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Held mappings are named by an Action rather than read by key, per device, and more actions can be bound: hotbar slots, fullscreen, toolbars, social and quick actions. Held drop repeats and throws the stack. Readers of the movement keys see the left stick, and a bumper steps the hotbar through the wheel's gates. Prompts over gameplay are pad-driven and keep what's behind them, the keyboard opens on every field, and focus follows its widget. Buttons and the crosshair draw from Horizon's own art, one file per pad family, instead of text labels. Co-Authored-By: Claude Opus 5.5 <[email protected]>
6 lines
356 B
TOML
6 lines
356 B
TOML
# `keys.contains(&KeyCode::ShiftLeft)` reads a mapping by its default key: ask by `Action`, so the
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# mapping is named and every device that can hold it counts.
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disallowed-methods = [
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{ path = "horizon_client_input::held::HeldKeys::contains", reason = "use `held(Action::..)`, or `raw` for a key that is no mapping's default", allow-invalid = true },
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]
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