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asset⌬ modulemoduleprimary: init.luau·originates fromworld c27abf00-6…

Focus

Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring.

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

Focus

Menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu carries an ordered ring of focusable ids and exactly one of them is lit; this module walks that ring.

  • Focus.open(list, prefer) — open a menu: the ids in stick order, and which starts lit.
  • Focus.axis(v, dt) — feed the navigate axis; one flick is one step, a held stick repeats.
  • Focus.point(id) — a mouse crossing a row or a finger tapping it moves the focus there.
  • Focus.id() / Focus.isFocused(id) — read it.
  • Focus.close() — nothing is focused until the next open.
  • Focus.release() — let go of a held direction, so a stick held through a transition does not keep walking.

The ring is whatever the card offers, so an interval with three faces and a fourth row is a ring of four and needs nothing said about it here: open takes the list screens.itemIds returns for the phase.

A held stick repeats on a delay measured in seconds AND in frames. On a machine running long frames a single flick can be one frame carrying half a second of dt, and a delay measured only in time turns that flick into two steps.

Fed by game/input/console.inputMap; consumed by game.ui.Screens, which asks it which row to draw lit.

Interface

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

conforms to

zero/source-extract/v2

Focus — menu focus navigation for the cards of GREASEPAINT. A controller has no pointer, so every menu in this game carries an ordered list of focusable items and exactly one of them is focused. The stick and the d-pad move that focus, `confirm` acts on it, and a mouse crossing an item moves the focus there too — so the pad, the keyboard, the mouse and a finger never disagree about what is selected. The three families in one model: navigate (axis2) -> Focus.axis(v, dt) repeat-held, one step per press confirm (button) -> Focus.id() whatever is lit is what fires pointer -> Focus.point(id) hover follows the mouse touch -> the item's own onClick, which also re-points focus local Focus = require("game.ui.Focus") Focus.open({ "start", "howto" }) Focus.axis({ x = 0, y = -1 }, dt) print(Focus.id()) The list a menu opens with is whatever the card offers, so a reward with three faces and a fourth row is one ring of four and needs nothing said about it here.

letGo( ) → void

Drop the held direction and the repeat it was counting. Everything that interrupts a hold — opening a menu, closing one, the stick coming back to centre — goes through here, so a stick held across a transition starts its next step from the top rather than mid-repeat.

step(delta: number) → void

Step the focus by whole items. Wraps at both ends, so a pad never dead-ends.

argtypedescription
deltanumber

open(list: { string }, prefer: string?) → void

Open a menu: the ordered focusable ids, and which one starts lit.

argtypedescription
list{ string }The item ids, in the order the stick walks them.
preferstring?The id to focus first; the first item when it is not in the list.

examples

Focus.open({ "resume", "restart", "howto", "quit" }, "resume")

close( ) → void

Close the menu. Nothing is focused until the next open().

id( ) → string

The id of the item currently focused, or nil when no menu is open.

isFocused(id: string) → boolean

Whether a given id is the one currently focused.

argtypedescription
idstringThe item id.

axis(v: { x: number?, y: number? }?, dt: number) → boolean

Feed the navigate axis. Handles the press edge and the held repeat, so one flick is one step.

argtypedescription
v{ x: number?, y: number? }?The axis2 reading, with .x and .y. Forward (+y) is "previous", the way a stick pushed up walks up a list.
dtnumberThe frame delta in seconds.

point(id: string?) → boolean

Move the focus onto a named item — what a mouse crossing it, or a finger tapping it, does.

argtypedescription
idstring?The item id.

release( ) → void

Let go of the held direction. Call it when a menu closes or the input map stands down, so a stick held through a transition does not keep walking.

⌬ Metadata
descriptionMenu focus navigation: an ordered ring of focusable ids walked by a gamepad stick or d-pad, acted on by confirm, and re-pointed by a mouse hover or a finger tap, with a held-repeat gated in both seconds and frames so one flick is one step.

Sub-parts

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

2items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · ui/Focus.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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