← All mechanic references

Input and gestures

1Hovering and pointer presenceOverview and example ↗Actions without pressing buttons: pointer position, area entry, and dwell time.10

Variants and applications

  • Highlight on hover. Action: Move the pointer over an object. Application: Show interactivity, available target, object boundaries. Conditions: The highlighting must correspond to the actual hit area.
  • Delayed prompt. Action: Leave the pointer over the element for a short time. Application: Characteristics of an item, team description, equipment comparison. Conditions: Give time to read and the opportunity to close the tooltip.
  • Activation by exposure, dwell. Action: Hold the pointer in the area until the indicator is filled. Application: Click-free menu, accessible controls, answer selection. Conditions: Show progress; leaving the zone cancels the wait.
  • Area entry trigger. Action: Cross the border of the active zone. Application: Open the panel, detect a trap, activate a section of the labyrinth. Conditions: Need a threshold or delay against random triggering.
  • Area exit trigger. Action: Move the pointer outside the zone. Application: End preview, hide panel, break contact. Conditions: Nested elements must not cause false output.
  • Reaction to proximity. Action: Bring the pointer closer to the object without necessarily hitting it. Application: Magnetic backlight, hot-cold search, soft opening of elements. Conditions: The distance is determined by the program, there is no separate proximity sensor.
  • Research tool under cursor. Action: Move the pointer over the image or scene. Application: Magnifier, flashlight, scanner, eyedropper, local information disclosure. Conditions: The size of the tool area must be visible.
  • Preview by moving inside an element. Action: Move the pointer along the card or strip. Application: Viewing video frames, object variants, animation stages. Conditions: Explicitly show the connection of the coordinate with the selected value.
  • Reaction to immobility. Action: Do not move the mouse for a specified time. Application: Hide the cursor while viewing, show help, enable observation mode. Conditions: The immobility of the pointer does not prove the absence of the user.
  • Position control without clicking. Action: Keep the pointer in a sector or at a certain distance from the center. Application: Steering, choosing a direction, adjusting the intensity of the effect. Conditions: A neutral zone and clear feedback are needed.
2Clicks and SequencesOverview and example ↗One-time commands, number of clicks, button order and repetition.12

Variants and applications

  • Main click. Action: Press and release the main button on the target. Application: Select, confirm, shoot, get a resource, press the button. Conditions: The main button can be reassigned by the user.
  • Secondary click. Action: Press the secondary button. Application: Context menu, alternative action, order to a unit. Conditions: In the browser and OS can be occupied by a standard command.
  • Middle click. Action: Press the wheel or a separate middle button. Application: Additional command, open a resource, put a mark. Conditions: The presence and convenience of the middle button cannot be considered guaranteed.
  • Double click. Action: Double-click within temporal and spatial tolerances. Application: Open object, select all similar units, zoom in. Conditions: Single-click conflict requires explicit resolution.
  • Triple click. Action: Quickly click three times in one area. Application: Select a large text block or enable a rare command. Conditions: The meaning depends on the application; I need a simpler double...
  • A sequence of N clicks. Action: Perform the specified number of clicks before the timeout. Application: Entering a conditional code, action steps, secret command. Conditions: The user must see the accumulated number and the reset moment.
  • Repeated clicks with accumulation. Action: Press repeatedly; each click adds a result. Application: Clicker, manual extraction, progress swing, fight for capture. Conditions: Limit fatigue; provide hold or auto-repeat.
  • Alternating buttons. Action: Press the primary and secondary buttons in succession. Application: Stepping, rowing, two-tool operation, hand drive. Conditions: Clearly distinguish between incorrect order and too slow input.
  • Code from different buttons. Action: Enter a sequence of the form primary → primary → secondary. Application: Combo, spell, mechanism password. Conditions: Commands must have a separator or a clear timeout.
  • Click switch. Action: Click again to change the state back and forth. Application: Aiming, grabbing an object, automatic extraction, turning on a tool. Conditions: Constantly show the current state of the mode.
  • Click on the process stage. Action: Use the same button to advance the process to the next stage. Application: Start → stop → confirm; step-by-step wizard or mini-game. Conditions: Each step must explain the meaning of the next click.
  • Click anywhere. Action: Give a command regardless of the position of the pointer. Application: One-button game, continuation of dialogue, skipping an allowed scene. Conditions: Separate interface zones so that clicking on the menu does not perform a game action.
3Hold and releaseOverview and example ↗The duration of pressing and the moment of release become part of the control.12

Variants and applications

  • Action while the button is pressed. Action: Hold the button for a continuous effect. Application: Automatic fire, protection, fluid flow, drill work. Conditions: If focus is lost, the action must be completed safely.
  • Auto repeat when held. Action: After a delay, repeat the discrete command while the button is pressed. Application: Buy by unit, change the counter, re-mining. Conditions: Set the delay, repeat tempo and immediate stop.
  • Accumulation of strength. Action: Hold the button; duration determines the power. Application: Shot charge, jump force, throw, impact intensity. Conditions: Show scale and limit; the duration is not equal to the physical force of pressing.
  • Long press as a separate command. Action: Hold longer than the threshold instead of a short click. Application: Inspection instead of use, extended actions, mode change. Conditions: Do not perform an irreversible short click until the hold is recognized.
  • Continuous confirmation. Action: Hold until the indicator completes. Application: Reset confirmation, start of a dangerous mechanism, long-term interaction. Conditions: Provide a clear way to cancel and an alternative to holding.
  • Release command. Action: Pressing prepares an action, releasing it starts it. Application: Release an arrow, throw an object, complete placement. Conditions: Determine in advance how to cancel a prepared action.
  • Separation of pressing and releasing. Action: Assign the start and end of pressing to different phases. Application: Grab → release; inhale → exhale; open → close valve. Conditions: The state should not hang if the release event is lost.
  • Short and long hold. Action: Select the action option by duration before releasing. Application: Light and heavy blow, short and high jump. Conditions: The boundaries of the options need to be explained and tested on different users.
  • Accumulation by impulses. Action: Press and release in series; pauses change the accumulated effect. Application: Pumping up the pump, maintaining pressure, warming up the instrument. Conditions: Show both the increase and decrease of the accumulated value.
  • Temporary hold mode. Action: Work in mode only until the button is released. Application: Magnifying glass, block, slow motion, temporary map viewing. Conditions: You can offer an option with switching instead of holding.
  • Fixing the capture with a click. Action: Click to grab, move without holding, click to release. Application: Carrying objects, building, an accessible alternative to dragging. Conditions: Need a noticeable grab and cancel mode.
  • Cancel by leaving the target. Action: Press on the control, move the pointer, then release. Application: Cancel accidental button presses before executing the command. Conditions: Apply to normal buttons; For dragging the rules are different.
4Wheel and scrollingOverview and example ↗The direction and amount of scrolling are used as steps, an axis, or a continuous controller.12

Variants and applications

  • Vertical scrolling. Action: Rotate the wheel forward and backward. Application: Read a list, move a magazine, view inventory. Conditions: Direction and magnitude depend on settings and device.
  • Horizontal scrolling. Action: Provide horizontal scrolling or its available equivalent. Application: Timeline, wide map, table, item feed. Conditions: Not every mouse has a tilt wheel and a horizontal sensor.
  • Step by step search. Action: Each accumulated scroll step selects an adjacent option. Application: Weapon, tool, slot, floor, catalog page. Conditions: Do not count any event as one physical click of the wheel.
  • Scaling to pointer. Action: Spin the wheel; the point below the pointer remains the scale reference. Application: Map, diagram, 3D scene, level editor. Conditions: Limit the scale and maintain user orientation.
  • Adjusting the value. Action: Use the wheel to increase or decrease the parameter. Application: Brush size, volume, quantity, playback speed. Conditions: Do not change the value accidentally when scrolling the page normally.
  • Rotating an object with a wheel. Action: Use the wheel to change the angle of the selected object. Application: Rotate a building, puzzle piece, object before installation. Conditions: Show the angle and step of rotation.
  • Rewind time. Action: Scroll to move a position along the timeline. Application: Editing, replaying a battle, viewing animation, managing time in a puzzle. Conditions: Separate rewinding a position and changing the playback speed.
  • Depth control. Action: Scroll to zoom in or out of the captured object. Application: 3D location, capture distance, layer depth. Conditions: The input remains one axis, the depth is assigned by the program.
  • Rewinding and tension. Action: Rotate the wheel to feed or select length. Application: Fishing, winch, cable, manual mechanism. Conditions: Set the effect through the input value, not through the frequency of events.
  • Middle button dragging. Action: Hold the middle button and move the mouse. Application: Pan the canvas or map, move the view. Conditions: This is a wheel button press, separate from the wheel rotation.
  • Autoscroll by deviation. Action: Enable mode; the distance of the pointer from the reference point sets the speed. Application: Viewing a long document, panorama of a large map. Conditions: A neutral zone and an obvious exit are needed; Platform support varies.
  • Wheel with modifier. Action: Hold down a key or mouse button while scrolling. Application: Fine tuning, second axis, other parameter, changing zoom mode. Conditions: Shortcuts may be occupied by the browser or OS.
5Combinations and modesOverview and example ↗Multiple signals form a single command or change the meaning of subsequent input.10

Variants and applications

  • Click modifier. Action: Hold Shift, Ctrl, Alt or Cmd and click. Usage: Alternate command, adding a choice, special order. Conditions: Purposes vary by platform; important commands must be detected.
  • Modifier with movement. Action: Hold key while moving or dragging. Usage: Axis constraint, fine mode, temporarily disable snapping. Conditions: Display active constraint until action completes.
  • Simultaneous pressing of buttons. Action: Press two buttons with a valid time overlap. Application: Special command, joint action of two hands, opening of adjacent cells. Conditions: Set a window of simultaneity and an alternative to a complex combination.
  • A button as a modifier of another button. Action: Hold one button and press another. Application: Change fire while aiming, additional tool command. Conditions: Not to be confused with simultaneous pressing: the order is significant here.
  • Rocker gesture. Action: Hold one button, press another; reverse order gives another command. Application: Back/forward, two linked actions, fast navigation. Conditions: Hidden combination requires training and reassignment.
  • Keyboard movement with mouse. Action: Move with the keys, move the mouse independently. Application: Shooter, action, control of the character and the direction of the tool. Conditions: Provide for a player who is uncomfortable with simultaneous control of both hands.
  • Holding a button with movement. Action: Press the mode button and move the mouse. Application: Rotate the camera instead of a pointer, panorama instead of a selection. Conditions: The pointer and tooltip should convey a new meaning to the movement.
  • Mode until explicit exit. Action: Click to turn on the tool, then use it in a series of actions. Application: Construction, painting, measuring, assigning orders. Conditions: You need a visible active tool and a single exit command.
  • Radial menu with release. Action: Press, point at a sector, release to select. Application: Quick selection of an item, emotion, squad command. Conditions: The center is convenient to use for cancellation; short click can show menu.
  • Independent parallel actions. Action: Hold one button, use the other independently. Application: Defend and shoot, hold the grip and control the tool. Conditions: Check the combinations on the target mice and process all releases.

Applied Mechanics

6Selection, addressing and commandsOverview and example ↗The position of the cursor and the sequence of targets determine who or what the action is applied to.12

Variants and applications

  • Point selection. Action: Click on a specific object or its representation. Application: Select a unit, card, graph node, model part. Conditions: For overlapping objects, you need a way to select the hidden one.
  • Select by switching accessory. Action: Add an object to the set or remove it from it using a modified click. Application: Non-adjacent selection of files, units, vertices, cards. Conditions: Show the entire current set, not just the last object.
  • Range selection. Action: Select start, then end with modifier. Application: Table rows, text range, sequential clips. Conditions: The order and reference element of the range must be defined.
  • Rectangular selection. Action: Extend a frame from one corner to another. Application: Group of units, objects on canvas, image area. Conditions: Explain whether intersection is enough or complete inclusion is required.
  • Lasso selection. Action: Draw an arbitrary area with a closed line. Application: Uneven group of objects, fragment of illustration, tactical zone. Conditions: Show closure and rules for entering the area.
  • Brush selection. Action: Drag the pointer over objects while holding. Usage: Color a selection set, select many small items. Conditions: One pass should not switch the same object multiple times.
  • General selection. Action: Give a command over the sample. Application: All units of the type, connected polygons, area of ​​similar color. Conditions: Specify the search area: screen, document or the whole world.
  • Enumeration of overlapping targets. Action: Use a repeated command or wheel to change the target under the cursor. Application: Dense cards, stacks of cards, objects behind the foreground. Conditions: Show the current candidate until confirmation.
  • First the object, then the action. Action: Select an object and call the appropriate command. Application: Inventory, editor, unit management. Conditions: The selection must be maintained long enough for the command to complete.
  • First the action, then the goal. Action: Select a tool or ability, then click the target. Application: Heal, build, apply an effect, fill an area. Conditions: Show valid targets, cost and cancel method.
  • Source → destination. Action: Click the source, then the destination. Application: Transfer an item, connect nodes, specify an exchange, assign a route. Conditions: This is also an alternative to dragging without holding the button.
  • Context command. Action: Click the target; the action is determined by the target type and the current state. Application: Walk on the ground, attack the enemy, collect a resource, talk. Conditions: Command preview reduces the risk of incorrect context.
7Dragging and placementOverview and example ↗The pointer grabs an object or a representation of it, and the position and release location specify the result.14

Variants and applications

  • Free movement. Action: Grab an object, move it and release it. Application: Windows, cards, objects on the table, level elements. Conditions: A start threshold is needed so that small movements do not cancel the click.
  • Transfer to the target area. Action: Drag an object to a valid recipient. Application: Equipment, sorting files, applying an item to an object. Conditions: Highlight the validity and explain the refusal.
  • Drag and drop sorting. Action: Move an element to a new location in the ordered set. Application: Deck, task queue, layer list, production queue. Conditions: Show the insertion position, not just the position of the dragged copy.
  • Transfer between slots. Action: Drag an item from one cell to another. Application: Inventory, equipment, quick access panel. Conditions: Set the rules for exchange, combination and occupied slot.
  • Splitting the stack. Action: Start transferring part of the set with a modifier or selecting quantity. Application: Divide resources, ammo, goods. Conditions: Before completion, show how much will remain in the source.
  • Duplication by transfer. Action: Drag with copy command. Application: Cloning parts, re-positioning objects, copying clips. Conditions: Visually differentiate between drag and copy.
  • Exchange of two objects. Action: Drag one object onto another with the mutual replacement rule. Application: Puzzles, equipment, rearranging slots. Conditions: Pre-show both future positions.
  • Connection by drag and drop. Action: Extend from the output of one object to the input of another. Application: Wires, logic graphs, task connections, energy circuits. Conditions: Mark compatible connectors and direction of connection.
  • Creation by pulling. Action: Press at the beginning, drag the size or direction, release. Application: Rectangle, road, wall, construction area. Conditions: Show size, cost and errors until confirmation.
  • Placement with anchor. Action: Move an object to a grid, socket or guide. Application: Puzzle, modular construction, interface alignment. Conditions: Distinguish between the real position of the pointer and the position of the anchored object.
  • Group transfer. Action: Drag the selected set as a whole. Application: Group of parts, editor objects, stack of cards. Conditions: Maintain relative positions and check for collisions of the entire set.
  • Throwing out of the area. Action: Drag beyond the border of the container or into a special zone. Application: Throw away an item, remove a card, unpin a tab. Conditions: To delete, you need to cancel or an explicitly designated zone.
  • Transfer with autoscroll. Action: While grabbing, move the pointer to the edge of the visible area. Application: Long list, large map, off-screen inventory. Conditions: Scrolling speed should remain manageable.
  • Release throw. Action: Accelerate the captured object and release. Application: Throw a ball, throw an object, swipe a card. Conditions: Assess speed over a short time interval, not over one event.
8Parameters and geometryOverview and example ↗Mouse movement is translated into a numerical value, size, angle, coordinate or shape.12

Variants and applications

  • Linear slider. Action: Drag the slider along the scale. Application: Volume, power, price, length, time position. Conditions: Click on the scale and enter exact input, if appropriate.
  • Numerical scrubbing. Action: Drag a numeric field or label along an axis. Application: Quickly change the coordinate, quantity, size of a parameter. Conditions: Indicate the possibility of dragging; keep the normal number input.
  • Rotation handle. Action: Move the pointer around the center or drag along the selected axis. Application: Device regulator, synthesizer, valve, instrument angle. Conditions: Do not allow a jump at the corner transition through a full turn.
  • Two-dimensional controller. Action: Move a point inside the plane. Application: Color selection, two sound parameters, tactical aiming. Conditions: Label both axes and their ranges.
  • Resize by edge. Action: Pull the border or corner marker. Application: Windows, panels, forms, impact area. Conditions: Provide a minimum size and sufficient grip area.
  • Scaling while maintaining proportions. Action: Drag a handle with an aspect ratio constraint. Application: Images, models, layout elements. Conditions: Explicitly show the constraint state and anchor point.
  • Rotation around a support. Action: Drag the rotation handle around a given point. Application: Rotate a model, part, room, camera. Conditions: Support and possible snaps at corners must be visible.
  • Moving along an axis or plane. Action: Drag the corresponding part of the 3D manipulator. Application: Setting up objects, setting up a scene, designing. Conditions: Show the active axis and coordinate system.
  • Deformation by control points. Action: Drag vertices, nodes or handles of a curve. Application: Shape editor, route, sculpting, flexible puzzle. Conditions: Restrict self-intersections if they are not allowed.
  • Range with two boundaries. Action: Move start and end markers. Application: Clip trim, price range, attack interval, work area. Conditions: Define boundary crossing behavior.
  • Direction and length of pulling. Action: The starting point serves as a support; the vector to the cursor sets the parameters. Application: Force and angle of impact, velocity vector, direction of construction. Conditions: Display vector and length limitation.
  • Rotate the virtual trackball. Action: Move the pointer along the surface of a conditional sphere. Application: Inspection of a 3D model, rotation of a planet or a complex object. Conditions: This is a mathematical model of rotation, an ordinary mouse is enough.
9Drawing and Path ShapingOverview and example ↗The path traveled becomes significant, not just the final position of the pointer.12

Variants and applications

  • Free stroke. Action: Move with the mouse with the tool active. Application: Drawing, signing, marking a map, creating a trail. Conditions: Anti-aliasing should not unduly change the intended shape.
  • Broken by clicks. Action: Define vertices by successive clicks, then complete. Application: Route, contour, wire, wall. Conditions: Requires deletion of the last point and explicit completion.
  • Outlining the sample. Action: Repeat a given contour or line. Application: Calligraphy, teaching gesture, ritual, precision cutting. Conditions: Evaluate path tolerance separately from speed.
  • Directional mouse swipe. Action: Swipe quickly in a given direction, usually with a button. Application: Slash, dodge, flip, gesture command. Conditions: Direction, distance and speed are different thresholds.
  • Roundabout Circulation. Action: Perform a revolution or arc around the center. Application: Twist the handle, stir, wind, accumulate rotation. Conditions: Count the angle, not just the length of the path.
  • Back and forth movement. Action: Repeat back-and-forth movements. Application: Sawing, rubbing, sharpening, fanning the fire. Conditions: Take into account the amplitude and turns, and not random noise.
  • Shaking. Action: Make several quick changes of direction. Application: Shake off the effect, release the object, mix the contents. Conditions: High sensitivity can turn the shaking into a false gesture.
  • Character recognition. Action: Draw a recognizable shape in its entirety. Application: Runes, spells, symbols, handwriting recognition. Conditions: Training, approvals and analysis of the unrecognized result are required.
  • Gesture marking menu. Action: From the reference point, execute a short trajectory in the desired direction. Application: Quick command from memory, selecting a tool without searching for an item. Conditions: A visible menu option is desirable for beginners.
  • Intersection cut. Action: Draw a line through a target or several targets. Application: Cut a rope, cut objects, break a connection in a graph. Conditions: Check the intersection of the entire path segment, and not rare event points.
  • Painting over or erasing an area. Action: Cover the surface with passes of the brush. Application: Coloring, cleaning dirt, removing a layer, developing a secret image. Conditions: Consider the coverage area, and not just the length of the movement.
  • Closing a loop. Action: Draw an area and return to the starting area. Application: Capture an area, mark a zone, create a loop or seal. Conditions: Set the closure tolerance and self-intersection rules.
10Precision and spatial challengesOverview and example ↗Difficulty is determined by the location of targets, acceptable areas, speed and stability of movement.10

Variants and applications

  • Hitting a small target. Action: Accurately point and give a command. Application: Accuracy test, microsurgery, small switches. Conditions: The size of the target must correspond to the task and capabilities of the audience.
  • Transition between goals. Action: Move the cursor over a given set of points. Application: Targeting training, operator work, sequential activation of nodes. Conditions: Distance and target size change the difficulty independently.
  • Tracking a moving target. Action: Continuously hold the pointer on the target. Application: Scanning an object, tracking, aiming, research. Conditions: Set target speed and contact duration separately.
  • Keeping in a safe zone. Action: Stay inside the area for a limited time. Application: Tool stabilization, balancing, neutralization. Conditions: Show margin to the border and accumulated progress.
  • Passage of the corridor. Action: Move the pointer from the entrance to the exit without touching the walls. Application: Labyrinth with a cursor, guiding a tool, precision operation. Conditions: Check the segments of movement between events so as not to miss the walls.
  • Dodging with the cursor. Action: Avoid moving dangerous areas. Application: Arcade with character cursor, protect the tool from interference. Conditions: Designate the size of the game cursor collision area.
  • Sequential crossing of gates. Action: Pass control zones in a given order. Application: Route, air gates, signal wiring. Conditions: The system must show the following mandatory zone.
  • Maintaining direction. Action: Move the pointer in the permitted direction relative to a line or surface. Application: Proper grinding, combing, one-sided cutting. Conditions: Show direction and angle tolerance.
  • Maintain speed. Action: Move the mouse within the specified speed range. Application: Welding, painting, carrying a fragile object, guiding a tool. Conditions: Calculate speed based on time; consider sensitivity and scale.
  • Stabilization with disturbances. Action: Compensate for software drift or cursor wobble. Application: Balance, beam hold, aiming in cluttered conditions. Conditions: Separate visual disturbance from actual mouse settings.
11Timing, rhythm and reactionOverview and example ↗The same click or gesture gets a result depending on the moment, duration and tempo.10

Variants and applications

  • Click on the signal. Action: Press after the enabled signal appears. Application: Race start, operator reaction, test of attentiveness. Conditions: Device and image delay affects the measured result.
  • Click to the rhythm. Action: Press on specified musical or visual beats. Application: Rhythm game, machine cycle, musical instrument. Conditions: Delay settings and clear accuracy categories are needed.
  • Holding a note. Action: Press at the beginning of the interval and release at the end. Application: Long notes, continuous signal, holding access window. Conditions: Start, maintenance and end can be assessed separately.
  • Stopping the moving scale. Action: Click when the indicator enters the desired area. Application: Lock, strike, forge, reload, precise dosing. Conditions: Show the boundaries of the successful window.
  • Letting go out the window. Action: Hold the button in advance and release at the right moment. Application: Throw, parry, release of the mechanism. Conditions: Provide for cancellation if the user started preparing by accident.
  • Series with limited pauses. Action: Execute a chain of commands at acceptable intervals. Application: Combo, series of operations, neutralization sequence. Conditions: Show the continuation of the chain and the reason for its break.
  • Maintaining the pace. Action: Click or move the mouse at a steady rate. Application: Rowing, hand generator, maintaining machinery. Conditions: Frequency and maximum click speed are different tasks.
  • Quick series over time. Action: Complete the required number of commands before the deadline. Application: Release from grip, emergency manual launch, short test. Conditions: Requires an alternative for users with limited motor skills.
  • Prohibition of premature action. Action: Wait for permission and do not click on false signals. Application: Checking attention, shooting discipline, threat recognition. Conditions: Recognize a false signal visually or according to a previously learned rule.
  • Movement according to a rhythmic pattern. Action: Perform the necessary gestures and changes of direction at certain moments. Application: Conducting, dance input with the mouse, assembly by beat. Conditions: Estimation of the path and time should be explained separately.
12Aiming and CombatOverview and example ↗Game patterns in which the mouse sets the direction of attack, selecting a target and performing a combat action.12

Variants and applications

  • Sight in screen coordinates. Action: The cursor position directly sets the position of the sight. Application: Shooting gallery, rail shooter, shooting at on-screen targets. Conditions: These are screen coordinates, not absolute mouse coordinates on the table.
  • Relative guidance. Action: Mouse movement changes crosshair or camera angles. Application: First person shooter, turret, view control. Conditions: Need to capture relative input and escape from it.
  • Direction from character to cursor. Action: The vector from the hero to the pointer determines the direction of the attack. Application: Top-down action, melee weapon, directional tool. Conditions: The vector is unstable at the hero’s position itself; short distance processing needed.
  • Quick translation and shot, flick. Action: Sharply move the sight to the target and press. Application: Single accurate shot, reaction to a sudden threat. Conditions: Difficulty depends on both the translation distance and the size of the target.
  • Escort with fire, tracking. Action: Keep sights on the target while holding fire. Application: Beam, automatic weapon, gradual scanning of weak point. Conditions: Maintain target readability and hit feedback.
  • Leading a moving target. Action: Aim ahead of the target. Application: Finite-speed projectiles, ballistics and interception. Conditions: Prediction depends on the projectile model and the target's movement.
  • Recoil compensation. Action: Counteract the sight movement with the mouse. Application: Queue control, operation of a powerful tool. Conditions: Random scatter and compensated movement are different mechanisms.
  • Target acquisition and switching. Action: Select a target with the mouse, hold the capture or switch the candidate. Application: Homing, boss escort, squad command. Conditions: Show the selected target and the reasons for losing the capture.
  • Selecting the ability point and area. Action: Aim at the center of the area, set direction if necessary and confirm. Application: Explosion, area healing, wall, cone attack. Conditions: Show range, obstacles, cost and future area of ​​effect.
  • Gesture of the direction of the blow. Action: Move the mouse to select the side of the swing or slash. Application: Fencing, directed defense, cutting obstacles. Conditions: Recognize an intentional gesture separately from normal camera aiming.
  • Charge with simultaneous guidance. Action: Hold the button for power and continue to choose a direction. Application: Bow, grenade throw, charging ability. Conditions: Charge states and shot allowance must be visible at the same time.
  • Tension and release. Action: Pull back from the support, release to launch. Application: Slingshot, billiard shot, catapult, throwback. Conditions: The length and direction of the pull set the virtual impulse.
13Moving and CameraOverview and example ↗The mouse sets the destination, path, movement speed, character orientation or view.12

Variants and applications

  • Move to a point. Action: Click destination. Application: Adventure, strategy, tactical movement, scene navigation. Conditions: Need feedback on reachability and path constructed.
  • Following the cursor. Action: The character or object continuously moves towards the pointer position. Application: Arcade, pet, controlled drone, ship movement. Conditions: Determine speed, stopping and behavior at obstacles.
  • Direct display object control. Action: The object's position follows the pointer with the selected coordinate display. Application: Racket, character cursor, tool movement. Conditions: Not to be confused with physical movement: delay and inertia are optional here.
  • Deviation speed control. Action: The distance and direction from the reference point determine the speed of movement. Application: Ship, plane, transport, virtual joystick. Conditions: Without a neutral zone it is difficult to stop accurately.
  • Relative motion steering. Action: Horizontal mouse movements change the steering angle or heading. Application: Racing, boat, land robot. Conditions: Need clear steering constraints and a way to center it.
  • Queue of waypoints. Action: Consecutively click on points with adding mode. Application: Patrol, squad movement, flight plan, robotic route. Conditions: Show order, connections and the ability to delete a point.
  • Drawn route. Action: Draw a line of intended movement. Application: Flow control, tactical trajectory, projectile flight. Conditions: Compare the drawn path with patency and movement restrictions.
  • Free mouse browsing. Action: Change the horizontal and vertical camera angles by moving the mouse. Application: First or third person view, virtual tour. Conditions: Set sensitivity and inversion; free the pointer correctly.
  • Orbital camera. Action: By dragging, rotate the camera around the selected object. Application: Inspection of a model, character, building, puzzle piece. Conditions: Maintain a clear center of rotation.
  • Panning by capturing the background. Action: Drag the background of a map or canvas. Application: Strategic map, diagram, editor, large field navigation. Conditions: Agree on the direction: content is dragged or the camera moves.
  • Edge scrolling. Action: Move the pointer to the edge of the visible area. Application: Review in a strategy, moving around a large field. Conditions: In windowed mode, borders and multi-monitor configuration require checking.
  • Mini map navigation. Action: Click or drag the viewing area on the reduced map. Application: Quickly move the camera, select an area, navigate through a document. Conditions: Distinguish between a command to the camera and an order to the game object.
14Physical objects and toolsOverview and example ↗Pointer movements are interpreted as the operation of a virtual hand, mechanism, or tool.12

Variants and applications

  • Capture via physical connection. Action: Hold an object with a virtual spring or constraint and move the mouse. Application: Sandbox, carrying fragile objects, manipulating levers. Conditions: Directly teleporting an object and physically grabbing it give different behavior.
  • Shift and push. Action: Move the pointer-tool into an object, taking into account the collision. Application: Billiard puzzle, cleaning, moving objects on the table. Conditions: The force is determined by the virtual model, a regular mouse does not measure it.
  • Door, drawer or lever. Action: Grab the handle and pull along the allowed movement. Application: Exploration of the room, control cabin, object puzzle. Conditions: Limit the movement to an axis or hinge and show the available movement.
  • Screw, valve or handle. Action: Rotate the pointer around a support or perform repeatable arcs. Application: Repair, valve opening, mechanical lock, manual lift. Conditions: Show direction, resistance and completion of operation.
  • Pulling a flexible object. Action: Move the grip by changing the length or tension of the connection. Application: Cable, elastic band, string, tug. Conditions: Tension is calculated by the model, not read from the user's hand.
  • Pouring by tilt. Action: Move the mouse to change the virtual angle of the vessel. Application: Cooking, chemical task, liquid dosing. Conditions: A regular mouse controls the angle programmatically, without a body tilt sensor.
  • Flow dosing. Action: Hold the button or move the dial to supply the substance. Application: Glue, paint, water, fuel, ingredients. Conditions: Show the feed rate, stock and total quantity.
  • Friction and cleaning. Action: Repeated passes of the tool to influence the surface. Application: Washing, polishing, archeology, image development. Conditions: Relate the result to the treated area and the selected tool.
  • Work on the material. Action: Guide a cutting, drilling or heating tool along a workpiece. Application: Crafting, welding, cutting, woodworking. Conditions: Path shape, speed and contact time can be assessed independently.
  • Installation and joining of parts. Action: Transfer, rotate and align the part with the seat. Application: Device assembly, repair, designer, spatial puzzle. Conditions: Show tolerance, orientation and final fixation conditions.
  • Balancing an item. Action: Move a support or applied force with the mouse. Application: Tray, wobbly structure, carrying a load, balancing platform. Conditions: The player needs a readable connection between movement and change in balance.
  • Simultaneous operation of two instruments. Action: Hold the tool with one button, perform the second step with the other. Application: Tweezers and cutter, clamping and soldering, holding and processing the part. Conditions: One pointer does not provide two independent positions; the second tool requires a separate control model.

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

  • W3C: UI Events

    Primary source for individual techniques; does not confirm the entire author's classification.

  • W3C: Pointer Events

    Primary source for individual techniques; does not confirm the entire author's classification.

  • W3C: Pointer Lock

    Primary source for individual techniques; does not confirm the entire author's classification.

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