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Interaction Types
GameMapperMind supports 7 interaction types per overlay node. Each determines how a physical button press translates to touch events.
| 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: "" |
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.
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.
Auto-repeats a tap while the button is held. Use case: RT held = 20 taps/sec for auto-fire in shooters.
Press once, touch stays down. Press again, touch releases. Use case: Auto-run toggle (press once to start running, press again to stop).
Hold for a threshold, then release to trigger. Use case: Charged jump (hold 500ms, release to jump higher).
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).
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.
In the WYSIWYG editor:
- Select a button node
- In the Interaction Type dropdown (right panel), choose the type
- Configure type-specific parameters (sliders appear dynamically)
The canvas displays badges per interaction type:
- Turbo, Toggle, Charge, Gesture, Tap, Macro, DRAG (stick drag mode)
- Trigger-System — Learn Single, Learn Chord, axis triggers
- Stick-Modes — Joystick vs Drag mode for analog sticks
- Profile-Format — JSON schema for profiles