Touch Adaptation Kit (TAK) Reference
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Layout Configuration
The base layout components of a touch layout.
Topic |
Description |
Layout |
The representation of a full touch layout for a game. |
Control cluster |
An array of up to four controls that can be used to occupy two slots in the outer portion of the wheel. |
Inner wheel |
An array of up to four controls that split the inner portion of a wheel. |
Layer |
An expiremental child touch layout that can be overlayed on top of the base touch layout. |
Layer action |
An expiremental action that a button can use to display a layer. |
Layout orientation |
(deprecated) The orientation that the touch layout will be displayed. |
Wheel |
A set of touch controls arranged in an inner and outer circular area. |
Touch Controls
The set of visual controls that are available for your touch layouts.
Control |
Description |
Examples |
Arcade Buttons |
A collection of 6 or 8 buttons laid out in an arc, in the style of arcade cabinets. |
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Blank |
An expiremental control used in a layer to hide the control that was being displayed in the slot. |
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Button |
A basic control that can respond to player touch input. |
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Directional Pad |
A directional pad control that always maps the gamepad directional pad. |
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Joystick |
An analog control that behaves like a joystick. |
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Throttle |
A specialized version of a Y-axis only joystick that maps to triggers. Designed for driving games. |
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Touchpad |
Analog control that enables the player to interact similar to a laptop touchpad. |
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Control Styling & Components
Component |
Description |
Action |
Physical controller action(s) that can be referenced. |
Asset |
Reference to a custom image that has been included in the touch adaptation package. |
Axis |
Definition of the mapping of touch controls to the physical analog control equivalent. |
Color |
Reference to a color. |
Deadzone |
Definition for the amount of player interaction that should not be registered as input. |
Hexcolor |
String containing hexadecimal representation of RGBA color value to be referenced. |
Icon |
Reference to an icon. |
Joystick outline and indicator |
The styling attributes for the outer ring of a joystick controls. |
Knob |
The styling attributes for a button like component that can be interacted with by the player. |
Response curve |
Definition of the curve range for mapping input mapped to output. |
Stroke |
The styling attributes for the outline of the object being referenced. |
Throttle axis |
The styling attributes for an axes of a throttle control. |
Sensor Controls
Sensor controls allow mapping of physical sensors on the player's device to be mapped to a physical controller input.
Control |
Description |
Accelerometer |
An experimental sensor control that maps the devices accelerometer of the client device (if available) to a specfied set of axes. |
Gyroscope |
A sensor control that maps the devices physical movement to a specified set of axes. |