#JSON-UI General

1 messages · Page 4 of 1

last pollen
#

I scrolled too far

clever maple
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ok, thanks

lean nexus
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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?

hexed briar
#

eh, yesn't ¯_(ツ)_/¯

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working with subtitle isn't uh, necessarily recommended.

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since you can only work with modifying inside vanilla elements or subtitle element.

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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.

keen tundra
#

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 😢

fierce wadi
#

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

nimble mortar
#

why the hunger bar stay here

keen tundra
hasty hamlet
#

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'))"

pale gust
#

@keen tundra you can hide other slots many creators do this.

#

using "ignored": property

keen tundra
#

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?

pale gust
#

no

#

they wont appear in the gui

keen tundra
#

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

pale gust
#

idk how to achieve that meat grinder idea.

#

But you can alter the custom crafting table to look like an anvil

keen tundra
pale gust
#

Yeah i am talking about ui

#

Something similar to this?

#

(this isnt mine)

keen tundra
#

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😁

pale gust
#

are you using an entity as a block?

#

Similar to chests?

hexed briar
#

chest is a block.

pale gust
#

Idk but it is different from that of a barrel

hexed briar
#

if you ever knows the custom block model, yeah the chest are doing the same way. they're block with model.

pale gust
#

I thinks it an entity as it has a 3d geo

hexed briar
#

pretty familiar with bed

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( 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.

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You might also have to make your recipe only work with that custom crafting table, otherwise it may work with regular crafting table.

pale gust
#

^

#
"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" 
  }
]
keen tundra
#

It's all very difficult, but my heart felt lighter that such a thing is possible 🫠

hasty hamlet
#

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?

hexed briar
#

uh

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this is not a thread error message

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but rather than "friend" error message.

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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.

hasty hamlet
#

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

hexed briar
#

well you can't create a thread in forums.

hasty hamlet
#

oh so I nede to post it here in general?

hexed briar
#

you don't have to, but for common questions. yeah go ahead.

#

for complex questions, you can post forums in there.

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since people can answer while making the general not flooded.

hasty hamlet
#

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?

hexed briar
#

everyone can see your forum posts.

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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" )

hasty hamlet
#

ohh ok, good thx! that was confusing as the bot answered with this message I thought my post was not "officially" posted

hexed briar
#

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.

past stirrup
#

is it possible to make a button on the start screen that joins a server when clicked?

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i have a feeling it's impossible but just want to make sure

hexed briar
#

nope.

past stirrup
#

knew it

past stirrup
#

does anyone know if it's possible to put for example cubecraft server button at the top of the screen

grim wagon
#

sorry bad JK

grim wagon
#

bad JK, -> bc my favorite server is cubecraft

hexed briar
#

Server changes their list everytime, so therefore you're facing some RNG at this point.

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also it is possible if you fetch their name, collection and stuff, that should keep rng stuff away

past stirrup
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slight issue, I haven't used JsonUI for years 😅

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time to try and figure out some stuff

broken trail
past stirrup
opal aurora
#

I have a question, are there any JSON Schemas for JSON UI?

#

If not, maybe I will try to create one

opal aurora
#

(i think i found one from kalmemarq)

opal aurora
#

but it loses variables autocomplete

hasty hamlet
#

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" } ] }

last pollen
#

How can i remove the heart render literally?

hexed briar
#

well... you've literally removed it.

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technically by changing heart as empty texture I suppose.

last pollen
#

In the armor renderer

hexed briar
#

movement what

#

armor being offset'd?

last pollen
#

When i have more heart the armor rend go up

last pollen
hexed briar
#

make it static by getting rid of stack panel I suppose?

viral oxide
#

Is there a way I can remove the top slots in the inventory?

viral oxide
# hexed briar 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

hexed briar
#

look around at player_inventory in line 2146

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those contains what would player inventory are.

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maybe I suppose you can get rid of it by using modification property.

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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.

viral oxide
hexed briar
#

actually just find player_inventory, I might've uh update my vanilla template

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( my vanilla template are still at 1.19.50 )

viral oxide
#

KK, how can I use the modifications property?

hexed briar
#

look at wiki, there should be example of it.

viral oxide
#

There are a few examples, but what element am I trying to select? [email protected]_panel_bottom_half?

hexed briar
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I'm not certainly sure.

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trial and error I suppose since I don't mess around with that screen

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try to get rid of one element and see what will you get.

viral oxide
hexed briar
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don't put a referencer in it

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only element name.

viral oxide
#

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

hexed briar
#
"player_inventory": {
    "modifications": [
      {
        "array_name": "controls",
        "control_name": "inventory_panel_bottom_half",
        "operation": "remove"
      }
    ]
  }```
#

that should work

viral oxide
#

Well first try! Any way I can remove the vertical space its left?

hexed briar
#

you'll have to edit the panel to scale it down.

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Look at content_stack_panel

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there's size for it.

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although be aware that it may affect recipe book's size aswell.

viral oxide
#
{
    "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]
----------------------------------------------------
hexed briar
#

Use modification property

#

Doing that is essentially replacing the whole controls array and therefore making entire element only render your panel

viral oxide
#

Ah

hexed briar
#

or if you want that

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just paste the whole element including control array and modify the size from there.

viral oxide
#

It seems to have modified this screen, but not the one i'm aiming for

hexed briar
#

maybe it works on survival?

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checking right now that this element is only element to be used.

viral oxide
hexed briar
#

creative and survival, like I said before. I'm certainly not sure

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oh yeah I forgot

#

Remove this
survival_padding inside that control.

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perhaps that may work.

viral oxide
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No difference

hexed briar
#

what about center_fold

viral oxide
past stirrup
#

Something doesn’t look right

hexed briar
#

survival_panel_top_half might do

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( those are uh, your player model and 2x2 crafting table )

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scale them.

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not remove, just scale them

viral oxide
#

wdym?

hexed briar
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change their size values

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actually no.

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found the size, apparently they're using common root panel size.

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Use size property in player_inventory element

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I suppose that should work, if not you'll have to go to that common.root_panels element and adjust it there.

viral oxide
#

What size is it currently using? "size": [ 326, 90 ] I made it a bit too wide & short

hexed briar
#

"size": [ 176, 166 ]

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that is the default panel size.

viral oxide
#

I have also noticed I will need to do this again for the chest

hexed briar
#

Pocket UI aswell.

viral oxide
#

Ah yeah

hexed briar
#

Basically, 2 screens for one screen. Chest also has pocket UI

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Essentially 4 files you'll have to edit.

viral oxide
#

Is there a way I can test pocket UI without mobile? If not its fine I can still test with mobile

pale gust
#

emulator?

hexed briar
#

You don't need anything.

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Just go to video > UI profile in your game settings

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you should see 2 options, between Classic UI ( the one you're using ) and Pocket UI.

viral oxide
#

Oh neat I didnt know that

viral oxide
#

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"
            }
        ]
    }
}
opal aurora
#

Try adding a padding to the left of "both_panels" stack panel by using "insert_front"

grizzled crypt
#

why exactly do u even need to remove the inventory?

viral oxide
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Because I need it gone for my map, the player only needs the hot bar slots

opal aurora
#

You also need to add something to block 27 slots inside main inventory like locked-on-slot barriers

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Because once items go to those 27 slots, you will never get them again

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Also, please keep recipe book

viral oxide
#

Yep I’m already going to be locking the top slots with non movable items

viral oxide
#

I don’t think my reasons are relevant in any way to me asking for assistance

hasty hamlet
#

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?

wraith bluff
unique swan
#

how can i run server form json what do i need in my world?

wispy cipher
pale gust
keen tundra
#

how to disable sid's visibility for friends in your world ?

hexed briar
#

what even is sid?

keen tundra
#

World seed

hexed briar
#

from where.

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the setting world screen while playing mulitplayer?

keen tundra
hexed briar
#

well that is apparently no longer possible.

hexed briar
#

that was Ore-UI, not Json-ui.

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And Ore-UI is yet unmodifiable.

keen tundra
#

Not at all like?

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😭

hexed briar
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you can't modify ore-ui via resource packs like what you would with json-ui

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so no, it's not possible.

keen tundra
#

You're only talking about this new menu when creating the world at all,

hexed briar
#

It still eventually gonna be replaced, so no. It wouldn't last long.

keen tundra
#

And what kind of politicians with ore-ui why did they ban access?

hexed briar
#

Wdym

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It's mojang decision, they do what they want.

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Ore-UI is made for early UI developer who just joined mojang as employees

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since Ore-UI are thousands time better than Json-UI in term of making UI's

keen tundra
#

I thought developers on turnover give more opportunities and access for indie developers 😢

hexed briar
#

Ore-UI is open-source framework by mojang yes, but it's Minecraft. It's their game, they do what they want

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it's inevitable.

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everything needs to be updated otherwise it won't work, this goes the same to json-ui and others

keen tundra
hexed briar
#

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.

keen tundra
#

But what about the servers?

hexed briar
#

Json-UI will remain as backward compatibility.

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so the server UI's will remain normal as usual.

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but modifying like, start menu and world sections? well that will obviously not possible.

keen tundra
#

That is, it is possible to change now, but not in the future?

hexed briar
#

nope.

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it's already there.

keen tundra
#

Ahh

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It's a pity

hexed briar
#

the screenshot you've sent are Ore-UI based screen.

keen tundra
#

And this one?

hexed briar
#

This one are Json-UI.

keen tundra
#

And its fashionable to change?

hexed briar
#

modifiable.

keen tundra
#

Because I need to change it

hexed briar
#

put that in ui/settings_sections/world_section.json

{
  "game_section": {
    "modifications": [
      {
        "array_name": "controls",
        "control_name": "level_seed_selector",
        "operation": "remove"
      }
    ]
  }
}```
past stirrup
#

Did someone say OreUI?

hexed briar
#

no we're talking about vgui

past stirrup
#

:(

hexed briar
#

iirc I read that in their github.

past stirrup
#

And Mojang used Coherent labs’s gameface for creating OreUI

hexed briar
#

yes.

hexed briar
#

anyways, VGUI is best.

wispy cipher
#

just not yet

hexed briar
#

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.

wispy cipher
#

it is pretty much confirmed internally from what i know

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but i have no idea when that might happen

hexed briar
#

probably when ore-ui for bedrock is finally finished

wispy cipher
#

yeah

hexed briar
#

and that is probably around 1-3 years

wispy cipher
hexed briar
#

who knows.

#

seriously it's been 4 years now since it's announced.

past stirrup
#

Me who’s been waiting for @minecraft/client-ui for over a year

#

Delete this image now

hexed briar
#

what is that image

past stirrup
wispy cipher
#

lol

past stirrup
hexed briar
#

you're making me more curious about it.

wispy cipher
past stirrup
wispy cipher
#

and?

past stirrup
#

A lot of stuff can happen

hexed briar
#

oh nevermind that is internal stuff isn't it

past stirrup
#

Yep

hexed briar
#

Ore-UI?

wispy cipher
#

ye

wispy cipher
hexed briar
#

okay I will now commit source engine 2

past stirrup
wispy cipher
#

but yeah sure ill delete lol

#

there

hexed briar
#

immediately deleted it after smokey is typing lmao

wispy cipher
#

shush

raw barn
#

@wispy cipherYeah, please don't post stuff you're not supposed to have access to ie internal things, leaks, etc

wispy cipher
#

i just cant wait for oreui to release

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it looks pretty good

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based on the docs and stuff

hexed briar
#

make it longer to release because I do not want to learn another language again

wispy cipher
#

but yeah ok

past stirrup
wispy cipher
#

if you wanna do oreui

hexed briar
#

I'm definitely sticking with javascript for modding mindustry

wispy cipher
#

react is in js too

past stirrup
#

Yep

hexed briar
#

probably gonna take months for me to learn

past stirrup
#

Nah, ReactJS is easy to learn

wispy cipher
#

reactjs is also very stupidly designed

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at least imo

past stirrup
#

Also this is #1067869374410657962 we should move to #off-topic

wispy cipher
#

^^

past stirrup
#

chat dies

wispy cipher
#

lol

keen tundra
opal aurora
keen tundra
hexed briar
hexed briar
keen tundra
#

Well, you may know, I don't at all, this chat is for questions, right?

hasty hamlet
#

hi there, I m trying to find here but could not undertsand how can you print into an UI an scoreboard value?

limber quartzBOT
#
How to ask a good 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?

keen tundra
# wispy cipher ?question

And you yourself know?How to change the world settings interface, more precisely I need to remove the segment with the seed

wispy cipher
#

what

keen tundra
#

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

hasty hamlet
# wispy cipher ?question

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

wispy cipher
limber quartzBOT
hasty hamlet
# wispy cipher <#1067535382285135923>

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" } ] } }

wispy cipher
#

only possible with bindings

pale gust
#

ty

keen tundra
hasty hamlet
#

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" } ]

hushed kettle
#

what can i use a factory for exactly?

grizzled crypt
#

reactjs and json ui

hexed briar
#

yeah I know, I've already said that json-ui will be backward compatible.

grizzled crypt
#

glad they aren't completely removing it lol

hasty hamlet
#

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?

obsidian crest
hasty hamlet
#

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...

hasty hamlet
#

how can I make anything in an offset outside of the element to not appear?

wispy cipher
#

😂

#

that is wrong on so many levels

#

cuz of how bindings work and how variables work

#

also variables and bindings dont like each other

hexed briar
#

as long bindings output string to a variables, that should work

#

if you're putting variables in bindings property, I think you need help

hexed briar
#

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.

wispy cipher
#

huh

hexed briar
#

although putting bindings and variables inside operator does not work

#

that was expected.

patent quail
#

Do you guys have any idea of what could I add to improve my new ui for my crafting table?

patent quail
hasty hamlet
#

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?

karmic verge
#

what is the file name for the mob inventory screens?

#

Like once you add the minecraft:invontory component and you open it

hexed briar
#

Have I ever tell you the definition of insanity?
#1108850098798084156

obsidian crest
hexed briar
#

literally me when being asked the exact same question for everyday

#

people just doesn't look another question forums for the answer.

obsidian crest
#

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

hasty hamlet
#

I dont understand, are you guys referring to my question?

hasty hamlet
#

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

wispy cipher
#

but im not sure

hasty hamlet
#

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

karmic verge
wispy cipher
#

others are chest_screen.json

#

iirc

hexed briar
hushed kettle
#

is it possible to format localized texts? such as texts with %s

wispy cipher
#

actually no it should work

#

i think

hexed briar
hushed kettle
#

can you use ? : operator in json ui

viral oxide
#

For reference it’s called a ternary operator, I know it’s in molang. Just try it and see?

wispy cipher
opal aurora
hexed briar
#

I don't remember those 2 being a thing in json-ui

waxen coral
#

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.

waxen coral
#

So impossible?

wispy cipher
#

i literally just said that

hexed briar
#

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

wispy cipher
#

^

hexed briar
#

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.

wispy cipher
#

i would suggest just waiting for oreui

#

it will be pretty cool

hexed briar
#

yeah, although might have the same effect if specific UI is controlled by them.

wispy cipher
#

it will be able to communicate with the scripting api meaning you can just do stuff through that

hexed briar
#

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.

wispy cipher
#

nope :)

hexed briar
#

King's bringing that play screen more usable state is pretty rough enough.

wispy cipher
#

and rp<->bp communcation stuff etc

hexed briar
#

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?

wispy cipher
#

theres a new module coming to the script api

#

for communication between oreui and scripts

hexed briar
#

I guess probably the same thing as server forms?

wispy cipher
#

im not sure how exactly that will work since im not sure its even done and i havent messed with that yet

wispy cipher
hexed briar
#

Ore-UI has JPEG format what the hell

wispy cipher
#

lol what

hexed briar
#

just looking at it's assets folder.

#

found files with .jpg format in it.

#

most of them seems are achievements image.

wispy cipher
#

hm

past stirrup
#

You can play videos using OreUI

hexed briar
#

we probably already know it

past stirrup
#

hmm

#

Let me check my list of things that are possible in OreUI

hexed briar
#

even myself questions why is video libraries here in android until I realized it's for ore-ui

past stirrup
#

You can detect key presses using OreUI

hexed briar
#

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

past stirrup
#

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

hexed briar
#

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

karmic verge
#

Is ore-ui already being used? Or like can you develop with it?

wispy cipher
#

also in the editor mode

hexed briar
#

you have forgotten the achievement screen.

#

it also the first screen to receive ore-ui.

wispy cipher
#

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

past stirrup
#

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

wraith bluff
#

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

wraith bluff
#

I really hope they fix it soon

wraith bluff
#

I'm on pc and the play button is like 2cm x 11cm on my screen (yes i measured with a ruler)

grizzled crypt
#

um

#

gui scale..?

wraith bluff
#

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

wispy cipher
#

fr

hexed briar
#

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.

fading kiln
#

@hexed briar

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"
  },```
fading kiln
#

I must have deleted that from my hud screen file..

hexed briar
#

I'm not sure either if it was in the latest version

#

since I'm currently using outdated vanilla template from 1.19.50

fading kiln
#

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

hexed briar
#

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

ruby folio
#

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.
opal aurora
ruby folio
#

it seems as if I cant

opal aurora
ruby folio
#

i dont know what that means

#

i basically just started with json ui

opal aurora
#

how can i explain this...

#

my_text,

text1@my_text
(bindings A)
text2@my_text
(bindings B)

ruby folio
hexed briar
#

you can't use bindings stuff in variables property REEEEEEEEEEEEEE

viral oxide
#

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

hexed briar
#

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.

viral oxide
#

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

hexed briar
#

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.

viral oxide
#

Perhaps we have different boundaries to what is considered rude. Personally I would consider the snarky comments to be quite rude

hexed briar
#

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.

viral oxide
#

Yeah I fully understand why you would not want to spoon feed people

hexed briar
#

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.

viral oxide
#

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

hexed briar
#

yeah I could agree.

#

well that was definition of insanity, doing the same thing all over again and expecting something to change.

hexed briar
#

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?

wispy cipher
pale gust
#

It must be the thing that shows block count, probably.

#

block/item*

hexed briar
hexed briar
ruby folio
#

What does adding |default onto a variable even do? I see it everywhere but I cant find anything explaining it

hexed briar
#

|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

ruby folio
#

what do you mean by "your title is not loaded"?

hexed briar
#

e.g you got the conditional rendering wrong and instead default title shows up.

ruby folio
#

ah ok

#

thanks for explaining that

hexed briar
#

json-ui my beloved

wispy cipher
wispy cipher
hexed briar
#

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. )

wispy cipher
#

hmmm

hexed briar
wispy cipher
#

hm

hexed briar
#

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

ruby folio
#

Is there a way to toggle an element visibility depending on if the player has op?

wispy cipher
#

also anyone will be able to just disable the pack client side so i wouldnt recommend doing that

hexed briar
#

this seems only detectable via pause screen, and secondly like melon said, it'll be issue since json-ui is only client-side.

grizzled crypt
#

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.

hexed briar
#

Your button has no hover identifier.

grizzled crypt
#

wym?

#

i can hover fine lol

hexed briar
#

well what am I reading right now is your hover elements is inside with new_panel which is not hover identifier.

grizzled crypt
#

ah

#

so

hexed briar
#

that why those purple message thing shows I suppose

grizzled crypt
#

should i put the purple border thing as a child in the hover?

hexed briar
#

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

grizzled crypt
#

okay so

#

something is wrong with the alpha i think or something

#

it shows up for like

#

a few seconds then fades away

hexed briar
#

Sounds like element anims problem.

grizzled crypt
#

also the button hover is now completely removed

hexed briar
#

lemme experiment something real quick.

grizzled crypt
#

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" } ] } } ] } } ] } } ] } }

hexed briar
#

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.

grizzled crypt
#

wel it was from the common file lol

#

FROM minecraft so idk why it would be broken #

hexed briar
#

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

grizzled crypt
#

just moves the image 25 up

hexed briar
#

the offset.

#

is -25 ( 25 pixel up )

grizzled crypt
#

yes ik

hexed briar
#

no text shows?

grizzled crypt
#

nope

#

even when i put it in the controls

#

it breaks even mroe

hexed briar
#

good christ how did you write this thing

grizzled crypt
#

would you like me to send it to you?

hexed briar
#

your choice I suppose, although I don't know how to display a form yet

wispy cipher
hexed briar
#

cool looking modified hotbar I made, suggestions?

wispy cipher
#

o nice

hexed briar
#

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

wispy cipher
#

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

hexed briar
#

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 )

wispy cipher
#

would take like uhhh maybe 10 lines of oreui

#

actually prob a tiny bit more but likely under 20

hexed briar
#

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

wispy cipher
wispy cipher
#

or Math.round() even

hexed briar
#

yeah

#

Json-ui doesn't want to be round without using operator for it

wispy cipher
#

i mean dont get me wrong its useful but sucks

hexed briar
#

It wasn't executed well.

#

well, what do you expect a UI system probably still last from 2013-14 or something

wispy cipher
#

i mean

#

why json tho

hexed briar
#

atleast we're not dealing some kind of vgui

wispy cipher
#

tf is vgui lol

hexed briar
#

valve's GUI.

wispy cipher
#

how does that work

#

lol

hexed briar
#

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

wispy cipher
#

any example of how it looks/works

hexed briar
#

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.

wispy cipher
#

what is it written in

hexed briar
#

Probably C++.

#

since that was what goldsource and source engine written in.

wispy cipher
#

is there any docs for it

#

lol

wispy cipher
#

jesus christ

#

i mean its probably better than json ui

#

but still looks painful

hexed briar
#

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.

wispy cipher
#

oh maybe i meant better to work with

wispy cipher
hexed briar
#

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

wispy cipher
#

doubt it

hexed briar
#

they made with HTML5/CSS/JS

wispy cipher
#

hmm

#

react is still better for this kinda thing imo

wispy cipher
hexed briar
#

well you might familiar in with that right away after modifying some ore-ui screen I suppose.

wispy cipher
#

that just seems like if json ui used xml instead of json lol

hexed briar
#

atleast we're not getting literally stripped down chromium in the game

wispy cipher
#

gotta check that out

#

i remember seeing a dll for it tho

hexed briar
#

ore-ui webview was stripped down chromium if I remember correctly, but I'm not sure.

wispy cipher
#

nah

hexed briar
#

it doesn't seem to use existing webview on devices like android too.

wispy cipher
#

ill check when i get home

hexed briar
#

gotta watch the whole ore-ui introduction stream again I suppose

wispy cipher
#

wait what theres one?

hexed briar
#

There was one, the mojang employee talking about how ore-ui works and essentially open-sourcing them and so on

wispy cipher
#

i only read the introduction in the leaked docs

#

hmm

hexed briar
#

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...

▶ Play video
#

The webview they're using is probably coherent gameface.

wispy cipher
#

oh wait i watched that

wispy cipher
#

not webview

#

but ill check

ruby folio
wispy cipher
#

depends what screen the element is in

ruby folio
#

I have it in the inventory right now, but it can be in any easily accessable screen other than hud_screen

wispy cipher
#

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

last pollen
#

I have the java pack

#

now I need to do this

#

anyone have a wiki or docs that I can read?

wispy cipher
#

and why not use forms

last pollen
#

I just dk

#

if I did it under the right

#

category

wispy cipher
#

?server-forms

limber quartzBOT
#
ScriptAPI - 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
last pollen
wispy cipher
last pollen
#

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?

last pollen
wispy cipher
#

what?

#

thats just a container with textured items

last pollen
#

So how do I make that

#

is there a wiki?

#

@wispy cipher srry for the @

ruby folio
last pollen
#

Thank u

ruby folio
wispy cipher
#

...

#

bruh

last pollen
#

why does this not work?

#

the top one works

#

but not the bottom

ruby folio
#

i have no idea, i only started with json ui yesterday

last pollen
#

o

last pollen
#

who is more experianced?

ruby folio
#

no, sorry

wispy cipher
limber quartzBOT
#
Please, no screenshots or photos!

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.

hasty hamlet
#

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

wispy cipher
#

orrrr

hasty hamlet
#

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?

hexed briar
#

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.

normal moat
#

yes ☝🏻

modern bramble
#

Can anyone help me

modern bramble
#

How do I replace the texture of Hearts From minecraft? I wanted to change their texture and position

pale gust
#

you can find them in RP/textures/ui

hasty hamlet
#

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?

hasty hamlet
#

thx

red creek
#

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?

karmic verge
#

How do you hide the xp bar without also hiding the hotbar?

hexed briar
#

bindings made me go brrr

hasty hamlet
#

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?

broken trail
#

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"

hasty hamlet
#

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

hasty hamlet
#

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

grim wagon
#

Sorry, but does anyone have server_form example for title conditional rendering i still cant setup it

#

does the ModalForm is long_form?

last pollen
#

Someone here knows why when i click in the button index 3 the selection come back to the button index 0?

#

In desktop

halcyon spear
#

How do I display a scoreboard objective value using hud?

grim wagon
#

bruh i asked first

obsidian crest
#

is the easiest way

obsidian crest
#

custom_form is modal form

grim wagon
#

thx

hexed briar
#

heheeeeeeeeeeeee

#

nevermind.

obsidian crest
hexed briar
#

nothing, thought of showcasing something but oh well. not ready and I went too early.

obsidian crest
#

now i’m invested

hexed briar
#

nothing much interesting here.

obsidian crest
hexed briar
#

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.

hasty hamlet
#

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?

obsidian crest
#

i don’t really understand what ur asking but you can probably use anchors??

hasty hamlet
#

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

broken trail
#

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
}
]
}

hasty hamlet
#

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:

obsidian crest
#

but yes anchors could be used there

hasty hamlet
#

ok thx, so I m already using the image as half transparent no need to improve it then thx

fiery yoke
#

is there a way, so popups are higher ?

#

cuz popup and tip are on the same height ...

paper loom
#

sometimes tip is below popup

#

sometimes they are the same

fiery yoke
#

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*

paper loom
#

not lower

#

use \n after to make it higher

#

i tried using \n before

#

but it doesnt do what you would expect

fiery yoke
#

no no

#

but the back ground will still be there

#

i will search a way

#

i guess its in hud_sceen.json but idk

paper loom
#

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"

fiery yoke
#

no, my question was, how to change the position in the resource pack

red creek
#

Someone who knows how to mess with server form to help me?

limber quartzBOT
#
How to ask a good 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?

red creek
# obsidian crest ?question

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

grizzled crypt
#

nice

limber quartzBOT
hexed briar
#

has rewriting stuff recently, suggestions?

#

It was kinda mixed with TF2's menu screen and my old abandoned UI layout.

grizzled crypt
obsidian crest
#

could you send a full shot of the screen?

hexed briar
#

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.

soft oar
#

hey guys which ui file governs this progress loading box?

opal aurora
hexed briar
#

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?

opal aurora
#

no, just a misspell issue

hexed briar
#

oh I see.

obsidian crest
#

it looks long but i might be crazy

hexed briar
#

well uh...

#

I made it on phone.

hexed briar
#

sometimes I actually do test it on my laptop in case some ui related problems.

obsidian crest
hexed briar
#

well it depends on mobility.

obsidian crest
#

oh cool

hexed briar
#

I don't usually use laptop often, so yeah phone probably do.

obsidian crest
#

dang

#

i find it very difficult for me to code on my phone

#

do you have an android?

hexed briar
#

yes I'm using android to make this whole UI even minecraft looking titles.

hexed briar
#

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

hexed briar
#

?????????????????

#

( from vanilla code. )

broken trail
hexed briar
broken trail
#

just search through all vanilla files

broken trail
hexed briar
#

yeah I know, already read em.

#

It's just stupidly confusing with why use the exact same variables in the same variables

broken trail
#

generally thes files from ui_common have hardcoded/old stuff and some of code can be really weird to read

broken trail
hexed briar
#

could be legacy element at some point but nope

#

it's literally a slider.

west trail
#

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

obsidian crest
opal aurora
hexed briar
#

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)

hexed briar
timber harness
#

ore ui button looks cool

hexed briar
#

They uh, not ore-ui button though

#

They're aseprite button.

last pollen
#

How can I make my panel visible when the actionbar text is equal to info?

hushed kettle
last pollen
last pollen
#

no

last pollen
hushed kettle
last pollen
#

Yes

last pollen
hexed briar
#

you don't have extra sharp bracket around your child elements.

#

therefore it'll syntax error and it may won't work.

grizzled crypt
hexed briar
#

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')"
},```
last pollen
#

it's not going

hexed briar
#

Do you have factory element for hud_elements_panel?

last pollen
#

No

hexed briar
#

then it won't work.

#

Aswell introduce that condition rendering.

last pollen
#

finally thank you very much 🙂

grizzled crypt
# hexed briar There's a example of what factory element is and how does it work. Give it a rea...

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?

hexed briar
#

that is not how grid type works apparently.

grizzled crypt
#

oh, is it possible with stack panel nope

hexed briar
#

showing each text in grid buttons something like that?

grizzled crypt
#

wym?

#

not buttons but just simple hud_screen text lol

#

[ text 1 ] > [ text 2 ]

hexed briar
#

spilt the text into different text bubbles?

grizzled crypt
#

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

hexed briar
#

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.

hexed briar
#

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.

grizzled crypt
#

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?

modern bramble
#

Interesting

hexed briar
#

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.

modern bramble
#

I was wanting to modify the textures of the hearts. And change their position

hexed briar
grizzled crypt
hexed briar
#

they're not text, so probably not.

grizzled crypt
#

hm

#

well, what is preserved text?

#

i could try to do that

hexed briar
#

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

grizzled crypt
#

oh no lol, i just made a preview of want i needed lol

hexed briar
grizzled crypt
hexed briar
#

looks like you gonna ask shanewolf38 I suppose, since he's the one who made preserved text thing on wiki

last pollen
#

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

normal moat
craggy lichen
fierce cove
normal moat
fierce cove
#

yes I know

fierce cove
# normal moat 💀 it is a very basic thing just check for title
  "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 ?
normal moat
#

yes

#

make sure that the title in the script is same as in th code

fierce cove
hexed briar
#

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.

fierce cove
#

and the result is :

hexed briar
#

syntax error spotted.

normal moat
hexed briar
#

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"
            }
          ]
        }
      }
    ]
  }
}```
hexed briar
#

well I suppose?

#

It's your code but the code is vaild.

fierce cove
#

is work !

#

thx

last pollen
normal moat
#

yes, but it will be a bit different. (search for examples in #old-json-ui )

grim wagon
#

sorry i dont want to be annoying

grizzled crypt
#

well u can do that like

#
((#title_text - 'TForm') = #title_text)``` im pretty surew
grim wagon
#

🤔

#

thx i will try soon

grim wagon
#

where are the common_dialogs saved in?

#

like in what file

grizzled crypt
#

maybe the common file

#

i think that’s a file name or something

#

like common sometbing

grim wagon
#

nah cant find it xd

grizzled crypt
#

like

#

ui_common

grim wagon
#

i have tried its not there

#

i have tried all of them

grizzled crypt
#

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

grim wagon
#

ya, thx i will try but i dont need it too much yet

grim wagon
#

bruh json-ui debuging is the most painful thing ever i guess

grim wagon
#

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

hexed briar
#

Sounds like safe zone area thing

grim wagon
#

nah, they are like really small xd

hexed briar
#

maybe the parent size?

grim wagon
hexed briar
#

yeah parent size.

grim wagon
#

so default should be 100%

hexed briar
#

well you gonna look the referencer where that dialog come from and see it's size.

grim wagon
#

do you think this thing does it?

hexed briar
#

The parent size adjusts to every child element.

grim wagon
#

screen element is the most parent here right?

#

so i could just remove that size?

hexed briar
#

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.

grim wagon
#

ya, i edit that

#

to 100%

hexed briar
#

maybe you're using uh wrong element? did you use custom long form element?

grim wagon
#

oh, ya custom_form one

hexed briar
#

oh then go to custom_from element

#

adjust it's size from there