Optionalareawhere a floating button can be pressed: "half" (the default), the
half of the screen its position is on; "screen", anywhere; or a
rectangle { x, y, width, height } in viewport pixels. Fixed controls
come first where they overlap it, and floating buttons sharing an
area split it by distance to where each rests (see
ControlArea). Ignored for a fixed button.
Optionalbuttonthe pad button it presses, from input.GAMEPAD.BUTTONS. The buttons
press FACE_1, FACE_2, FACE_3 and FACE_4 in turn by default, or
no pad button when a key is given. null for none.
Optionalfloatingthe button is pressed wherever a finger lands inside its area, and
drawn under that finger while held, rather than at a fixed spot. It
rests at its position. Off by default.
Optionalhidedraw a floating button only while a finger holds it; let go, it fades
out where it was. Off by default: it rests at its position, to show
it is there. Ignored for a fixed button.
Optionalkeya key to press, from input.KEY, for a game that reads the keyboard
rather than a pad
Optionallabelthe text shown on it, such as "A" or "Jump"
Optionalpositionwhere its center sits; the buttons gather in the bottom-right corner by default
Optionalpressedthe region while held. When omitted, the resting region is drawn slightly smaller while held (and brighter, while the opacity leaves room)
Optionalradiusits radius, in viewport pixels
Optionalregionthe region in the plugin's skin atlas; shapes when omitted
A button of the virtual gamepad.