/** * Runtime switch for the active touch control context (see `TouchControlsConfig.modes`): gameplay * calls `setTouchControlsMode(ctx, "car")` when the player boards a vehicle and `null` on exit, and * the shell re-derives the touch scheme so only that context's controls are on screen. Backed by the * ctx keyed store, so writes notify `ctx.subscribe` (the shell re-renders) and the value rides along * with whole-world saves exactly like the gameplay state that implies it. */ import type { GameContext } from "../runtime/gameContext.js"; /** * Activate a named touch control mode, or `null` to return to the base config. * * @capability touch-controls switch the on-screen touch control set when gameplay context changes (enter/exit vehicle, mount, build mode) */ export declare function setTouchControlsMode(ctx: GameContext, mode: string | null): void; /** The active touch control mode, `null` when the base config applies. */ export declare function activeTouchControlsMode(ctx: GameContext): string | null;