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Tactile UI

Foundations

States

Every interactive part has the same set of states, and each looks like something physical. Here is the key in all of them, in every finish.

On this page
  1. The set
  2. All at once
  3. The full law

The set

StateLooks likeHow
RestRaised, lit top edgeThe raised light, or a key’s skirt
HoverA touch brighter; nothing movesbrightness 1.03
PressedBelow the plate, shaded by its edgeDown by the skirt + the pressed light
Latched · selectedStays pressed; a lamp lights if it has onearia-pressed, :checked
FocusA 2px ring, 3px away--tui-focus
Disabled45% opacity, no movement:disabled, aria-disabled
ErrorA red hairline on the lip; a hint that says what to dodata-error on the field
LoadingA blinking amber lamp, a ladder, a progress slot, or the Spinner (a ring of lamps)Never a rotating arc, dots or a shimmer

All at once

Documentation shows every state together using three forced-state classes (.is-hover, .is-down, .is-focus) plus the real disabled and aria-pressed. Every part page in these docs has this matrix.

Aluminium

PartRestHoverPressedLatchedFocusDisabled
Key
Contrast
FlatNone

Graphite

PartRestHoverPressedLatchedFocusDisabled
Key
Contrast
FlatNone

The full law

states.mdIn the brain

This page is a summary in plain words. The brain holds the law itself, written for an agent to follow.

The full law, with the foundations they rest on and the anti-patterns that break them. Full rules ship in the brain with the Pass.