# Touch Coordinates

How Board contact positions map into the web SDK’s coordinate space.

## Origin and axes

Contacts arrive in screen pixels with the origin at the top-left, `x` increasing to the right, and `y` increasing downward. This matches the browser’s standard screen convention, so no flip is needed when you draw to a canvas or position DOM elements.

## Orientation

Piece orientation is reported in **degrees**, normalized to \[0, 360), and is only meaningful for Piece (Glyph) contacts. The convention: `(cos θ, sin θ)` is a unit vector pointing where the physical Piece is facing, in the same Y-down screen space as `x`/`y` — so 0 faces right (+X) and a clockwise physical turn increases the angle. Draw orientation indicators straight from it; no per-game correction is needed.

## Resolution

The Board panel is 1920x1080. Contacts are reported in that device-pixel space.
