#JSON-UI General
1 messages · Page 4 of 1
ok, thanks
how do i detect a subtitle text and make it that shows a image with a specified text, cuz i have when i do /title @a title ... it shows a image that i coded but is it possible with subtitle not title?
eh, yesn't ¯_(ツ)_/¯
working with subtitle isn't uh, necessarily recommended.
since you can only work with modifying inside vanilla elements or subtitle element.
Subtitle does not have factory property like what would title and actionbar has, so therefore. It can't reload itself, hence. subtitle doesn't work well.
Hi guys ! I want to create a new block with an interface similar to that of alvine or stonecutter, as I understand it, this is possible, but there is not much information and I do not understand much in the circle 😢
change this "minecraft:crafting_table": {
"custom_description": "testb", // Name shown in GUI, you will use this name in the ui
"grid_size": 3, // Currently only supports 3
"crafting_tags": ["cooking"]
}, in the behav file
why the hunger bar stay here
The problem is that I don't need it Grid size 3 and other sizes, the most suitable interface is an anvil or a stone cutter
hi there, is it possible to make the match on the 2 initial letters to identify if it triggered a custom ui? for instance, if I want to have different custom uis like UI1, UI2, UI3, ...etc
I want to make sure it will only look for the initial 2 letters to do the match
"source_property_name": "(not (#text = 'UI'))"
@keen tundra you can hide other slots many creators do this.
using "ignored": property
Well, I need the functionality of the anvil, that is, so that there are no recipes, but a combination of things, well, if it does not work out, then I will have to ignore the slots 😢
And immediately another question, will the ignored slots be visible?
Well, at least something good
My idea consists in a block that has the function of a meat grinder, that is, like a stone cutter, but instead of stone, meat
The second block should have an interface like in an anvil, in one slot you put an object and in the second a tool for processing this object
idk how to achieve that meat grinder idea.
But you can alter the custom crafting table to look like an anvil
No, no, I need an interface like the incuse, not a model, if that's what you're talking about
Yes 😁
Only two slots, my God, this is a difficult topic 😅
And there is one more "problem", in order to open the interface of the block, I must not click on the block, but click the "open" button that appears when hovering, I don't like it either😁
chest is a block.
Idk but it is different from that of a barrel
if you ever knows the custom block model, yeah the chest are doing the same way. they're block with model.
I thinks it an entity as it has a 3d geo
pretty familiar with bed
( bed are somehow rotated by 90° as default )
( wtf mojang )
if it's entity, it may able to be /kill'ed.
If not, then it's not entity. but rather a block with model.
anyways about custom UI for block.
It's only works for only custom crafting table, not another way around.
since in custom crafting table, you'll able to change what title you want, then use conditional rendering technic over Json-ui and you should able to get what you wanted.
No entity involved too, so you don't have to hover the block order to open them.
You might also have to make your recipe only work with that custom crafting table, otherwise it may work with regular crafting table.
^
"bindings": [
{
"binding_name": "#crafting_label_text"
},
{
"binding_type": "view",
"source_property_name": "(#crafting_label_text = 'Your Crafting Tag')", //set in Block BP file
"target_property_name": "#visible"
}
]
It's all very difficult, but my heart felt lighter that such a thing is possible 🫠
hi, I m trying to open a thread here, but I got this messageYour message could not be delivered. This is usually because you don't share a server with the recipient or the recipient is only accepting direct messages from friends. You can see the full list of reasons here: https://support.discord.com/hc/en-us/articles/360060145013 it means my thread was not opened?
uh
this is not a thread error message
but rather than "friend" error message.
For thread, you should see a grayed "+" buttons, it indicated that you do not have permission. or actually they should prompt you about that, not this error.
sorry maybe I didnt explained well, when I said thread is the New Post on forum here of json-ui, when I posted it instantly I got this message back, this is from Clyde bot
well you can't create a thread in forums.
oh so I nede to post it here in general?
you don't have to, but for common questions. yeah go ahead.
for complex questions, you can post forums in there.
since people can answer while making the general not flooded.
yea that is what I dont want to flood here, so I tried to open a new post on here, so I guess you and others can see it, right?
everyone can see your forum posts.
and aswell able to answer in there.
unless you're timed out or something I suppose. ( By "timed out", in discord term. It is "muted" )
ohh ok, good thx! that was confusing as the bot answered with this message I thought my post was not "officially" posted
yeah no problems, a reminder that everytime someone's answer your questions in forums, your forum post will usually go on the top for some reason, therefore more people can see it.
but don't use that advantage to bump your post.
is it possible to make a button on the start screen that joins a server when clicked?
i have a feeling it's impossible but just want to make sure
nope.
knew it
does anyone know if it's possible to put for example cubecraft server button at the top of the screen
(cubecraft for example, but use that Cubecraft server in the example please)
sorry bad JK
What?
bad JK, -> bc my favorite server is cubecraft
Possible, but not recommended.
Server changes their list everytime, so therefore you're facing some RNG at this point.
also it is possible if you fetch their name, collection and stuff, that should keep rng stuff away
slight issue, I haven't used JsonUI for years 😅
time to try and figure out some stuff
conditional grid/factory list rendering
Ngl idk how to add any of these 😅 I’m slowly relearning JsonUI
I have a question, are there any JSON Schemas for JSON UI?
If not, maybe I will try to create one
(i think i found one from kalmemarq)
but it loses variables autocomplete
hi there, I m trying to remove the prefix from a title, but it is crashing the server, what I m doing wrong here?json "text": "#new_title_text", "bindings": [ { "binding_name": "#title_text" }, { "binding_type": "view", "source_property_name": "(#new_title_text = #title_text - $prefix)", "target_property_name": "#new_title_text" } ] }
How can i remove the heart render literally?
well... you've literally removed it.
technically by changing heart as empty texture I suppose.
I'm talking about of the movement
In the armor renderer
When i have more heart the armor rend go up
Yep
make it static by getting rid of stack panel I suppose?
Is there a way I can remove the top slots in the inventory?
Let me see
top slots...?
I only want the hotbar, and want to remove the top 3 rows of inventory. I have already put non movable items in the top 3 rows so items cant physcially go there, now I want to remove them via UI
look around at player_inventory in line 2146
those contains what would player inventory are.
maybe I suppose you can get rid of it by using modification property.
also don't forget that there's Pocket UI for inventory screen, therefore you'll also have to edit both otherwise mobile people ( Pocket UI enabled people ) may still able to access that 3 row inventory.
2146?
actually just find player_inventory, I might've uh update my vanilla template
( my vanilla template are still at 1.19.50 )
KK, how can I use the modifications property?
look at wiki, there should be example of it.
There are a few examples, but what element am I trying to select? [email protected]_panel_bottom_half?
I'm not certainly sure.
trial and error I suppose since I don't mess around with that screen
try to get rid of one element and see what will you get.
{
"namespace": "inventory_screen",
"[email protected]_panel": {
"modifications": [
{
"control_name": "[email protected]_panel",
"operation": "remove",
"value": [
{
"[email protected]_panel_bottom_half": {}
}
]
}
]
}
}
ui/inventory_screen.json ([email protected]_panel): Can't find the control '[email protected]_panel' during operation 'remove'
ui/inventory_screen.json ([email protected]_panel): Can't find the control 'player_inventory' during operation 'remove'
{
"namespace": "inventory_screen",
"[email protected]_panel": {
"modifications": [
{
"control_name": "player_inventory",
"operation": "remove",
"value": [
{
"[email protected]_panel_bottom_half": {}
}
]
}
]
}
}
I get this error with that change, LMK if I mistook what you meant
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"control_name": "inventory_panel_bottom_half",
"operation": "remove"
}
]
}```
that should work
Well first try! Any way I can remove the vertical space its left?
you'll have to edit the panel to scale it down.
Look at content_stack_panel
there's size for it.
although be aware that it may affect recipe book's size aswell.
{
"namespace": "inventory_screen",
"player_inventory": {
"modifications": [
{
"array_name": "controls",
"control_name": "inventory_panel_bottom_half",
"operation": "remove"
}
]
},
"recipe_inventory_screen_content": {
"controls": [
{
"content_stack_panel": {
"size": [
326,
100
]
}
}
]
}
}
[UI][error]-UI Control: inventory_screen | UI Control: variables_button_mappings_and_controls | UI Control: safezone_screen_matrix | UI Control: inner_matrix | UI Control: safezone_screen_panel | UI Control: root_screen_panel | ----------------------------------------------------
Unknown properties found in def[content_stack_panel] from namespace[crafting]
- Unknown property [size]
----------------------------------------------------
Use modification property
Doing that is essentially replacing the whole controls array and therefore making entire element only render your panel
Ah
or if you want that
just paste the whole element including control array and modify the size from there.
It seems to have modified this screen, but not the one i'm aiming for
maybe it works on survival?
checking right now that this element is only element to be used.
creative and survival, like I said before. I'm certainly not sure
oh yeah I forgot
Remove this
survival_padding inside that control.
perhaps that may work.
No difference
what about center_fold
Something doesn’t look right
survival_panel_top_half might do
( those are uh, your player model and 2x2 crafting table )
scale them.
not remove, just scale them
wdym?
change their size values
actually no.
found the size, apparently they're using common root panel size.
Use size property in player_inventory element
I suppose that should work, if not you'll have to go to that common.root_panels element and adjust it there.
What size is it currently using? "size": [ 326, 90 ] I made it a bit too wide & short
Pocket UI aswell.
Ah yeah
Basically, 2 screens for one screen. Chest also has pocket UI
Essentially 4 files you'll have to edit.
Is there a way I can test pocket UI without mobile? If not its fine I can still test with mobile
emulator?
You don't need anything.
Just go to video > UI profile in your game settings
you should see 2 options, between Classic UI ( the one you're using ) and Pocket UI.
Oh neat I didnt know that
How can I center the panel?
{
"namespace": "crafting_pocket",
"both_panels": {
"modifications": [
{
"array_name": "controls",
"control_name": "left_tab_navigation_panel_pocket",
"operation": "remove"
},
{
"array_name": "controls",
"control_name": "left_panel",
"operation": "remove"
}
]
}
}
Try adding a padding to the left of "both_panels" stack panel by using "insert_front"
why exactly do u even need to remove the inventory?
Because I need it gone for my map, the player only needs the hot bar slots
You also need to add something to block 27 slots inside main inventory like locked-on-slot barriers
Because once items go to those 27 slots, you will never get them again
Also, please keep recipe book
Yep I’m already going to be locking the top slots with non movable items
Well recipes literally aren’t needed in my map so I don’t see why I should need to
I don’t think my reasons are relevant in any way to me asking for assistance
hi again, so when a server form UI shows ingame, it have some kind of slide movement from right to left <<<
is it possible to change the direction this animation happens?
he could probably edit the player.json and just change the inventory size to 9
how can i run server form json what do i need in my world?
#1067535382285135923
how to disable sid's visibility for friends in your world ?
what even is sid?
well that is apparently no longer possible.
Yes
you can't modify ore-ui via resource packs like what you would with json-ui
so no, it's not possible.
You're only talking about this new menu when creating the world at all,
It still eventually gonna be replaced, so no. It wouldn't last long.
And what kind of politicians with ore-ui why did they ban access?
Wdym
It's mojang decision, they do what they want.
Ore-UI is made for early UI developer who just joined mojang as employees
since Ore-UI are thousands time better than Json-UI in term of making UI's
I thought developers on turnover give more opportunities and access for indie developers 😢
Ore-UI is open-source framework by mojang yes, but it's Minecraft. It's their game, they do what they want
it's inevitable.
everything needs to be updated otherwise it won't work, this goes the same to json-ui and others
So ore-ui it will be open or, on the contrary, it will not have access ?
In term of open-source, yeah it may. but Minecraft? It won't be modifiable.
you'll able to look at it's source code, but it won't be modifiable still.
But what about the servers?
Json-UI will remain as backward compatibility.
so the server UI's will remain normal as usual.
but modifying like, start menu and world sections? well that will obviously not possible.
That is, it is possible to change now, but not in the future?
the screenshot you've sent are Ore-UI based screen.
And this one?
This one are Json-UI.
And its fashionable to change?
modifiable.
Because I need to change it
put that in ui/settings_sections/world_section.json
{
"game_section": {
"modifications": [
{
"array_name": "controls",
"control_name": "level_seed_selector",
"operation": "remove"
}
]
}
}```
Did someone say OreUI?
no we're talking about vgui
:(
OreUI is not a framework
iirc I read that in their github.
And Mojang used Coherent labs’s gameface for creating OreUI
yes.
it will be
anyways, VGUI is best.
just not yet
It depends, it still unconfirmed although the UI lead agreed to make it customizable.
we'll have to see it on the future for ourselves.
it is pretty much confirmed internally from what i know
but i have no idea when that might happen
probably when ore-ui for bedrock is finally finished
yeah
and that is probably around 1-3 years
nah a lot of it is done
Me who’s been waiting for @minecraft/client-ui for over a year
Delete this image now
what is that image
Don’t worry about it
lol
You’re not allowed to post it
you're making me more curious about it.
Why not
Mojang devs are in this server
and?
A lot of stuff can happen
oh nevermind that is internal stuff isn't it
Yep
Ore-UI?
ye
not really
okay I will now commit source engine 2
Internal OreUI docs
immediately deleted it after smokey is typing lmao
shush
@wispy cipherYeah, please don't post stuff you're not supposed to have access to ie internal things, leaks, etc
i just cant wait for oreui to release
it looks pretty good
based on the docs and stuff
make it longer to release because I do not want to learn another language again
but yeah ok
I don’t need docs to know what’s in there
pff lol, you should start learning react
if you wanna do oreui
I'm definitely sticking with javascript for modding mindustry
react is in js too
Yep
probably gonna take months for me to learn
Nah, ReactJS is easy to learn
Also this is #1067869374410657962 we should move to #off-topic
^^
chat dies
lol
I think I did everything right but nothing 😢
But what is VGUI
@hexed briar
Valve GUI, they're shorted as VGUI.
you gonna modify from there I suppose ¯_(ツ)_/¯
Well, you may know, I don't at all, this chat is for questions, right?
hi there, I m trying to find here but could not undertsand how can you print into an UI an scoreboard value?
?question
Be specific and include relevant details about the question upfront.
• What are you trying to accomplish?
• If you have code, which part is not working?
• What have you already tried?
• Have you searched the Bedrock Wiki?
And you yourself know?How to change the world settings interface, more precisely I need to remove the segment with the seed
what
.
If my friend on my map goes to the settings, he can see the seed of the world, I want to remove this segment
The question is how?
As I understand it is possible
I want to create a serv-form which will show in the screen the player statistics, like level and skill points, so all of these values is stored in the scoreboards. I know how to create the UI and format it, I dont understand how to put on this screens the values gathered from the scoreboard
#1067535382285135923
?jsonui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
not about how to use server form with api, I know that, I m looking a way to render the scores passed thru the server form API in a screen without buttons, I just want to show the values, but also want to format them in this screen, I already tried for instance using actionformdata to pass the scoreboard values as buttons, I can get these values on the UI, good... I know I can create several elements and format the values as I wish, but when I do render the ActionDataForm it will create a list of buttons, right?
how can I make that a single button from the list is rendered? so I can create other elements in different locations and control better where to position each one of the buttons... so far I tried bindings with the #form_button_text, but it didnt work, is it possible? json { "form_button@common_buttons.dark_text_button": { "$prefix": "TEST1_", "$pressed_button_name": "button.form_button_click", "anchor_from": "top_left", "anchor_to": "top_left", "size": [ 42, 25 ], "offset": [0, 0], "$button_text": "#form_button_text", "$button_text_binding_type": "collection", "$button_text_grid_collection_name": "form_buttons", "$button_text_max_size": [ "100%", 20 ], "bindings": [ { "binding_type": "collection_details", "binding_collection_name": "form_buttons" }, { "binding_name": "#form_button_text", "binding_name_override": "#text" }, { "binding_type": "view", "source_property_name": "(not ((#text -(#text - $prefix)) = $prefix)", "target_property_name": "#visible" } ] } }
only possible with bindings
ty
Thank you very much, this file works correctly and performs the function I need 🤩
that is my problem, I made other binds that worked well, but this one is not binding to the #form_button_text, I tried different binding liek that one bellow and also did not worked:json "bindings": [ { "binding_name": "#form_button_text", "binding_name_override": "#text", "binding_type": "collection", "binding_collection_name": "form_buttons" }, { "binding_type": "view", "source_property_name": "(#text - $prefix)", "target_property_name": "#new_text" } ]
what can i use a factory for exactly?
will be possible since json ui is staying
reactjs and json ui
yeah I know, I've already said that json-ui will be backward compatible.
glad they aren't completely removing it lol
hi there.... I think I managed to bind the #form_button_text, but I m unable to do operations with that, I have on that field some IDs that I want to remove, for instance:
LEVEL_90 <<< this is the real value of the button text
so I created a prefix that matches the LEVEL_ only, so I want to render only values that starts with this prefix:json "$prefix": "LEVEL_", "bindings": [ { "binding_name": "#form_button_text", "binding_name_override": "#text", "binding_type": "collection", "binding_collection_name": "form_buttons" }, { "binding_type": "view", "source_property_name": "(not ((#text -(#text - $prefix)) = $prefix)", "target_property_name": "#visible" } ]
by doing it, it doenst match and do render everything...
now when I change to ***"$prefix": "LEVEL_90" ***, which is the exactly value of the button it works... any idea why I cannot do these operations like we usually do?
i believe you are missing a ) after $prefix
tried it now but no fixed... my problem is that I m passing thru the buttons a variable like so:
and I dont know why, but I can remove the LEVEL + 1 underline with the bindings... if I add the 2 underlines the text become blank... now I m struggling to understand why it is happening... and how can I get ride off this underline...
how can I make anything in an offset outside of the element to not appear?
😂
that is wrong on so many levels
cuz of how bindings work and how variables work
also variables and bindings dont like each other
as long bindings output string to a variables, that should work
if you're putting variables in bindings property, I think you need help
uhh i doubt it
perhaps on bindings though, afaik some bindings in variables works like some other expert json-ui people said.
but for me, I've never experimented anything with it therefore can't confirm it.
yeah tested it
can confirm that works
also just looked vanilla code aswell, apparently mojang doing that too so eh.
huh
although putting bindings and variables inside operator does not work
that was expected.
Do you guys have any idea of what could I add to improve my new ui for my crafting table?
#art-and-modeling
Oh sry
hi... is it possible to use the string formatting like so:json { "binding_type": "view", "source_property_name": "('%.2s' * #form_text)", "target_property_name": "#new_form_text" }
I tried using it for making a element visible or not and it worked fine, but to change the string it doesnt, is it some limitation?
what is the file name for the mob inventory screens?
Like once you add the minecraft:invontory component and you open it
Have I ever tell you the definition of insanity?
#1108850098798084156
ui/horse_screen.json
Have I ever tell you the definition of insanity?
this sentence is actively breaking my brain
literally me when being asked the exact same question for everyday
people just doesn't look another question forums for the answer.
FRRR
like it doesnt take that much time to click search and see if anyone's had that question before
people are not self-dependent at all and need to be spoon fed everything
I dont understand, are you guys referring to my question?
lol fr
so nobody knows if it is even possible to use the technic of formatting string binding the #form_text instead of the title as is explicit showed on the wiki? because on the wiki there is no mention about it, only about title, even those it is still possible to run operations to compare values, just not to format, tried in many ways but nothing
it should be possible
but im not sure
it have the same behavior as the #form_button_text, you can compare but you cannot format the string anyhow... so I m using the "clips_children": true to kinda "hide" the part that I m not able to remove... so just wondering if it is common to do it or if any of you expert guys use a different technic
Is that for just the horse type inventory or for all entity inventories?
just horse type
others are chest_screen.json
iirc
It's for all entity that used that components.
is it possible to format localized texts? such as texts with %s
doubt it but you should try
actually no it should work
i think
Depends I suppose? well this sounds like #1067869590400544869 thing.
can you use ? : operator in json ui
For reference it’s called a ternary operator, I know it’s in molang. Just try it and see?
highly doubt it
maybe the "variables"/"requires" thing
no.
I don't remember those 2 being a thing in json-ui
You can check which operator you can use in there.
https://wiki.bedrock.dev/json-ui/json-ui-intro.html#using-operators
Someone know how to add custom animation to the emote wheel or custom emote wheel? Because I wanted to add it like a custom emote.
(most likely) not possible
So impossible?
i literally just said that
nope.
not possible, that's controlled by mojang/microsoft.
you can't use custom emote without making your own proxy, which this is probably out of scope here
^
UI that controlled by Mojang/Microsoft are usually gets updated often and difficult to modify, so if you think about adding elements of your own then that's a bad idea.
it'll get obsolete real fast for couple of days and unlikely broken.
you can edit the basic elements still, but just don't go full rewrite.
yeah, although might have the same effect if specific UI is controlled by them.
it will be able to communicate with the scripting api meaning you can just do stuff through that
yeah.
unless mojang are doing the json-ui thing again where you can only use the limited variables or bindings.
that probably won't happen or who knows.
nope :)
King's bringing that play screen more usable state is pretty rough enough.
its basically just html
well react
and rp<->bp communcation stuff etc
yeah but how do we request the game to do what we want like probably fetch what heart we have or what that button collection are, is that world or server something else?
theres a new module coming to the script api
for communication between oreui and scripts
I guess probably the same thing as server forms?
im not sure how exactly that will work since im not sure its even done and i havent messed with that yet
no, not really
Ore-UI has JPEG format what the hell
lol what
just looking at it's assets folder.
found files with .jpg format in it.
most of them seems are achievements image.
hm
You can play videos using OreUI
we probably already know it
even myself questions why is video libraries here in android until I realized it's for ore-ui
You can detect key presses using OreUI
can do that in json-ui but very limited.
i.e hovering/pressing "tab" button makes extra UI shows up during in-game and unhover makes extra UI disappears
in OreUI you can update the UI without the need to restart or reopen the screen
Example: Editor mode screen
You can add or remove elements
Or update elements
json-ui are required to be reload everytime i.e joining server and leaving, tbf that seems wasn't json-ui fault rather than just minecraft resource pack system being absolute hell as possible
If we have some sort of resource packs hotload I guess that wouldn't be the case
Is ore-ui already being used? Or like can you develop with it?
Not yet
not yet, but its used in some of the game screens like the create world screen
also in the editor mode
you have forgotten the achievement screen.
it also the first screen to receive ore-ui.
ye i said "like the create wolrd screen"
ik theres a few more
like changelog modals, as you said the achievements screen and more coming soon
OreUI Screens List
Achievements Screen, Create new World, Edit World Screen, Death Screen, Play Screen, First time sign in, Sign in to save purchase, Sign in to play on servers, Sign in to add friend, Sign in achievements, Player reporting, Player banned modal, Announcement modals, Realm stories, Mobile data blocked modal, Render distance warning modal, Touch control selection, Editor Screen, Inbox Screen, Empty Route Screen, Error Screen
anyone know if it's possible to force the gui scale to be smaller
just all the gui
like how theres a gui scale setting
bro
its so stupid how the Extra Large GUI scale setting is literally just the default gui scale
goofy ahh
why
I really hope they fix it soon
cause the massive buttons and shit look ugly as hell
I'm on pc and the play button is like 2cm x 11cm on my screen (yes i measured with a ruler)
yes
i legit have it as low as possible
its still massive
i even modified the options file in the mc directory to -2 but it didnt change anything, only the number that displayed on the gui scale setting
why the hell did they even change it bruh
fr
minecraft really depends on your game screen resolution I suppose.
the larger your game/PC resolution has, it'll likely you'll access to -2 GUI scale.
the UI adjusts itself in real-time once you scaling the game windows or go in full screen
there's alternative. get java UI pack thing. that might help.
@hexed briar
not that
It should look something like this
"full_progress_bar": {
"type": "image",
"texture": "textures/ui/experiencebarfull",
"clip_direction": "left",
"clip_pixelperfect": false,
"bindings": [
{
"binding_name": "#exp_progress",
"binding_name_override": "#clip_ratio",
"binding_type": "global"
}
]
},
"empty_progress_bar": {
"type": "image",
"texture": "textures/ui/experiencebarempty"
},```
I must have deleted that from my hud screen file..
I'm not sure either if it was in the latest version
since I'm currently using outdated vanilla template from 1.19.50
let me grab the last vp I have
I delted a bunch of junk from the hud screen before
wouldn't be surprised if I accidentally deleted that
well I suppose that element was common
resource pack system being weird itself that requires some json-ui element to have their texture renamed just for texture not loading sakes
The below code never shows default text, what am I doing wrong?
"$txt|default": "#text",
"type": "label",
"text": "$txt",
"variables": [
{
"requires": "(#text = 'hide')",
"$txt": "default text"
},
{
"requires": "(not (#text = 'hide'))",
"$txt": "#text"
}
]```
when `#text` is set to `hide` it should display `default text` instread of whatever`#text` is.
You can't use bindings inside "variables"
am i able to set a variable to #text, then use that variable in the "varables" section?
it seems as if I cant
no, use duplicated controls with different bindings instead
how can i explain this...
my_text,
text1@my_text
(bindings A)
text2@my_text
(bindings B)
im still not really understanding, would it help you explain if I shared all my code?
you can't use bindings stuff in variables property REEEEEEEEEEEEEE
Goodness, I swear this channel is infested with elitists who have experience with something and get mad when people don’t have that experience they do
I’m not trying to be directly rude by saying this, but I see it practically every time I click on this channel
the main reason of this was pretty much over asked or too much same questions that go over again everyday
even with people posting wiki with intro you can get through, they choose not to.
this is the definition of insanity.
Why is that an excuse to be rude to them though?
For them it’s likely going to be their first time ever interacting with json ui
I'm not even rude to them, it is so common that you scroll up for couple of times you'll see the same questions.
being told everytime that "hey, bindings and variables don't mix together".
and gave them alternative way to get through it.
Perhaps we have different boundaries to what is considered rude. Personally I would consider the snarky comments to be quite rude
well perhaps every people thought that was a some rude comments, for most people that was a joke or rather straight forward answers. I don't want to get through a situation where I tell exact same thing and they just don't understand.
pretty much why json-ui is tough and hence most people don't spoonfeed them.
Yeah I fully understand why you would not want to spoon feed people
even worse is we have forums, something people could just scroll down abit and see their answers.
atleast we're not some old channel only like #old-json-ui has, that was hell fest.
Well the thing is you really can’t expect a beginner to be able to even know how to word the question in the right terms to be able to find their answer in previous channels
Discords search isn’t exactly great either
yeah I could agree.
well that was definition of insanity, doing the same thing all over again and expecting something to change.
Apparently I got back to editing hud_screen in json-ui just to improve how it looks, since it was uh. well. kinda bad. and I came something across that I might wanted answer from this.
so, the hotbar. they have 2 identical elements between creative and survival. both of elements are the same but with the bindings about whenever player is creative or survival. it doesn't seem to have any variables here attached, and most weirdest things is. they work like usual when you remove both and add element with no bindings for yourself. it doesn't make sense to have the same 2 elements with survival/creative idicators.
Does anyone wonder why is that needed?
hmm odd, possibly might have something to do with either vr or splitscreen
Both hotbar elements has exact same functions, so that wouldn't be the case.
The thing is, VR already has their own specific hotbar and it's hud. the 2 exact same elements were inside of regular gameplay element.
What does adding |default onto a variable even do? I see it everywhere but I cant find anything explaining it
|default in variable mark your variable as failback value state.
what failback does is essentially keeping your variable with |default as crash handler or some kind. everytime your variables is wrong or invaild, your variables with |default will be used instead.
useful for situations like your title is not loaded or came with invaild value.
or making your own elements and want to modify variable abit different while keeping other elements using the same |default value you gave them to
what do you mean by "your title is not loaded"?
e.g you got the conditional rendering wrong and instead default title shows up.
json-ui my beloved
hmm
fr lol
might also be pocket/classic ui or mobile/desktop or something
don't worry nothing wrong here, it just me trying to implement experience bar percentage. ( It was kinda succeed? not really with literally 100 elements for it. )
hmmm
Pocket UI was rewritten completely. + Not the same element that it was using in classic ui
actually no that wouldnt make sense
hm
atleast I did optimized it.
also I bought the classic mobile hotbar layout back too.
i.e hotbar now actually being centered to match experience bar alignment, xp's number now identical to java-alike
hotbar is also adjusted up by 0.5 because it looks like out of place.
hotbar is no longer in lower alpha because I don't understand why mojang needs this
And layer issues that mojang doesn't bother to fix
many things from java UI stuff can make it on bedrock, but mojang just eh, leaving it as weird garbage mess aswell the code
I just don't get it. the unused code also was there as leftovers, making me even more confused where to modify
Is there a way to toggle an element visibility depending on if the player has op?
theoretically yes but not with just json ui
also anyone will be able to just disable the pack client side so i wouldnt recommend doing that
yesn't
this seems only detectable via pause screen, and secondly like melon said, it'll be issue since json-ui is only client-side.
hi, sorry to ping you @hexed briar but im kind of confused, so i have a form and im trying to make to where when you hover the purpleBorder thingy pops up like items in a chest, i have this but its just showing this.
Your button has no hover identifier.
well what am I reading right now is your hover elements is inside with new_panel which is not hover identifier.
that why those purple message thing shows I suppose
should i put the purple border thing as a child in the hover?
yeah I suppose, also set it's layer too. since button acts like layers.
hovering makes hover elements appears, pressed makes pressed elements appears and so on
okay so
something is wrong with the alpha i think or something
it shows up for like
a few seconds then fades away
Sounds like element anims problem.
also the button hover is now completely removed
lemme experiment something real quick.
this is what i have json { "[email protected]_parts": { "$texture": "textures/forms/chest/button_hover", "layer": 100000, "controls": [ { "selected_item_details": { "type": "panel", "anchor_to": "bottom_middle", "anchor_from": "bottom_middle", "size": [ "100%c", "100%c" ], "offset": "$offset", "layer": 99990, "$offset|default": [ 0, "-16px" ], "$alpha_anim|default": "@common.anim_item_details_alpha", "controls": [ { "item_panel_image": { "type": "image", "size": [ "100%c + 8px", "100%c + 8px" ], "layer": 99999, "alpha": "$alpha_anim", "texture": "textures/ui/purpleBorder", "controls": [ { "item_text_label": { "type": "label", "layer": 1, "alpha": "$alpha_anim", "text": "#form_button_text", "bindings": [ { "binding_type": "collection", "binding_collection_name": "form_buttons", "binding_name": "#form_button_text", "binding_name_override": "#form_button_text" } ] } } ] } } ] } } ] } }
It works for me.
{
"[email protected]": {
"size": [ 145, 25 ],
"controls": [
{
"default": {
"type": "image",
"texture": "hehe"
}
},
{
"hover": {
"type": "label",
"text": "Hello there",
"offset": [ -50, 0 ]
}
}
]
}
},```
maybe try to add some uh, debug label inside of that hover parent and see if debug label work in there
If it works, I suppose you can start troubleshoot your purple text thingy from there.
wel it was from the common file lol
FROM minecraft so idk why it would be broken #
your file mentioned that though.
well, it should work, if not then I guess your purple text thing having problems
maybe use debug label as your form button text and see if that work or not
well i have this lol.. but it does this
just moves the image 25 up
yes ik
no text shows?
good christ how did you write this thing
would you like me to send it to you?
your choice I suppose, although I don't know how to display a form yet
theres a good guide on wiki.bedrock.dev
cool looking modified hotbar I made, suggestions?
o nice
shall put this into my open-source calgory so I suppose people can modify it
even better is that was really minimal, like. really minimal. 999 code lines but my format goes about 333 code lines
since that percentage element took 120 code of lines with my format and go haywire without it
lol its funny how many lines of "code" json ui needs to do such a simple thing
im just waiting for oreui to finally release
the label outline takes 8 line of code, but that percentage element took 85% whole of it.
and we left with 242 line of code without my format if that thing was removed ( 185 if my format )
would take like uhhh maybe 10 lines of oreui
actually prob a tiny bit more but likely under 20
actually probably more than 20 in ore-ui in my perspective
you might have to fetch the value of progress bar and try to round them
if ore-ui elements does not reload once changes were made then yeah we're back at json-ui style again
that stupid percentage experience bar I made does fetch what the expbar values are, and attempts to display specific values with in this case duplicating elements is required.
and duplicated 100 elements just for percentage is ridiculously bad for low end optimizations and probably lags little.
since json-ui aren't meant to be reloaded everytime other element trying to change specific elements or variables in real-time without factories like what would actionbar/title has
so yeah, that was really minimal I can go as possible without taking vanilla's hud UI which. well, it's over 2.9k line of codes
definitely not
.toFixed()
or Math.round() even
bruh lmao
json ui sucks in general
i mean dont get me wrong its useful but sucks
It wasn't executed well.
well, what do you expect a UI system probably still last from 2013-14 or something
atleast we're not dealing some kind of vgui
tf is vgui lol
valve's GUI.
exists in goldsource and probably source engine
well as far as I heard from people experience, I would say it's worse than json-ui
any example of how it looks/works
VGUI was really limited back in the days and it is still difficult to use. sure VGUI has modification level like Ore-UI has but in term of actually adding new UI and stuff seems really difficult. although there was a documents about it too.
At some point where many modders just screw it and went alternative UI framework instead or just modifying the existing screens. or even better make their own map decided how to change the maps and so on.
That was what VGUI looks like, the source version is probably clear enough if you've played Garry mods or half life 2.
VGUI don't have screen animations, it also don't have many things like what would minecraft json-ui has.
In term of customizations, I would say VGUI is definitely not the best at it. while Json-UI is definitely not the best at functionality.
what is it written in
in term of customization, yeah json-ui does better than vgui
while vgui has better functionality (probably same level as Ore-UI) but still really limited.
oh maybe i meant better to work with
oreui will be able to do basically everything lol
yeah I suppose
Panorama UI from valve (aka vgui but in better at many ways and probably made for source 2) is probably the same as Ore-UI
doubt it
they made with HTML5/CSS/JS
do you have the docs for that too
well you might familiar in with that right away after modifying some ore-ui screen I suppose.
that just seems like if json ui used xml instead of json lol
not really
atleast we're not getting literally stripped down chromium in the game
on that note idek what webview implementation oreui uses
gotta check that out
i remember seeing a dll for it tho
ore-ui webview was stripped down chromium if I remember correctly, but I'm not sure.
nah
it doesn't seem to use existing webview on devices like android too.
ill check when i get home
gotta watch the whole ore-ui introduction stream again I suppose
wait what theres one?
There was one, the mojang employee talking about how ore-ui works and essentially open-sourcing them and so on
In that case I'ma put this here.
React Advanced 2021 ##ReactAdvanced #GitNation
Website – https://reactadvanced.com/
Follow the link to watch the full version of all the conference talks, QnA’s with speakers and hands-on workshop recordings → https://portal.gitnation.org/events/react-advanced-conference-2021
Talk: Using React to Build Performant Game UIs in Minecraft
This tal...
The webview they're using is probably coherent gameface.
oh wait i watched that
thats just a gui framework fwik
not webview
but ill check
theoretically, how would you do it? and the fact that its all client side isnt a big problem
depends what screen the element is in
I have it in the inventory right now, but it can be in any easily accessable screen other than hud_screen
in hud screen i would send some specific text in a title/actionbar with the scripting api if the player has op and use bindings to display something else based on that
how do I make this
I have the java pack
now I need to do this
anyone have a wiki or docs that I can read?
I did make a form #1112045576930988164
I just dk
if I did it under the right
category
thats not a form thats a container
?server-forms
As of 1.19.60.x, we have 3 type of server forms
1. Action Form
- which includes stack of buttons
2. Message Form
- which includes message and YES / NO button
3. Modal Form
- which includes text-fields, drop-downs, toggels and sliders
- Read documentation for details
What?
?
I just need help
converting a textured GUI on java
to a textured GUI on bedrock
however the GUI is custom, it was made with deluxe menus
who can help me?
Where do I ask for help to make this textured GUI?
Thank u
you can also download vanilla packs to know what files you need to put different code in here https://github.com/Mojang/bedrock-samples/releases
why does this not work?
the top one works
but not the bottom
i have no idea, i only started with json ui yesterday
o
do u know anyone
who is more experianced?
no, sorry
?screensahots
Screenshots are hard to read, and photos even more so. This is especially true if you are using bridge or another tree editor, as this format obscures the JSON format.
We can help you best if you copy and paste your code here, or send it directly as a file.
hi, how it is possible to make the title hud turn on and off when an text is identified? right now following the example on the wiki it is possible to make it show, but not to turn off. I have tried to add a second bind with the tag to turn off, but it create some conflicts and any other world would make the hud appear even without the identification it supposed to use to appear
uhh do you mean alpha animations
orrrr
I want to create a toggle for the hud to make it disappear (turn off), it is being a bit confuse, I m using title from the wiki. so when the word to trigger the HUD is found, it shows... but how to turn off it?
bad news for #1067869374410657962 here, due to 1.19.70-1.19.80+, buttons on hud_screen is now no longer works no matter what touch scheme you use. although using pause screen with always rendering/interactable hud screen method will still be usable.
therefore old UI "client" that claims to do "mod menu" via hud_screen are now no longer possible unless they're placing custom button near to hotbar, since it is now not interactable. only hotbar area is interactable and off safe zone area I suppose.
yes ☝🏻
Can anyone help me
How do I replace the texture of Hearts From minecraft? I wanted to change their texture and position
you can find them in RP/textures/ui
so my last question today because I getting lost again... it might be silly question but it is not clear on wiki.
so, as long you decide to use for instance "title" to make a hud, you basically cannot use the title for any other reason than to update the HUD?
yes
thx
I made this menu using Script and I wanted to be able to change its size, or the size and position of the buttons for example
Can someone help me please?
How do you hide the xp bar without also hiding the hotbar?
bindings made me go brrr
hi, so after I managed to make my entire HUD using title I realized that it generates a lot of lag and the actionbar is much more performant..
so I have changed everything to actionbar, but now I have this small bar appearing on every update, how can I get rid off it?
add prefix
if your message has prefix remove whole actionbar element
"ignored": "(($actionbar - 'your_prefix') = $actionbar)"
if actionbar includes your_prefix, element with this line will be ignored
this may be buggy so I recommend to use "visible"
I already use prefix like this:json "hud_actionbar_text/actionbar_message": { "$atext": "$actionbar_text", "visible": "(not (('%.4s' * $atext) = 'awp_'))" } so it works to not show the message when it have the prefix, but the empty bar still shows up
it was ignoring only the text part, but the hud is actually on the parent element, so I changed from "hud_actionbar_text/actionbar_message" to "hud_actionbar_text" and it worked fine
Sorry, but does anyone have server_form example for title conditional rendering i still cant setup it
does the ModalForm is long_form?
Someone here knows why when i click in the button index 3 the selection come back to the button index 0?
In desktop
How do I display a scoreboard objective value using hud?
bruh i asked first
title/actionbar/subtitle
is the easiest way
long_form is action form
custom_form is modal form
thx
what….
nothing, thought of showcasing something but oh well. not ready and I went too early.
send it to me 😈
now i’m invested
nothing much interesting here.

yeah it's unfortunately nothing interesting rather than it's just a modified hotbar to look like java with experience bar percentage
that was finished but just gonna throw this into a shell that probably never gonna see it's light since I don't find that very interesting.
hi, how can I align a image with "keep_ratio": true, inside a bigger box? it is always centered to the box, is it possible?
what?
i don’t really understand what ur asking but you can probably use anchors??
yea anchors will align the element, but I was wondering if it is possible to have the image smaller than the element itself and align the image inside the element, but I saw this stuff for alignment is deprecated and dont work anymore, just checking if there is any workaround common used. I found mine workaround but it might not be the best way to do so
add empty panel with your size then add child, your image to this panel
with idk
size: 100% - 2px, 100% - 2px
then image will be smaller by 1 pixels on all sides
panel: {
controls: [
{
your_image
}
]
}
yea I thought on that possibility too, but I m constantly changing this image, and it also changes the size, it supposed to be a bar... so what I have made is to create the stages of the bar all on the same size but transparent... dunno if it is the best way but it was the one I found with my knowledge, it is working fine at all to be hones... so I have the life bar, mana bar and some stones slots that are actually all images that changes depending on actions ingame:
so basicaly the image that represents the percentage have the same size as 100%, but with transparent part:
the best way is probably just to do like half transparent
but yes anchors could be used there
ok thx, so I m already using the image as half transparent no need to improve it then thx
is there a way, so popups are higher ?
cuz popup and tip are on the same height ...
ive found a weird issue
sometimes tip is below popup
sometimes they are the same
like is there a way how to put the tip lower?
since i send it with pocketmine
and want to lower the position with a texture pack
resource pack*
you can make it higher
not lower
use \n after to make it higher
i tried using \n before
but it doesnt do what you would expect
no no
but the back ground will still be there
i will search a way
i guess its in hud_sceen.json but idk
thats literally not what you asked
put this in textures/ui
put a empty png
i also send it
but its very small
but just click around that gap
and youll get it
under the "p" in "put"
no, my question was, how to change the position in the resource pack
Someone who knows how to mess with server form to help me?
?question
Be specific and include relevant details about the question upfront.
• What are you trying to accomplish?
• If you have code, which part is not working?
• What have you already tried?
• Have you searched the Bedrock Wiki?
I made a menu and wanted to leave it more or less like this
Blue would be the title
The yellow would be the pictures
And red would be the buttons
nice
?json-ui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
has rewriting stuff recently, suggestions?
It was kinda mixed with TF2's menu screen and my old abandoned UI layout.
personally I think it looks good.
sick
could you send a full shot of the screen?
It's not finished or polished yet, but still trying to get something so here I guess.
The left side are new one, the right side are old one.
beautiful
hey guys which ui file governs this progress loading box?
progress_screen:world_loading_progress_screen
Thanks
much better
also why ©️ Mojang A__D__
what
well I don't see any issues here, also it was using it's .lang.
is there something I wasn't supposed to do?
no, just a misspell issue
oh I see.
also, do u have a longer monitor 😆
it looks long but i might be crazy
sometimes I actually do test it on my laptop in case some ui related problems.
do you code on phone or desktop?
well it depends on mobility.
oh cool
I don't usually use laptop often, so yeah phone probably do.
dang
i find it very difficult for me to code on my phone
do you have an android?
yes I'm using android to make this whole UI even minecraft looking titles.
json-ui's keyboard and controller helper is understandably bad.
I can't get my element works inside those element somehow
I don't get it.
put it on controls property, made the whole element not even rendering
using it both element bindings so I can keep element on, instead. it crashes my game
truly json-ui experience
just slider_box_size lmao
yeah I know, already read em.
It's just stupidly confusing with why use the exact same variables in the same variables
generally thes files from ui_common have hardcoded/old stuff and some of code can be really weird to read
like your "same variables in the same variables"
Where should I start learning json ui??
I’ve looked at the wiki and it’s not helpful
Very hard to understand
Please @ me if you can help
by stealing looking through other peoples code
This is good for overriding a fixed value with a modifiable value, but only for modifications, not in this case
Currently finalizing the new layout aswell made a redesigned version of icons I've created before. Suggestions on both icons and layout?
The left side are new one, the right side are legacy (previous and old version)
The old icon design goes here if you want to comparison. ||( also my uh, ui project logo is not there since currently still working another one. so here a minecraft default title instead if you're curious. )||
ore ui button looks cool
How can I make my panel visible when the actionbar text is equal to info?
bro I did it like this, and it won't
"hud_elements_panel": {
"type": "panel",
"controls": [
"hud_square@hud_square": {
"controls": [
"hud_text@hud_text": {
"anchor_from": "top_left",
"anchor_to": "top_left"
}
]
}
],
"visible": "($actionbar_text = 'info')"
}
tried modifications?
no
I tried and it wasn't
tried bindings?
Yes
syntax errors.
?
you don't have extra sharp bracket around your child elements.
therefore it'll syntax error and it may won't work.
should work, i have something like this
It should be like this
"hud_elements_panel": {
"type": "panel",
"controls": [
{
"hud_square@hud_square": {
"controls": [
{
"hud_text@hud_text": {
"anchor_from": "top_left",
"anchor_to": "top_left"
}
}
]
}
}
],
"visible": "($actionbar_text = 'info')"
},```
it's not going
Do you have factory element for hud_elements_panel?
No
then it won't work.
There's a example of what factory element is and how does it work. Give it a read, and try it.
https://wiki.bedrock.dev/json-ui/json-ui-intro.html#conditional-rendering
Aswell introduce that condition rendering.
finally thank you very much 🙂
do you think you could possibly help me with this? json "test_grid": { "type": "grid", "controls": [ { "type": "image", "size": [ "100%c + 12px", "100%c + 5px" ], "offset": [ 0, "50%-68px" ], "texture": "textures/ui/hud_tip_text_background", "controls": [ { "text_1": { "type": "label", "anchor_from": "center", "anchor_to": "center", "layer": 31, "text": "text 1" } }, { "text_2": { "type": "label", "anchor_from": "center", "anchor_to": "center", "layer": 31, "text": "text 2" } } ] } ] } im trying to do something like this, so it'll show each text in a grid but i cant get it to work, well its just not showing up.
or would i have to do a stack panel?
that is not how grid type works apparently.
oh, is it possible with stack panel nope
showing each text in grid buttons something like that?
spilt the text into different text bubbles?
yes
here i can make an example
like this
i just want each new control text to be a new bubble
i just tried it with grid and orientation but its not working
hm, might be difficult thing to do without the use of preserved text.
also grid aren't made for that so, I don't think it'll work with grid.
wym?
preserved text is essentially conditional rendering, but little bit better. since it allows you to store it's data aswell keeping it displaying while the text is different
this can allows you to keep different texts with actionbar or any single text element without getting another text reset.
hmm
so i cant just have preset text?
i know that hive does it with scoreboards but how is it actually shown and put in a grid?
Interesting
The way scoreboard works is alot different than you might think honestly.
scoreboard isn't a text, but rather. a generated elements. that was grid, the way it works is essentially everytime there's a new players or entity to display in scoreboard, they'll use grid as to generate elements, kinda like clone the element with different variables and collections. Every grids has their origin or referencer to a element that it'll generate or clone.
How hive did is just essentially modifying player/entity element from grid origins, and make something like that.
I was wanting to modify the textures of the hearts. And change their position
This also works the same as chat elements.
so i couldnt do this in the hud screen?
they're not text, so probably not.
Iirc you have bryan's actionbar thing where it has 3 bubble texts? well those are using preserved text. ( I don't have it though, but I knew they done that way )
but there's also a wiki dedicated to that too, might link it here so you can learn more I suppose
oh no lol, i just made a preview of want i needed lol
thank you!
the example doesnt even work 
looks like you gonna ask shanewolf38 I suppose, since he's the one who made preserved text thing on wiki
how can i open my custom server form ui through a specific title?
For example: If the title of the server form is equal to 'Store', it opens the custom server form
oh, I recently made this https://youtu.be/3X9Oq2BvLck
This tutorial shows how to make a form only show when the title is specific.
Find Minecraft Packs: https://github.com/LeGend077/packs
Github: @LeGend077
Discord: LeGend#1687
#minecraft
#minecrafttutorial
Thx
Please make more of these Tutorials
don't work for me
💀 it is a very basic thing just check for title
yes I know
"long_form": {
"type": "panel",
"controls": [
{
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not (#title_text = 'TForm'))",
"target_property_name": "#visible"
}
]
},
"tarzax_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [
400,
250
],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'TForm')",
"target_property_name": "#visible"
}
]
}
}
]
},``` is good ?
I don't use script API I use pocketmine-mp 5
remember to change $child_control referencer, otherwise you'll see the same screen no matter of what because it literally referencing to vanilla element and not custom one.
and the result is :
syntax error spotted.
code is incorrect check the brackets
should be good to go.
{
"long_form": {
"type": "panel",
"controls": [
{
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not (#title_text = 'TForm'))",
"target_property_name": "#visible"
}
]
}
},
{
"tarzax_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [
400,
250
],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'TForm')",
"target_property_name": "#visible"
}
]
}
}
]
}
}```
I replace by this ?
Is it possible to do this with dialog?
yes, but it will be a bit different. (search for examples in #old-json-ui )
Thats, creazy Man! Is that way to do that like if thats starting with something that tile for example "_titlePrefix_Realy Title actually"
sorry i dont want to be annoying
well u can do that like
((#title_text - 'TForm') = #title_text)``` im pretty surew
thx man
where are the common_dialogs saved in?
like in what file
maybe the common file
i think that’s a file name or something
like common sometbing
nah cant find it xd
hm
then i have no clue lol
i say
put the whole ui folder in vs code
search everything
or it might just be a namespace stored in server form
ya, thx i will try but i dont need it too much yet
bruh json-ui debuging is the most painful thing ever i guess
Hello, this is just fast question, what i am doing wrong with server forms, when i do ["100%","100%"] size but they are not as big as full screen
Sounds like safe zone area thing
nah, they are like really small xd
maybe the parent size?
yeah parent size.
idk man, its the first setted side ever
so default should be 100%
well you gonna look the referencer where that dialog come from and see it's size.
The parent size adjusts to every child element.
ya, ik thx
screen element is the most parent here right?
so i could just remove that size?
no
just.
You see this?
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2
},```
adjust the size I suppose.
maybe you're using uh wrong element? did you use custom long form element?
oh, ya custom_form one