menu-ui-managerlisted
Install: claude install-skill Firzus/agent-skills
# Menu / UI Manager
Build the menu framework of a game: screens, navigation, focus, pause, settings,
modals — plus the UI architecture, accessibility, and feel that surround them.
References: Genshin (Paimon hub, shortcut wheel), Lyra/CommonUI (the layer-stack
reference), Persona 5 (motion identity), Dead Space (diegetic UI), TLOU2/GoW
Ragnarök (accessibility). Excluded (separate skills): the HUD layer (`hud-system`),
screen business logic (inventory systems, quest data).
## The architecture rule
**One central router owns layered screen stacks; screens declare contracts and
never navigate or touch global state themselves.**
```
Router: Push / Pop / Replace / PopTo / Clear ← the ONLY navigation API
Layers (priority order): Game(HUD) < GameMenu < Menu < Modal
Input rule: the highest layer with an active screen gets input; else gameplay.
Back rule: B/Esc pops the top of the highest active stack. One implementation.
ScreenContract { inputConfig, pausesGame, hidesHUD, backdrop, initialFocus,
cachePolicy } // applied by the router on push, reverted on pop
```
Screen lifecycle: **Create → Activate → Deactivate → Destroy** — a covered screen
is deactivated, not destroyed; its state (scroll, focus) survives until popped back.
## Reference map
| File | Covers |
| --- | --- |
| [router-focus.md](./router-focus.md) | The router (push/pop, layers, back, the contract diff), multi-input focus management (the always-focused invariant, focus memory, mouse+pad hyb