1.5 KiB
Input capabilities
Providers publish semantic actions and suggested profiles. Clients own physical device discovery, user bindings, exposed action-bar controls, gesture timing, and override persistence.
Every binding maps one gesture to one semantic action. Direct controls, keyboard chords, axes, and ordered gamepad D-pad sequences are gesture kinds, not separate execution systems. The action bar is a compact editor over the same binding document; its controls are chosen by the player.
Actions may be derived from live state such as equipped modules, weapon groups, cargo consumables, role, docking state, or mode. A binding whose action is not currently available remains dormant so it can recover when that semantic action returns.
Actions that consume a live device value declare inputValue. The
button-hold.v1 model writes 1 to the named payload key on press and 0 on
release. The axis.v1 model writes the current normalized axis value. Clients
send changed values through the action's advertised operation; providers own
interpretation, persistence, receipts, and simulation. A client must not infer
decay or repair a missed release by mutating presented state.
The view-direction.v1 model is a one-shot value sampled when its gesture is
performed. The client reads the active semantic view's normalized world-space
forward direction and writes X, Y, and Z to the three advertised payloadKeys
in that order. The provider decides what the ray means; clients do not select,
filter, or rank gameplay targets.