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Widget UI

UI Scaling

One set of widget content is recommended when planning across both modes. When the widget is in Compact mode, content should be displayed at a larger scale than Desktop mode.

Example widget content scaled between Desktop and Compact modes

Handling Input

Multiple input methods are supported in Game Bar. The player experience should be continuous per input method and allow for players to use a hybrid combination of input methods at any time and account for:

  • Gamepad
  • Mouse & keyboard
  • Keyboard only
  • Touch

Each component should have built in states for all inputs. Example states include:

Button State Treatment Example
Rest Rest state
Hover Ex: 10% lighter than rest backplate color Hover state
Press Ex: 10% darker than rest backlpate color Press state
Focus only Rest + stroke Focus only state
Focus only press Press + stroke Focus only press state
Focus ad hover Hover + stroke Focus and hover state
Focus and press Press + stroke Focus and press state
Inactive 50% darker text and backplate color Inactive state

Planning for gamepad input

This document refers to the Xbox controller when suggesting available buttons for accelerators. There may be different available buttons for different devices. Additional actions outside of core navigation buttons should be considered with a variety of scenarios in mind, for example when playing a game from a docked handheld device with a 2nd controller.

Xbox controller diagram

Core Game Bar and widget content navigation

These buttons are shared across Game Bar for default navigation:

Icon Button Action
Directional Pad (D-pad) Directional pad (D-pad) Up, down, left, right movement
Left stick Left stick Up, down, left, right movement
A button A button Select
B button B button Back/Close

Available accelerators for widget content

These buttons are available for contextual actions. It is recommended to use these buttons as faster ways to accomplish a task faster than navigating with D-pad A, or B.

Icon Button Action
X button X button Accelerator action 1
Y button Y button Search/Accelerator action 2
Menu button Menu Contextual menu 1
View button View Contextual menu 2
Left trigger Right Trigger Right and Left triggers Scroll up and down / zoom in and out

Reserved buttons

These buttons are reserved for navigating between widgets within Game Bar.

Icon Button Action
Left Bumper Right Bumper Right and Left bumpers Accelerator for navigating widgets

Focus

Example default focus placement

Indicator

The focus visual is the border around the UI element that currently has focus. This helps orient the user so that they can easily navigate your UI without getting lost.

It should always be clearly visible on-screen and move predictably around the XY axis.

A focus treatment is built-in to XAML controls and can be explored further in our documentation.

Behavior

Place the focus on a UI element that makes sense as the first element on which the user would take action. For example, a photo app may place focus on the first item in the gallery, and a music app navigated to a detailed view of a song might place focus on the play button for ease of playing music.