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119 lines
7.6 KiB
Markdown
119 lines
7.6 KiB
Markdown
# Controls
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[Back to README](../README.md) · [Installation](INSTALLATION.md) · [Project status](STATUS.md)
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The main mapping targets **Steam Frame controllers through SteamVR/OpenXR**. Other OpenXR profiles are included, but their comfort and complete button coverage have not been verified on hardware. The left hand holds navigation; the right hand points and acts.
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Open **Controls / Help** on the left panel for an illustrated controller diagram. The HUD and hand panel also display contextual input hints. The diagram is drawn by [controller_help.gd](../scripts/controller_help.gd); the actual action bindings are in [openxr_action_map.tres](../openxr_action_map.tres).
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## Steam Frame quick reference
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| Control | Action |
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|---|---|
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| Right trigger | Click native HUD/menu controls, select crew, order movement or target a room |
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| Right trigger held on crew | Grab a movement preview; release over a room on that crew's current ship to order movement |
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| Right trigger held for a beam | Start at one enemy room and release at the beam's end room |
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| Right B | Native right click on a pointed HUD control; cancel selection/grab/wheel over space |
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| Right A | Toggle enemy room inspection; change category when the wheel is open |
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| Right grip, held | Hold the game's Shift modifier |
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| Right stick click, held | Hold the game's Ctrl modifier |
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| Right bumper, held | Open the shortcut wheel |
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| Right stick direction | Select a wheel slot; release bumper to confirm |
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| Left Dpad Down | Open or close Tactical |
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| Left View | Pause or resume |
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| Left Dpad Up | Open or close Shortcuts |
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| Left Dpad Left / Right | Previous / next hand-screen page |
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| Left grip, held + hand motion | Move the encounter |
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| Left stick horizontal / vertical | Rotate / resize the encounter |
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| Left stick click | Recenter the encounter |
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| Left trigger | Return crew to stations, except on System Power |
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| Right grip + left trigger | Save stations, except on System Power |
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The page order is **Navigation → Tactical → Shortcuts → System Power → Jump → Help**. Point at an available panel button with the right controller and pull the right trigger. Jump, Ship and Store are offered according to native game availability.
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## System Power page
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This page changes the contextual controls below. **Steam Frame X/Y are on the right controller.**
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| Control | Action |
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|---|---|
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| Point at a system card | Select that system without changing its power |
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| Right X / Y | Select previous / next installed powerable system |
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| Left trigger | Add one native power step to the selected system |
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| Left bumper | Remove one native power step |
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The game decides whether a change is allowed. One engine step changes one power bar; one shield step normally changes two. Damage, ion locks, capacity, bonus power and battery power follow the actual game state. The reactor column shows available power. A stationary pointer does not continuously override X/Y selection.
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## Crew, doors and room targeting
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- Trigger-click a crew miniature or original HUD portrait to select it. Hold right grip while selecting to add to the selection group.
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- Hold the trigger on a crew member, aim at the highlighted destination floor, then release. The miniature is a preview; FTL moves the actual crew under its usual rules.
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- Release over empty space to keep the selection, or use B to cancel the grab.
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- Trigger-click a door or airlock to toggle it. Native locked, disabled and hacked states still apply.
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- Select a weapon or targeting system first, then point at its allowed ship and trigger-click a room. Mind control, hacking and teleporters use native targeting rules, including power, cooldown and sensor restrictions.
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- Tactical retains the original 2D view while allowing 3D crew, room and door interaction.
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Enemy inspection reveals room roles; it does not reveal crew or hazards that FTL's sensors hide.
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## Shortcut wheel and event choices
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Hold the **right bumper**, move the right stick toward a slot and release the bumper to activate it. Returning the stick to the center cancels. Right trigger confirms immediately; B cancels. Right A changes the category.
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The wheel starts with weapon slots 1–4 and drone slots 5–8. Other categories provide system power and system actions. Uninstalled or unavailable entries cannot activate. When a choice event is open, the wheel becomes a choice selector for entries 1–8; original dialog controls remain pointable.
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Shift and Ctrl also apply when confirming relevant wheel or shortcut commands.
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| Original shortcut | VR equivalent |
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| Shift + crew selection | Hold right grip while trigger-clicking crew |
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| Shift + weapon/drone shortcut | Hold right grip while selecting its shortcut to depower |
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| Shift + system power shortcut | Hold right grip while selecting its shortcut to remove power |
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| Ctrl + weapon selection/target | Hold right stick click to reverse global autofire for that weapon |
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| Right click | Point at the original control and press right B |
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Shortcut pages include crew selection/stations, doors, autofire, installed weapons/drones and installed system actions. The original keyboard labels remain visible:
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- Power: A shields, S engines, F oxygen, D medbay/clonebay, W weapons, E drones, G teleporter, H cloaking, K mind control, L hacking, Y artillery.
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- Actions: Q all crew; `/` save stations; Enter return to stations; Z/X open/close doors; V autofire; C cloak; T/R send/return teleporters; N hacking; M mind control; B battery.
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These are native key equivalents shown on buttons, not extra physical controller buttons.
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## Navigation, windows and renaming
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**Jump** opens the actual sector map above and ahead of the installed piloting room. Point at a beacon using the right controller and use the original confirmation controls. The map follows the ship's cockpit and orientation. **Close Map** returns to the encounter.
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Events, Store (including BUY/SELL), upgrades, crew and equipment windows float above the player ship. Their original localized controls stay interactive. Main menus remain 2D. The original HUD follows the headset; the hand panel has visual and pointing priority where it overlaps the HUD.
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To rename a ship or crew member, click its original name-edit field. A floating **QWERTY keyboard** appears:
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- Right trigger selects keys; Shift changes case.
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- Back deletes one character; Clear empties the field.
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- Done confirms; Cancel or right B restores the original name.
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- Native name-length limits apply. Desktop Unicode typing is forwarded while the field is active.
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The VR keyboard does not install a keyboard layout or alter Windows language settings.
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## Placement and tracking
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At first tracked launch the ship is placed in front of and below the headset. The encounter then stays where it was placed until moved with left grip, resized/rotated or recentered. It does not continually follow the headset. Enemy arrival retains the player anchor.
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The controller panel and pointer use bounded pose smoothing. If the right controller loses tracking, a warning appears. Check SteamVR controller status and reconnect before continuing if pointing disappears.
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## Desktop client
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Desktop mode is useful for setup and debugging; it is not a headset performance test.
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| Input | Action |
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|---|---|
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| Left click | Point/select/order using the native HUD and 3D scene |
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| Right click | Native secondary click/cancel |
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| Space | Pause/resume |
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| 1–4 / 5–8 | Weapon / drone shortcuts |
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| E | Inspect enemy rooms |
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| R | Recenter |
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| J | Open navigation |
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| F8 | Toggle Tactical |
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| Escape | Native menu |
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Live desktop mode forwards actions to the isolated FTL process. The separate `--demo` mode provides renderer fixtures; it does not run a campaign.
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