ui.inputMap
The controls a CARD answers to, and nothing else. Activated the instant a card goes up and released the instant the last one comes down, so the night never reads a keypress meant for a menu: it stands down the whole `player` group (the board's own scheme) and `uipause` (the contr…
ui
The controls a CARD answers to, and nothing else. Activated the instant a card
goes up and released the instant the last one comes down, so the night never
reads a keypress meant for a menu: it stands down the whole player group (the
board's own scheme) and uipause (the control that opens the pause card), so
one Escape cannot close a card and re-open it in the same frame.
| Control | Kind | Keyboard & mouse | Gamepad |
|---|---|---|---|
navigate | axis2 | the arrow keys | the d-pad |
navigateStick | axis2 | — | the left stick |
confirm | button | Enter, Numpad Enter, Space | south |
back | button | Escape, Backspace, right mouse | east |
restart | button | R | north |
Touch is deliberately unbound. Every line on every card is a real tap target at
thumb size carrying its own onClick, so a finger drives a menu by touching
the thing it wants rather than through a floating overlay button pointing at
it — which is also why this map takes the engine's own touch controls off the
screen while it is live.
navigate and navigateStick are separate controls because an axis2
evaluates ONE binding per class and so cannot carry both a d-pad and a stick;
Screens.component subscribes both to one handler.
Scoped to this part · feeds back into the world's score.