
Interface and screens · TCG Card Shop Simulator · read from a local copy
The picture the game draws for a control
An interactable carries a list of input displays, with a second list for controller-only displays.
TCG Card Shop Simulator does not describe a control in words: an interactable carries lists of the pictures to draw, and the game ships its own artwork for a mouse click, a mouse hold and the keys on a keyboard.
What the game establishes
- An interactable carries a list of input displays, with a second list for controller-only displays. (checked against the game's own files)
- The game ships a picture of a left mouse click and another for holding the button. (checked against the game's own files)
- It ships a plain key picture as well as named key pictures. (checked against the game's own files)
- Named key pictures cover control, tab and shift. (checked against the game's own files)
- Part of the game is there to set the cursor. (checked against the game's own files)
- Playing a card has a group of buttons of its own. (checked against the game's own files)
- The pad pictures are shipped one per control, covering the four face buttons, the d-pad directions, the triggers and the stick clicks. (checked against the game's own files)
- A light tap on a control has a sound of its own, with a pad version beside it. (checked against the game's own files)
In play
A prompt is drawn rather than written. An object you can interact with carries a list of input displays, which is why the game can put the right picture next to an action instead of describing it.
Controllers get their own list. There is a second list for displays that only appear when a pad is in use, so the same action does not have to show a keyboard and a pad at once.
The mouse is drawn as a picture. The game ships an image of a left mouse click and a separate one for holding the button down, which is why a prompt can tell a press apart from a hold at a glance.
Keys are drawn as pictures too, one per key. The game ships a plain key picture and named ones for the keys it needs, which is how a binding can be shown without spelling out a name.
Named keys cover the ones the game leans on. There are key pictures for control, tab and shift, so a combination can be drawn as two pictures side by side rather than as a word.
The screen has a cursor of its own. There is a part of the game whose job is to set the cursor, so the pointer can change with what is under it.
Playing a card has buttons of its own. There is a group of buttons kept for playing a card, which is why the card game can put its own controls on screen rather than reusing the shop's.
What this entry does not tell you: how many controls the game can show, which keys have pictures, or how a prompt is laid out. We have not verified those numbers, so we do not print them.
Related
Interface and screensThe key binding settingsSettings are a screen with its own group, with separate screens for the game, the display and the language.
Interface and screensThe settings you can changeDisplay options each have a control of their own, including resolution, fullscreen, vertical sync, refresh rate and a frame limit.
Interface and screensThe board's interfaceThe board has a screen group and a user interface group of its own.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: no version stated by this build.