Navigation and input¶
Tick UI accepts input two ways. Direct widget calls handle the
mouse path: Button claims hit-testing, IsHovered reports cursor
state, and Textbox reads typed characters. A separate
navigation layer routes directional, confirm, and cancel
actions through a focus model that works with the keyboard, a
gamepad, or any other source the bindings expose. Both halves share a common input
bindings framework that decides which physical key, button, or
modifier triggers each action.
The pages, in suggested reading order:
- Navigation: navigation blocks, focus, and directional movement.
- Input bindings: the per-feature binding configs that drive navigation, the textbox, the console, and the debugger.
- Build a navigable menu: the
procedure that combines
BeginNavigation,NavigationElement, andIsFocusedinto a menu the player can walk with directional input. - Configure input bindings: the procedure for customising keys, gamepad buttons, and modifier shortcuts at setup and at runtime.
For the panel-input ownership model, which decides which panel owns the mouse when several overlap, refer to Input and focus.