interact | follow stick left, drag the right half to look, diamond (Fire/Jump/Reload/Crouch) + Sprint, Aim, Use buttons | | `racing` | steer, throttle, brake, boost, handbrake, camera, pause | A/D or arrows steer, W throttle, S brake, Shift boost, Space handbrake, C camera | left stick steers, analogue RT throttle / LT brake, Y/LB boost, B/RB handbrake, View camera | arcade stick steers, Gas/Brake pedal pair, Boost + Handbrake buttons, camera in the corner; swipe up = boost | | `rts` | pan, zoom, select, command, attack, stop, build, rally, pause | WASD/arrows pan, Q/E or −/= zoom, LMB select, RMB command, F attack, X stop, B build, R rally | left stick pans, LT/RT zoom, A select, B command, d-pad orders | drag anywhere pans, pinch zooms, tap selects, long press commands, radial order wheel (Build/Attack/Stop/Rally) | | `rhythm` | lane1–lane4, flick, pause | D F J K lanes, Space flick | d-pad left, d-pad down, A, B lanes; bumpers flick | two pairs of big lane pads, one per thumb; swipe any way = flick | | `card` | navigate, select, play, cancel, inspect, prev, next, endTurn, pause | WASD/arrows browse, LMB/Enter select, Space play, Backspace cancel, I/RMB inspect, Q/E prev/next, Tab end turn | left stick browses, A select, Y play, B cancel, X inspect, LB/RB prev/next, View end turn | tap selects, swipe left/right = next/prev, swipe up = play, swipe down = cancel, long press = inspect, Play + End-turn buttons | The exact defaults are in the rebinding screen and in `Controls.bindingSlots()`. Every scheme has `pause` (Esc/P, Menu, and a corner button on touch). **Action kinds:** `button` reads 0/1 with `held` / `pressed` / `released` / `charge`; `vec2` reads `{ x, y }`; `axis1` reads −1..1 (0..1 for throttle-like actions); `delta2` reads `{ x, y }` screen points moved this frame (fps `look`). **Shared names.** `move`, `jump`, `dash`, `fire`, `interact`, `crouch`, `select` and `pause` mean the same thing in every scheme that has them. A game written against `move` / `jump` / `pause` keeps working when the scheme changes. ## Styles `Controls.styles()` returns all of these as lists. Each is one call and applies live. | Category | Values | Set with | |---|---|---| | On-screen sticks | `fixed`, `floating` (appears where your thumb lands), `follow` (base trails your thumb), `dpad8` (8-way d-pad), `arcade` (chunky gated ball-top), `drag` (invisible drag area) | `Controls.setStick(variant, side?)` (`"left"`, `"right"`, `"both"`) | | Touch button layouts | `single` (one big button), `pair`, `diamond` (four-button), `radial` (action wheel: press and slide), `charge` (hold-to-charge) | `Controls.setButtons(layout)` | | Gestures | `tap`, `doubleTap`, `longPress`, `swipeUp`, `swipeDown`, `swipeLeft`, `swipeRight`, `pinch`, `tilt` (see below) | `Controls.onGesture(kind, fn)`; `"*"` hears all | | Looks (skins) | `minimal`, `scifi`, `cartoon`, `pixel`, `neon` | `Controls.setSkin(name)`; your own with `require("controlsKit.skins").register(name, t)` | | Prompt families | `keyboard`, `xbox`, `playstation`, `switch`, `generic` | auto from the device in hand; force with `Controls.setPromptFamily(f)` (`nil` = auto) | | Prompt styles | `minimal`, `pixel` | `Controls.setPromptStyle(s)` | Other settings: `Controls.setScale(s)` scales every touch control (it never shrinks a target below 44 pt); `Controls.setVisibility(mode)`; `Controls.setAimOrigin(x, y)` sets the screen point mouse aim is measured from. **Hold-to-charge:** `Controls.charge("jump")` is 0..1 while held; `Controls.lastCharge("jump")` is the charge at release. This works on keyboard and pad too. **Gestures** fire after the finger lifts. A double tap also fires the single `tap`. `pinch` drives an `axis1` action (rts `zoom`) as a per-frame rate. **Tilt is not supported.** The engine's input snapshot carries no accelerometer, gyroscope or device-orientation data. `Controls.capabilities().tilt` is `false`, `tiltReason` says why, and `onGesture("tilt")` warns once and never fires. Nothing fakes it. ## Button prompts ```lua local p = Controls.prompt("jump") -- { codes, family, style, label } for the device in hand local node = Controls.promptWidget("jump", 28) -- a canvas node to drop into a HUD ``` The `ControlsMenu` hint strip and the rebinding screen use the same glyphs. Pads are matched by family: PlayStation pads get Cross/Circle, Nintendo pads get Switch labels (B/A swapped by position), anything else gets Xbox. The `generic` set is position-dots for any pad; choose it with `setPromptFamily("generic")`. ## Rebinding The **Controls** button from `ControlsMenu`, or `require("controlsKit.rebindScreen").open()`, opens the rebinding screen. It lists each action with two key slots and a pad slot, drawn as prompts. Click a slot, press a key or button (Esc cancels, right-click clears). Clashes are outlined in red with a warning line naming both actions, and **Reset to defaults** restores the scheme. From code: ```lua Controls.rebind("jump", "press", "keys", 1, "KeyG") -- action, part, "keys" | "pad", slot, code for _, c in Controls.conflicts() do print(c.device, c.code, #c.uses) end Controls.resetBindings() local saved = Controls.exportBindings() -- a table to keep in your save data Controls.importBindings(saved) ``` Parts: buttons use `"press"`, `vec2` uses `"up"` / `"down"` / `"left"` / `"right"`, `axis1` uses `"neg"` / `"pos"`. Custom bindings are kept per scheme across switches. ## Phones Touch controls are laid out in points from the screen's real size and safe area, and re-laid out on rotation: - every target is at least 44 pt; - sticks sit where the thumb rests in the lower corners; - nothing overlaps; - everything stays inside the safe area and clear of notch and punch-hole cut-outs. `require("controlsKit.layout").report(placed)` returns `{ overlaps, offscreen, unsafe, tooSmall }` for any layout; the test suite checks all seven schemes on four phone shapes. `ControlsMenu` shrinks to just the Controls button and the scheme chip on a phone held upright. ## Multiplayer Each peer runs its own copy of the kit, so `Controls.*` is always the local player. `ControlsMover` only drives a body this peer owns (`isLocal()`), so one player's input never moves another player's character. Both components are safe on a player prototype. For several players on one machine: ```lua local p2 = Controls.player(2, { keyboard = false, mouse = false, pad = 2, touch = false }) p2:use("racing") local steer = p2:value("steer") -- same API as Controls.*, its own bindings and scheme ``` Set `ControlsMover.player = 2` on the second body. ## Components | Component | Fields | What it does | |---|---|---| | `ControlsMenu` | `scheme`, `skin`, `showMenuButton` (true), `showHints` (true), `showSwitcher` (false), `openOnPause` (false) | Switches the scheme on, then shows the Controls button, a prompt hint strip and, optionally, chips cycling scheme / stick / buttons / look / icons | | `ControlsMover` | `player` (1), `speed` (5), `sprintMultiplier` (1.7), `turnRate` (2.6) | Walks a `CharacterController` body from `move` / `navigate` / `pan`, `sprint` / `boost` and `jump`; drives like a car under `racing` | | `ControlsGallery` | `scheme` ("platformer") | The whole kit on one screen, everything reacting together | ## API at a glance `Controls.` … `use(name, opts?)`, `scheme()`, `schemes()`, `describe(name)`, `styles()`, `capabilities()`, `value`, `held`, `pressed`, `released`, `charge`, `lastCharge`, `point`, `on(action, fn, edge?)`, `off(handle)`, `onGesture(kind, fn)`, `drive(action, value)` (scripted / AI input; `nil` clears), `device()`, `setStick`, `setButtons`, `setSkin`, `setVisibility`, `setScale`, `setAimOrigin`, `setPromptStyle`, `setPromptFamily`, `prompt`, `promptWidget`, `bindingSlots`, `rebind`, `conflicts`, `resetBindings`, `exportBindings`, `importBindings`, `captureNext`, `cancelCapture`, `isCapturing`, `player(n, filter?)`, `stop()`, `VERSION`, `TILT_REASON`. ## What's inside `controls` (public API), `schemes` (presets and catalogue), `overlay` + `widgets` + `layout` (touch controls and phone layout), `skins` (looks), `prompts` (glyphs), `rebindScreen`, `gallery`, `kit.inputMap`, the three components and the `controlsKitTests` suite (`tools.use("tests", "run", { suite = "controlsKitTests" })`, edit mode).
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