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

gallery

The showcase screen behind `ControlsGallery` and `scenes/gallery`. It shows every stick, button layout, gesture area, prompt family x style and look side by side and labelled, all lit by the same input: keys, a pad or touches on any control. `new({ scheme })`, `tick`, `destroy`;…

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

controlsKit.gallery

The showcase screen behind ControlsGallery and scenes/gallery. It shows every stick, button layout, gesture area, prompt family x style and look side by side and labelled, all lit by the same input: keys, a pad or touches on any control. new({ scheme }), tick, destroy; snapshot() reports what is lit, for tests.

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.gallery — every stick, button layout, gesture, prompt set and look on one screen, labelled, all answering the same input at once. The gallery is built from the kit's real widgets (the same stick and cluster code the overlay runs), so what you see is what a game gets. Everything reacts together: a key, a pad button or a touch on any one of the controls lights the matching part of every other control, prompt glyph and look. Touch anywhere off the controls to try the gestures. local Gallery = require("controlsKit.gallery") local g = Gallery.new({ scheme = "platformer" }) -- once a frame: g:tick(dt) -- and g:destroy() when done The `ControlsGallery` component does exactly that, so a scene only needs an entity carrying it.

len(x: number, y: number) → number

argtypedescription
xnumber
ynumber

text(cmds: { any }, x: number, y: number, s: string, size: number, color: string, align: string?) → void

argtypedescription
cmds{ any }
xnumber
ynumber
sstring
sizenumber
colorstring
alignstring?

box(cmds: { any }, x0: number, y0: number, x1: number, y1: number, fill: string, stroke: string?) → void

argtypedescription
cmds{ any }
x0number
y0number
x1number
y1number
fillstring
strokestring?

transform(cmds: { any }, k: number, ox: number, oy: number) → void

argtypedescription
cmds{ any }
knumber
oxnumber
oynumber

active( ) → any

The gallery on screen right now (the last one made and not yet destroyed), or nil. Handy for tests and tools that want `snapshot()`.

new(opts: any?) → any

argtypedescription
optsany?

build( ) → void

xform( ) → void

design-space transform for the live screen

tick(dt: number) → void

Advance one frame: route touches, mirror the live action state onto every control, redraw.

argtypedescription
dtnumber

render(disp: any, k: number, ox: number, oy: number) → void

argtypedescription
dispany
knumber
oxnumber
oynumber

section(y: number, title: string, note: string?) → void

argtypedescription
ynumber
titlestring
notestring?

snapshot( ) → any

What the gallery shows right now: the shared stick vector, held actions, charge, lit gestures — for tests and tools.

locate(kind: string, name: string) → void

Design-space centre of a gallery control, for driving it by touch: kind "stick" | "layout" | "look", name the variant / layout / skin.

argtypedescription
kindstring
namestring

toScreen(x: number, y: number) → void

Design-space point to logical screen points.

argtypedescription
xnumber
ynumber

destroy( ) → void

Take the gallery down.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

24+items
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module · born here
❒asset
# 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`.
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# 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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# controlsKit.controls The kit's public API: the one module a game requires. `Controls.use(scheme)` switches on a complete keyboard + mouse, gamepad and touch scheme. `value` / `held` / `pressed` / `released` / `charge` / `on` / `onGesture` read the shared action names. `setStick` / `setButtons` / `setSkin` / `setPromptStyle` change styles live. `rebind` / `conflicts` / `resetBindings` / `exportBindings` handle bindings. `styles()` / `schemes()` / `describe()` / `capabilities()` answer what the kit has, and `player(n, filter)` adds extra local players. ```lua local Controls = require("controlsKit.controls") Controls.use("twinStick") local move = Controls.value("move") Controls.on("fire", function() shoot() end) ``` The kit ticks itself once a frame after the first call; `Controls.stop()` shuts it down. See the package README for the full list.
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# controlsKit.prompts Button-prompt glyphs drawn as canvas vectors, with no textures: keyboard + mouse, Xbox, PlayStation, Switch and a generic pad, each in a `minimal` and a `pixel` style. `widget(id, family, style, code, size)` returns a ready canvas node, `draw` appends to your own canvas, `label` gives the words ("Cross", "Space"), and `familyForPad` maps the pad in hand to a family. Most games use `Controls.prompt` / `Controls.promptWidget` instead.
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# 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
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# 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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backing path · controlsKit.package/gallery.module

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