Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing a shelf aisle stocked with products, used to illustrate Playing with a controller.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Interface · Supermarket Simulator · read from a local copy

Playing with a controller

The game has a controller input manager and its own set of pad interface functions.

Supermarket Simulator can be run with a controller rather than only with a keyboard and mouse: the game switches its prompts, makes its menus selectable for a pad, and drives vibration through a haptic layer of its own.

What the game establishes

In play

The shop can be run with a controller rather than only with a keyboard and mouse, and the game has a layer of its own for it instead of treating a pad as a keyboard with different names.

There is an input manager for the controller and a set of functions for the pad's interface, which is why menus behave differently with a pad than they do with a pointer.

The prompts change to match what you are holding. The game has a switch for the pad, a second switch for individual screens, an icon switcher and a dispatcher for the layout, so one action can be shown as a key or as a button depending on what is in your hands.

Menu items are made selectable for a pad. There are selectable parents, a check for where the focus is and a helper around it, which is how a selection moves down a list rather than a pointer being dragged across the screen.

Typing is handled as well. A listener hands text entry to a virtual keyboard when a pad is in use, so naming the shop or searching for a product does not mean putting the controller down.

Whole screens have their own pad handling. The vending machine, its computer slot and its individual slots each have a handler, and the sale screens for furniture, paint, produce and loans adjust themselves for a pad too.

Vibration is part of the same work. There is a haptic manager with patterns, durations and a preset configuration behind it, so the pad is told what to do rather than shaking at random.

The pictures beside this entry are the game's own: two of the controller buttons it ships for its prompts.

What this entry does not tell you: which controllers are supported, what each button does by default, or which platforms get vibration. We have not verified those, so we do not print them.

Related

Version and sources

A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).