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Interaction Types

NanoMindExplores edited this page Jul 14, 2026 · 1 revision

Interaction Types

GameMapperMind supports 7 interaction types per overlay node. Each determines how a physical button press translates to touch events.

Interaction Type Overview

Type Behavior Use Case Default Params
Hold Press = touchDown, release = touchUp Default for most buttons (Pass, Shoot, Jump)
Tap Single quick tap on press Menu, pause, confirm tapDuration: 60ms
Turbo Auto-repeat tap every N ms while held Auto-fire (RT = 20 taps/sec) repeatIntervalMs: 50ms, tapDuration: 30ms
Toggle Press once = touch stays, press again = release Auto-run, ADS toggle
Charge Hold N ms, release to trigger Charged jump, power shot chargeThresholdMs: 500ms
Gesture Multi-point touch path with delays Skill combo, drawing gesture gesturePoints: []
Macro Trigger recorded macro sequence Complex combo (5-tap sequence) macroId: ""

Hold (Default)

The most common interaction. Press the button, touch stays down. Release, touch goes up.

Pointer allocation: Uses a button type pointer from the gamepad pool (IDs offset+2 to offset+15). Multiple buttons can be held simultaneously — each gets its own pointer ID.

Tap

Single quick touch on press. Good for menu interactions.

Pointer ID: Uses 50 (outside the 0-63 gamepad allocation range) to avoid collision with held buttons or analog sticks.

Turbo

Auto-repeats a tap while the button is held. Use case: RT held = 20 taps/sec for auto-fire in shooters.

Toggle

Press once, touch stays down. Press again, touch releases. Use case: Auto-run toggle (press once to start running, press again to stop).

Charge

Hold for a threshold, then release to trigger. Use case: Charged jump (hold 500ms, release to jump higher).

Gesture

Multi-point touch path with configurable delays. On press, executes: touchDown at button position, wait, touchMove to P1, wait, touchMove to P2, etc, touchUp. Use case: Drawing a skill pattern (fighting game quarter-circle motion).

Macro

Triggers a recorded macro sequence. The macro is defined separately and contains a list of steps (tap/move with delays). Use case: Complex combo that requires precise timing.

Configuring Interaction Type

In the WYSIWYG editor:

  1. Select a button node
  2. In the Interaction Type dropdown (right panel), choose the type
  3. Configure type-specific parameters (sliders appear dynamically)

Interaction Type Badges

The canvas displays badges per interaction type:

  • Turbo, Toggle, Charge, Gesture, Tap, Macro, DRAG (stick drag mode)

See Also

  • Trigger-System — Learn Single, Learn Chord, axis triggers
  • Stick-Modes — Joystick vs Drag mode for analog sticks
  • Profile-Format — JSON schema for profiles

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