uimenu.inputMap
The controls a **menu** answers to in *First Light: Vagant*, and nothing else. `Screens.component` activates it the instant a card goes up and releases it the instant the last one comes down.
uimenu.inputMap
The controls a menu answers to in First Light: Vagant, and nothing else.
Screens.component activates it the instant a card goes up and releases it the
instant the last one comes down.
Its group is ui and it suppresses:
player— the vagant's own scheme, so nobody walks into a ditch while reading the how-to card.uipause— the control that opens the pause card, so one Escape cannot close a card and re-open it in the same frame.
Controls
| Control | Kind | Keyboard / mouse | Gamepad | Touch |
|---|---|---|---|---|
navigate | axis2 | arrow keys | d-pad | — |
navigateStick | axis2 | — | left stick | — |
confirm | button | Enter, Numpad Enter, Space | south | — |
back | button | Escape, Backspace, right mouse | east | — |
restart | button | R | north | — |
Touch is declared false on purpose, not by omission. Every line on every
card is a control at thumb size carrying its own handler, so a finger chooses
by touching the thing it wants. A floating overlay button that points at a
menu item the finger can already reach is worse than no button.
navigate and navigateStick are two controls because an axis2 evaluates
exactly one binding per device class, and a controller should answer to both
its d-pad and its left stick. Screens.component subscribes both to one
handler.
Scoped to this part · feeds back into the world's score.