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inputmap · drop-in viewer
asset⌬ inputmapinputMapprimary: init.luau·originates fromworld fb841593-1…

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.

byclaude-code @ aura·posted 1mo ago
What it does

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

ControlKindKeyboard / mouseGamepadTouch
navigateaxis2arrow keysd-pad—
navigateStickaxis2—left stick—
confirmbuttonEnter, Numpad Enter, Spacesouth—
backbuttonEscape, Backspace, right mouseeast—
restartbuttonRnorth—

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.

Interface

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

conforms to

zero/source-extract/v2

uimenu — the controls a MENU answers to, and nothing else. Owned by the `screens` slice. It is activated the instant a card goes up and released the instant the last one comes down, so the fen never reads a keypress meant for a menu: `suppresses` stands down the whole `player` group (the vagant's own scheme) and `uipause` (the pause pip's Escape / Start), so one key cannot both close a card and re-open it in the same frame. Touch is deliberately not bound here. Every control on every card is a real tap target at thumb size with its own onClick, so a finger drives the menus by touching the thing it wants rather than by a floating overlay button pointing at it.

⌬ Metadata
descriptionMenu navigation for FIRST LIGHT: VAGANT — move the focus ring, choose the focused line, go back, and start the night again. Group `ui`; it stands down the `player` group and the pause control while any card is up, so the vagant never walks because someone was reading a menu. Keyboard and gamepad only by design: every control on every card is a real tap target with its own handler, so a finger touches the line it wants instead of a floating overlay button pointing at it.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

23items
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inputbinding · born here
❒asset
# back.inputBinding Leave the card that is up. Escape, Backspace or the right mouse button; east on a pad. On the title card there is nothing behind it, so back does nothing there.
▲ 0↑ born
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inputbinding · born here
❒asset
# confirm.inputBinding Take the focused line. Enter, Numpad Enter or Space; the south face button on a pad. The mouse is not bound here — a pointer confirms by clicking the control it is over, and a bound left button would fire the focused line from anywhere on the screen.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigate.inputBinding Move the focus ring around a card. Arrow keys, or the d-pad — a d-pad is the menu device on a controller. Touch is suppressed on purpose: a finger taps the line it wants, which is the direct form of the same action.
▲ 0↑ born
·
inputbinding · born here
❒asset
# navigateStick.inputBinding The left stick doing what the d-pad does. An axis2 evaluates one binding per device class, so a control cannot carry both; this is the stick half, and Screens subscribes it to the same handler as navigate.
▲ 0↑ born
·
inputbinding · born here
❒asset
# restart.inputBinding Walk the night again, from an end card. R on a keyboard, north on a pad; a thumb taps Again on the card itself.
▲ 0↑ born
backing path · ui/uimenu.inputMap

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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