acron.touch¶
On-screen thumbsticks and button columns, driven by the pointer.
Acron has no touch API on any platform this engine ships to, so there is no coarse-pointer signal and nothing here can be driven by a finger today. What it IS driven by is the pointer — a press, a drag and a release — which is what a touchscreen delivers as mouse events on every desktop platform that has one, and what a tester can use to prove the layer works. The trade a game must make: a pointer holding a stick cannot also be aiming a camera, so the overlay belongs behind an opt-in flag.
Two sticks and two button columns on acron.hud.PixelFrame /
Raster cards. The left stick is a POSITION stick; the
right one is a LOOK stick feeding a rate (square it at the consumer so
small corrections stay small). A press takes hold of whatever is under it
and keeps it until release — a touch identifier’s semantics: a thumb that
slides off the ring keeps steering, and a finger that starts outside a
button never presses it.
Games supply policy: the two column tables (action, caption[, wide]), the look gains, the palette, and the sizes they pin. The defaults are a proven desktop-geometry tuning.
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One of the button column's buttons: a rect, a caption, and an action. |
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One thumbstick: where it is, and where the thumb has pulled it. |
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The overlay, its geometry, and the state an input layer reads. |