#JSON-UI General
1 messages · Page 35 of 1
exp_progress_bar_and_hotbar_pocket
potato salad 🥗😋
"main_screen_content": {
"size": [ "100%", "100%" ]
},
"long_form": {
"size": [ "100%", "100%" ]
},
omg! tysm!!!!!!!!!!!

do the same with custom form if you use it 👍
Yep! thanks again!
how do I move the hotbar since the parent size is 100% lol
I will try my way, and I'll try yours now
-# might take awhile
lol
if I get lazy to find a way I'll just hide the hotbar_panel and do the way I did to other centered gui
{"texture":{
"type":"image",
"size":[50,50],
"grayscale":true,
"texture":"textures/ui/boutique/test"
}}
why the grayscale doesn't work
{
"exp_progress_bar_and_hotbar_pocket": {
"offset": [
0,
-6
]
}
}```
Guys for some reason, I can't move the whole bar below in my pocket ui
what I moved there is the hotbar.
Is it possible to detect scoreboard by json ui? Even if it has to be in an abnormal way
????
I want to create a system using the JSON UI to display the player's money permanently on the screen.
I have already modified the player's title, but I need a way to attach the money display to the player's screen. My goal is that when I send a message with the title "money," the player will see both the label "money" and their current balance, positioned at a specific offset on the screen.
How can I achieve this?
use tellraw
or titleraw in your case
I can't, then I'll be limited to just one piece of information, I'll use several
Huh? No
You just divide them with something to get multiple values
Yes, but I will use several values in each corner of the screen, and this is not possible with titleraw, and also if I use a lot of space to be able to place it in the corner, on some devices it may look different
It's possible if you just know how
How? If I do this for one device, it may look different for others like mobile PC and consoles.
or just use preserved text idk
Can someone teach me how to use this? "source_property_name": "(('§␛' + #text + '§r') - ('§␛' + $notification_flag_0e34fd) = ('§␛' + #text + '§r'))",
device variables ($win10_edition, etc.), preserved title text, should do the work
heyoo
so in the server form we can remove the animations right? Is there a way to make that only that form will not have that animation and the rest is normal or default?
- get rid of server form's screen animations
- put that on vanilla's factory element instead
that should be it.
Hmm. Btw you mens factory is this?
{
"main_screen_content": {
"type": "panel",
"size": [0, 0],
"controls": [
{
"server_form_factory": {
"type": "factory",
"control_ids": {
"long_form": "@server_form.long_form",
"custom_form": "@server_form.custom_form"
}
}
}
]
}
}```
yeah.
How do I make that certain forms will only have that animation?
-# I don't deal with factories that's why, sorry
you just, use that on custom forms that you have
or any element that has condition renders.
that should work.
if you look into showcase you will find my post with a skill tree menu
this post will include my solution
#1337974917337186305 message
preservation title, do you have it?
?
its on wiki
kkkkkk
you replied to the wrong message did you?
no
@weak cape I don't know about you, but when you see a message like this: "kkkkkk" it's a laugh in text like "lol" well at least I think "lol" is for laugh
am i right?
oh
i thought it was like "alright" and you thought that i would tell you in a second
I thought it was shorthand ok
"kkkkkk" is a laugh, "ok" is really Ok
How can I make the player model render in a title?
by making a renderer appear in the title?
Something like that but in a title
This is a form
It turns out that I've been looking for hover_text_render, oh yeah, how do I make it so that, for example, the text "Test\nTesting" in #form_button_text only displays "Test" and "Testing" for #hover_text_render
@opal aurora you know how?
how do you do it? @vestal arrow
Mkay
let me know if you get stuck on it
use rawtext
Example please i don't know how
how do you display that hover_text?
using what
don't \n works in hover text renderer?
yes
it works right?
yes
How can i let controller users scroll text?
i have a custom popup dialog, but controller players just can't scroll the text field for some reason
How do I render geometry via the UI?
The geometry is bound to the player.client
and it's only scrolling with the in-game scroll bar, not the mouse wheel
but it's only when i put buttons
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One message removed from a suspended account.
Use focus properties
Yes, but I think he wants to show other players
truncate the text before parsing to hover text
guys
Does advancement notification thingy renders above the containers or other UIs you open
I'm talking about java one sorry
How would i make more inventory slots on an entity appear?
for example: i have an entity that has an inventory size of 41, but not all 41 slots show with the normal inventory, how can i make those extra slots appear?
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One message removed from a suspended account.
heres a template
thanks but i just did it a bit earlier
still haven't figured this whole thing out yet though
you mean its not scrolling wth mouse wheel?
the one with buttons is the one that i'm having issues with
everything is the same except that i added buttons lol
hmm it is messageform right?
though I never edited it, but the pop up dialog could be a problem
not sure why it would be, since the normal popup text scrolls fine
could be a size problem
oo wait i might've fixed it
i js changed the layer of the scrolling stuff, gotta try on controller now
Yup that fixed it
ty for the help
Nice
nvm even bigger issue now
Somehow each book panel text is messing with eachother
Whatever layer is the highest, has functioning scrolling
try makinh them all same layer
but why should they interfere with each other if they are not visible
remove this "$always_handle_scrolling": true
No clue
that fixed it for mouse, but now neither work on controller
that's good.
never played with a controller so probably can't help but you can try different values for different properties to see if it fixes or not.
Fixed it by turning it into one form and just rendering the buttons based on if the button has a name or not
trollage
In that case show The title to everyone
How
Use hover_text_renderer
use some kind of placeholder characters (\t) for example, in your original hover texts, then use json ui to truncate only part of a string ('%.100s' * #text) (this will return only 100 first characters), and finally remove all \t after truncating
Thank you
and later you need to remove first 100 characters to return only the end of the string, and also remove \t after that
how did you did the custom inventory slots
hover text I want to learn it can you help
I will look
how to
change font type on toggles?
"font_type": "MinecraftTen",
is it possible through script
Does "gamepad_cursor": true work on PC with a controller?
I have a screen but my cursor does not show up
is it because cursors for gamepads do not show up on pc or is it a bug on my side?
it should
Maybe it doesnt because of my scrollbar_box or my buttons
One message removed from a suspended account.
One message removed from a suspended account.
I only see a UI
you need to call out the "bug"
One message removed from a suspended account.
One message removed from a suspended account.
just make buttons invisible if button text is '' (empty)
One message removed from a suspended account.
One message removed from a suspended account.
yes
One message removed from a suspended account.
How do i make a scrollbox draggable in every direction through a thumbstick of a controller?
Even more toys this week
This error message is incomplete
{
"bindings": [
{
"binding_name": "#chat_text",
"binding_name_override": "#text",
"binding_type": "collection",
"binding_collection_name": "chat_text_grid",
"binding_condition": "once"
},
{
"binding_type": "view",
"source_property_name": "('§r' + (('%.7s' * #text) - ('%.6s' * #text)))",
"target_property_name": "#value"
},
{
"binding_type": "view",
"source_property_name": "(#value = '1')",
"target_property_name": "visible"
}
]
}```
I tried this for some reason it doesn't work....
if in the chat the text is coddy.1 the visibility doesn't work.
it's always visible no matter what.
#value will always have §r, so it will never be equal to 1
and i think Is #visible, not just visible
mother frick.
I just noticed it.
lol
so I do non existent color?
just remove that §r
ngl it should've thrown a warning in the log if it didn't add a binding
I'm having trouble making a scoreboard background, I add an image but it doesn't cover the full scoreboard
? u got a problem with ninescale or its just the box is to small?
if u have the text already figured out js do "100%c", "100%c"
should give the dimensions of its children
but u could also add a few extra pixels so theres some space
{
"bindings": [
{
"binding_name": "#chat_text",
"binding_name_override": "#text",
"binding_type": "collection",
"binding_collection_name": "chat_text_grid",
"binding_condition": "once"
},
{
"binding_type": "view",
"source_property_name": "(('%.7s' * #text) - ('%.6s' * #text))",
"target_property_name": "#value"
},
{
"binding_type": "view",
"source_property_name": "(#value = '0')",
"target_property_name": "#visible"
}
]
}```
it doesn't show up anymore.
does UI still work in the new update (nvm fixed it)
do I have to change the server ui module version?
my stuffs not showing up
but I got no errors
Yes image is very small and does not fully cover
try removing the '' from '0'
orjson { "bindings": [ { "binding_name": "#chat_text", "binding_name_override": "#text", "binding_type": "collection", "binding_collection_name": "chat_text_grid", "binding_condition": "once" }, { "binding_type": "view", "source_property_name": "('§r' + (('%.7s' * #text) - ('%.6s' * #text)))", "target_property_name": "#value" }, { "binding_type": "view", "source_property_name": "(#value = '§r0')", "target_property_name": "#visible" } ] }
I used a letter instead of a number because it's a pain in the ass to detail with
lol
Guys, does anyone know any better format for this?
like a better division of this.
I don't think this is possible but I am able to not have max and min texts for longer texts and textures
use script api and use .padEnd()
also i use |
That's what I'm doing rn, what I meant is like any good format so it's not kinda hard to understand? Not sure how to say it lol
um do anyone know how to replicate the hover thingy in chat the mc java advancement jas
?
I know how to use hover text tho I don't know how to detect hover on a text
i'd probably go for language approach.
especially the chat screen
like u can hover messages in chat?
Or do I make an unclickable button or some sort?
yah. But certain message in the message
For example I have "Coddy XBOX" like when Xbox is hovered it shows but when Coddy nothing
you get the point lol
hmm. How do I do that? Lol
sorry what?
you just only show it when the button has said flag in it
something like h000,t000,<texture_path>
daym, knew that it needs to have button.
ahh. Kk get it
tho I dunno how to make it adjust which part of message will have hovered text only
.lang magic
yeah most marketplace and including me uses that because it's just pretty easy to customize and doesn't seem to be any hassle.

so yeah about this.
There's no way to automatically adjust it?
there is
what i did
was layer panels
so bottom layer is a label with the next thats hoverable
plus the text can be in the next line if the screen is small lol
btw you have a simple template?
at least?
i hate anims in json ui
they are so ass
sometimes they work
sometimes they dont
these anims dont work:
{
"crafting_panel": {
"type": "panel",
"anims": [
"@common.container_screen_exit_animation_push",
"@common.container_screen_exit_animation_pop",
"@common.container_screen_entrance_animation_push",
"@common.container_screen_entrance_animation_pop",
"@common.screen_exit_animation_push_fade",
"@common.screen_exit_animation_pop_fade",
"@common.screen_entrance_animation_push_fade",
"@common.screen_entrance_animation_pop_fade"
],
"controls": []
}
but this anim does:
{
"crafting_panel": {
"type": "panel",
"anims": [
"@skill_menu.screen_push_entrance"
],
"controls": []
}
you're literally using a screen animations.
These work on other elements
and screen animations requires reset property to work properly.
also accounting that all screen uses animation on their screen element anyways
that aren't gonna work.
also the best part is those screen animation WILL NOT work if you have that animation toggle on video settings off
what about "disable_anim_fast_forward": false?
that's for texture animations only.
usually when minimizing the game and reopening, some animation will go fast. this fixes that.
thats lame
add "animation_reset_name": "screen_animation_reset"
btw, what does that animation do?
guys, is it impossible to make chat stack like stacking from the top instead of stacking to the bottom?
screen animations.
they fade or offset when you switch screens.
what animation?
ah.
the above pushes and fades away
i think it isnt
that's very unfortunate
that would be fun if you could change the direction of the orientation in stack panels
Yes.
Actually no.
bruh... Lol
you can use 100%c on the stack panel's height size.
and use negative?
No.
just [ <your_size>, "100%c" ]
it should make the size adjusts itself to match child elements.
should giving you a top element stack instead of bottom element stack.
it's just a silly workaround but there's actually no top stack.
I already did that and they still stack in the bottom way instead of the top
Unless I missed something
put that on factory element
they're still using the default size.
aka "100%" so thats aren't gonna work
didn't work.
does anyone have anims for stack panel stuff entering and exiting?
so many forms are going to break on 1.21.70+ 😂
Check your offset.
why?
oh the new properties modal and action form data have rn?
guys, is there a way to remove the images sliding up when there's emptyy spaces? Like it will just stay there?
you can refer here on what I meant.
yeah and they're still adding more.
grid is essentially broken now.
like it will slide out in the place
I guess it's not even possible.
my first idea was do not destroy the chat and it will work since it's not empty space the rest will not go up tho how will I destroy it for the next batch of notifications
anyone?
i think not possible lol
yeah. Make sense
I have in mind to use panels and put a fixed position
since only 4-5 notifications are only visible until they are removed for the next queue
guys
The toast screen notification
Is there a way to detect if anything was shown or not.
?
noo 😭
well nvm.. it did not break my stuff
well it did broke nearly everyone's server form on that version
fixed grid or fixed collection index might still work.
yeah my custom form does not use labels or headers, it only uses buttons so when I put my button inside grid item template, its already the correct control id
latest preview?
yeah 70.23
idk how does a something like this just randomly break when labels and headers is just a button without button
everything is all correct in there.
can't exactly figure out why but ive heard few featured servers dev having that issue aswell
yes, most forms do not really break, they just use the button's control
and so do i.
my grid template is just button as usual, tried using it on factory and it works as usual
when i put that on grid element it just doesn't for whatever reason
works on stable, not this preview. don't know why but there's that
grids are in general weird so that may be the case, but now people have to prevent using label and headers to maintain their button grids or they have to use collection index for everything
I'm too lazy to use stable, I am using the latest preview
I haven't tested it thoroughly yet (obviously being a person who always being busy), I'll probably test it next 2-3 days
i literally just installed preview and uninstalled it several time this month
I just downloaded it to test stuff lol, never downloaded in my life
i usually would install if there's certain projects that required me to do so.
then probably uninstall because i can't play servers and my UI doesn't go well with preview (memory leaks lmao nice job mojang)
memory leaks?
yeah, for whatever reason everytime i use my UI on preview, the memory would slowly go up each 10 mins I've play. there's that one situation where looking at just start screen already copping up 2gb of ram.
this does not happen on stable even to this day, I don't know why.
that's some weird issue.. probably because they are abandoning json-ui?
that was like since 1.20 i think?
it's still happening. idk probably they left some json-ui debugging stuff enabled and clogs up ram
yup, that's likely the case
how do I change font on toggles?
custom_toggle_panel": {
"type": "panel",
"$toggle_size|default": [52, 21],
"$padding|default": [52, 21],
"$index|default": 1,
"$name|default": "view_toggle",
"$text|default": "$text_name",
"size": "$padding",
or should I need to put it in label
?
font_type
I know but it won't work
in yout label
You need to look if your panel contains label by looking where it's referenced on your toggle's element.
then use font_type like usual i suppose if you found it.
hm
got the grid functioning, except that it only shows one row.
are you using grid dimensions?
grid_rescaling_type breaks entire thing and grid_dimensions does absolutely nothing.
hmmm
yeah i tried and it does not change the row. just stuck with 6 in a row for now
my grid that workd fine':
"grid_items": {
"type": "grid",
"size": [
"100%",
"default"
],
"offset": [
0,
0
],
"grid_dimensions": "$grid_size",
"grid_item_template": "chest_ui.inventory_button",
"collection_name": "form_buttons",
"layer": 1
}
so your rows are not appearing?
yeah, only appear by one row. which, is 80% less than what it originally has (5-6 rows)
button works fine idk what's going on
weird, you can try 100%c / default on grid y size
yeah i did, it's my default too.
this is my grid that functions but shows only one row. (supposed to have 6 buttons per row.)
"grid_button_panel": {
"type": "grid",
"size": [ "100%", "100%c" ],
"grid_item_template": "@arx-designant.grid_button_core",
"grid_fill_direction": "horizontal",
"collection_name": "form_buttons",
"bindings": [
{ "binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}]
},```
hmm, try to remove fill direction
💀 ..
interestingly ive used my debug tool and somehow this thing only shows what supposed to be a one row when there's literally nothing in there
i tried setting it to probably not very 100%c and still one row.
try manually setting grid dimension or max grid items?
{ "binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}
``` this thing particularly never works for me idk why
tried the grid_dimension with many stuff. again, absolutely nothing.
By isn't I meant no it is not impossible, I think
max grid bindings is also nothing as well
apparently??
i basically debugged literally everything and that's how far i could get for now
broken asf
yeahhh, really no idea lol.
try to remove @ from item template
no differences between it and without.
works fine but apparently mojang just doing that now in this preview
so i did and literally no differences whatsoever
try changing sizes of buttons maybe?
idrk json ui sucks
it works fine on stable
not this
so i doubt the buttons size or core template is the issue.
im convinced this isn't 1.21.70's server form thing but mojang just outright break the entire grid stuff
button or everything works
except this thing
we're going back to calculated stack panel grid fml
let me test this rn
Are you all talking about grids?
yeah, 1.21.70's broke grid. that's what we kinda got for now.
Interesting
supposedly i thought this new server form stuff like label or header is gonna be an issue with custom forms
i guess not.
it's just grid being absolutely broken
That sucks
this also basically gonna
force the entirety of servers to find the workaround
until 1.21.70 releases
"type": "grid",
"size": ["100%", "100%c"],
"grid_dimensions": [3, 3],
"grid_item_template": "server_form.custom_button",
"grid_fill_direction": "horizontal",
"grid_rescaling_type": "horizontal",
"anchor_from": "center",
"anchor_to": "center",
"factory": {
"name": "buttons",
"control_name": "server_form.custom_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}
]
it works
?
Preview.
It does not.
I am in beta
I'm like latest beta, grid is essentially broken in there no matter of what i do.
this grid works on stable, not here.
hm
kinda same code as yours except no factory (even with factory this aren't gonna work)
oh
they probably have to
otherwise all featured servers aren't gonna be exactly happy
cuz all of them uses that.
if i heard, some featured servers devs having this issues aswell so it's not just me.
if grid aren't fixed, we're have to go back either fixed collection index or calculated stack panels grid
and we have probably estimated 5 weeks until 1.21.70 stable releases ( next month or 2. )
welp as i expected, it does not go beyond one row nor it stops at form button lengtht
as conclusion — they broke grid.
how? i don't know like how did they even screw the minecraft's title texture being a center of loading screen anyways
yeah.
though grid in this works https://github.com/Herobrine643928/Chest-UI
also they broke pause screen for no reason too apparently even json-ui visual stuff is hard to break.
I guess they're doing it on purpose lmao
really? crazy
yeah pause screen, why they have to remove backgrounds and change pause screen that is already good
I'll have to tweak grid dimensions again next time i suppose.
idk still doesn't work so lmao
how to remove the black border on buttons?
So this only happens in the preview version right?
yeah, for now.
might get fixed since it does pissed alot of featured servers folks
things like header or label from new server form in latest preview shouldn't be any issue.
scroll up you will find some messages related to it someone talked about this yesterdayish
add "$border_visible": false
Got it working now.
Apparently grid_fill_direction seems to be broken.
yeah, i doubted that
there's few grid properties that is also broken that I've removed aswell
What other properties are broken?
grid_rescaling_type it appears so.
changing something on that property breaks the entire things even if it's vaild.
this is only broken in preview
tested on both
figured.
i went debugging on that first so i get rid of it and it shows one row
so i get rid of grid_fill_direction aswell and it breaks
apparently both of these properties makes grid_dimension utterly non-functional.
seems to be working now i just need to get rid of debugging stuff before preview aren't gonna be happy with me
yeah.
Actually
No.
it doesn't.
yeppp, it sucks
i thought I've removed that until i looked it again
it's there
the grid shows all of buttons even dummy ones
so yeah it doesn't work
it supposed to work though
since it did on stable.
yes, vanilla one works but when I put it on my panel it does not work
but i presume this binding are only for those 2 properties
and those 2 properties doesn't work or broken on this preview
yeah this is utterly useless
unfortunately new issue, since i rely on those. basically, there's padding/empty space issues now.
yay
json ui hell
'technically' fixed grid
screw you mojang
A little debugging on the grid, i can confirm both header and label works in there aswell.
no surprise since both of these are just button without button, mojang doing hacky stuff with json-ui i suppose.
yeah, binding remains the same #form_button_text
I have no idea if padding is that though
( 1.21.70.23's another new server form stuff )
I see no padding change
label, header and divider might have unknown paddings but buttons are not changed
I hate anything related to settings common and they reference everything from there💀
for me, this is quite a free method of replacement tbh
since I do everything including settings so should be a park for me
though i hate how did they implement it
Is it factory item?
not sure, look up in the sample git.
it is
I'm not downloading the latest preview sample though
"divider": "@settings_common.option_group_section_divider"
wtf
really?
okay mojang
it's a divider so idk what can you possibly do with it
not sure if you can use that as another header or something
nothing, they have no information
New factory item = more optimization for custom components in dynamic forms like GrimUI.
not that again
Is GrimUI framework now?
you did mention it though so i assume so. i don't care though
By the way, I didn't say a single word related to its promotion 🙂
But okay, think as you please
is it possible to make a button disabled but also hoverable?
remove button ids and mappings
could you show me how using a long form button?
"button_mappings": [
{
"from_button_id": "button.menu_select",
"to_button_id": "any",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_ok",
"to_button_id": "any",
"mapping_type": "focused"
}
]
``` put this in your button
nvm just make $pressed_button_name to any or something so that it doesn't do anything
How to rendering touch?
Background image size problem
?
i cant really do anything with this
oh hyes i can
i need to start looking at things
i keep overlooking some details
Do you want the whole code??
nah
i thought that you did not send the background
but one question
why did you send 2 bakcground elements?
I don't know, I used Mojang's own code.
I got the code from github
And I tried to edit it a little bit
send me the whole code
When people are saying grid is broken, what do they mean?
Like the type just isn’t working anymore in preview?
Now?
i dont really know much about json-ui
so it would be better ot send message snippets
sure
Okey wait
why did you delete it xd
anyways
try c instead of cm in main/size
It was a different file
makes sense
can you send me your scoreboard command(s)?
I shape the scoreboard on my Pocketmine server
oh makes sense
maybe it does not work because of your pocket mine styling
it does work for me
I don't know, can you try the code for me?
HmmmmMMMM
np
i use textures/ui/hud_tip_text_background
did you add the nineslice thing?
No, I don't know what it's like.
Code here see
how did you add ui button on hud
how to separate crafting_table top half variant from player_inventory
inventory_screen.json
it is already seperated
crafting_panel_top_half
I know it but it uses same background
as survival panel top half variant
I wanna change that
just overlay a background in its controls
?
yes
just add a background into crafting_panel_top_half controls
ok let me try
"crafting_panel_top_half": {
"type": "panel",
"size": [ "100%", "50%" ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"crafting_panel@work_bench_panel_3x3": {
"offset": [ 29, 0 ]
}
}
]
},
in this right
yes
I should include the crafting panel in the image panel or just add after the ,
just add another control in it below crafting_panel
crafting panel layer should be higher than the background's
"crafting_panel_top_half": {
"type": "panel",
"size": [ "100%", "50%" ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"crafting_panel@work_bench_panel_3x3": {
"offset": [ 29, 0 ]
}
},
{
"craft": {
"type": "image",
"texture": "textures/ui/craft"
}
}
]
},
ok
layer 1
label is layer 2
tysm
How to put paperdoll in .body in a form
I was customizing hud and inventory and this occured
how to block use of gui.png?
delete them i guess?
what to delete
"root_panel/mob_effects_renderer": {
"ignored": true
},
what does this do
textures/gui/gui.png on your folder.
ok
my pack is glitched it takes textures that are previously deleted and refresh when pack name is changed
thanks
:=
how do i remove the opening animation for a specific long form
How I can change background of ModalForm?
In normal long_form I've used designed background, but after opening default ModalForm, it is not changed
"$custom_background": "server_form.custom_form_ui", //custom form ui
@clear lantern
Okay, I'm starting with JSON UI. I've followed "Dingsel" YT videos and I had couple tryouts.
I have this in my controls of long_form:
{
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [
"100% - 14px",
10
],
"size": [
322,
200
],
"$custom_background": "server_form.my_background",
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.testing_form",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'Testing Form')",
"target_property_name": "#visible"
}
]
}
},
And it works for custom ActionForm with buttons. But in ModalForm I have sliders, toggles etc. Where and how I can set up this custom background or define new child_control to set up again "my_background"
@final matrix
wdym I am using toggles and it works on mine
"custom_form_ui": {
"type": "image",
"texture": "textures/ui/background", //background texture
"$fill_alpha": 1, //background opacity
"alpha": "$fill_alpha",
"controls": [
//title
{
"title_label": {
"type": "label",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"color": [1,1,1],
"text": "$text_name",
"font_type": "MinecraftTen",
"font_size": "normal",
"font_scale_factor": 1.25,
"offset": [0,36],
"bindings": [
{
"binding_type": "$title_text_binding_type",
"binding_name": "$text_name",
"binding_name_override": "$text_name"
}
],
"controls": [
{
"[email protected]_close_button": {
"$close_button_offset": [85,2],
"size": [ 15, 15 ],
"anchor_from": "top_right",
"anchor_to": "top_right",
"controls": [
{
"[email protected]_button_panel": {
"$close_button_texture": "textures/ui/close_button_default"
}
},
{
"[email protected]_button_panel": {
"$close_button_texture": "textures/ui/close_button_hover"
}
},
{
"[email protected]_button_panel": {
"$close_button_texture": "textures/ui/close_button_pressed_light"
}
}
]
}
}
]
}
}
]
},
it's My background
toggle is not the problem I don't know about sliders
Somehow it's not working at my case... Can I dm you?
Nah, my ModalForm is still the same. This is my background:
"type": "custom",
"renderer": "gradient_renderer",
"color2": [
0.2,
0.2,
0.2
],
"color1": [
0,
0,
0
]
},
And I don't have clue what am I doing wrong here:
{
"custom_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": ["100% - 14px",10],
"size": [200,200],
"$custom_background": "server_form.my_background",
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.custom_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text = 'Testing Form')",
"target_property_name": "#visible"
}
]
}
}
how do I test this do I need js to test it?
Are you sure the server form json is actually valid?
the bindings are actually correct maybe you missed something like comma, {} [] anything
how do i apply an animation to a panel?
ive seen where people have their server logo and discord code in a corner, how do I do this?
Regarding my knowledge, if there is another comma or bracket, all of forms shouldn't work, right?
I have defined 4 different forms
JSON UI are mostly the same, copy paste code. Which is working
if you know the basic json format. Yes.
A small mistake makes the whole file invalid
instead of using gradients try to use an image instead
I've checked it before. And full code was broken when I had one comma more
You might wanna need a text editor that does have a syntax check for .JSON and make sure you have content logs enabled on your game.
I'm using VS Code with bunch of extensions. I have some JSON syntax ones. Also I have in game logs enabled and there is no error. I don't know much about JSON UI, so maybe it's some little mistake, but the point is - where is it?
I will open post with my code, please look on it and help me, please 😄
. ¯_(ツ)_/¯
It shows that my code is valid (except comments ///)
Btw I also have a json ui extension called bedrock-ui which will provide colours and ctrl clicking
Can you share it please? Also I'm watching again your videos about JSON UI Final texturing etc. And you are showing all things which are in Action Form, is there possibility to change color of dropdown button and inside of it?
this is the extension you asked for
How can i make an entity render you know how u have a player render but i wanna render multiple entities at once is that possible?
how would i render the player head? just the players head? is there some tricky way that i can use a live renderer like live_player_renderer and then just renderer the head of it?
cause technically the head doesnt need to move or anything, ill just send the front of there head in 2d not even 3d needed
Well the renderers are kinda broken so calculating the heads position is kind of hard. I heard or saw a post that desribed some ways to display various things, including players skin head.
oh thank you very much!
help
ok?
I have a pocketmine server that has a texture that modifies the bossbar but when a player enters the sv with some text of his own, this sv texture becomes opaque and is no longer visible. Help. What I could see is that in the root panel of the users' textures the boss bar is modified.
hud_screen
whats sv
yes
oh server?
yes
makes sense
hold on
😞
One way is making the resource pack forced
bossbar but when a player enters the sv with some text of his own, ?
Is there a way to put a SV texture so that the hud_screen is not edited or something like that?
it does by itself i think
as a partner
what do you mean with edited? as zelisce said above you can force the texture pack (for pocketmine it is in the resource_pack.yml or server_properties.ym)
try maybe putting every vanilla element in the hud screen
what do you mean with edited?
or wrong server
look
??
screenshare elpush
what are you trying to show
ur screenshare isnt loading @pliant oyster
try any other resource pack then the java ui replica
i think it might be ur java texture pack u put on
In general, it is any texture that modifies the bossbar, making it opaque.
One message removed from a suspended account.
Hey, was wondering else if anyone else has had this bug (or if it even is a bug?) when using a live renderer element.
what bug exactly
The left is a screenshot of the UI element when I have screen animations toggled OFF.
Right is screen animations toggled ON.
For some reason, it changes the scale of the UI element, which is really weird.
It's such an obscure setting too 😂
maybe, just maybe it is being changed to paperdoll?
Wdym?
if the scale is being changed and no animations are being shown maybe it is being changed to the paperdoll renderer
That seems unlikely, because this is particular example is the live horse renderer.
But it has also occured when I used the live player renderer, as well as the paper doll renderer.
this is my guess because the live renderer is bigger than the paperdoll
All three have different scales depending on the status of the screen animations setting.
this would explain the sudden scale change
Like I said, all three elements having scaling issues.
in that case may be bug
i never experienced it
Hopefully some others see this, because I am curious to see if this is a really a bug
Alternatively, I could just be stupid
In fairness, most people don't mess with screen animations. Have you ever tried turning it off?
It might affect you too
this doesn't work??
"battle_move_form_panel": {
"type": "stack_panel",
"size": [
100,
"100%c"
],
"anchor_from": "bottom_right",
"anchor_to": "bottom_right",
"offset": [
-4,
-4
],
"factory": {
"name": "buttons",
"control_name": "server_form.dynamic_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
}
]
}
My UIs works well (ver. 1.21.60). Maybe is a problem with the new factory elements in server_form (such as separator) depending on your version.
im trying to hide the buttons' body on a server_form depending on their text content, how do i do that
i've tried doing this, but nothing happens
{
"form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [
"fill",
32
],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [
"100%",
20
],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(($button_text - 'image::') = $button_text )",
"target_property_name": "#visible"
}
]
}
}
nope, solved. you can't put factories in factories
Yes 🙂
Toggles too (In button factories)
still makes me wonder why bedrock still uses java horse jump texture lol
Bedrock used to have java's experience bar including a outline text before.
yeah that make sense but maybe just maybe they made a bedrock jump horse version.
though they probably ditched the outline text for performance reasons but the experience bar are replaced by dynamic bar like we have now.
experience bar was used nearly everywhere back then
so it makes sense for them to replace it into dynamic bar
horse jump bar and dash bar are pretty much unaffected since they're not used for dynamic stuff
you could replace them into java bar and it would work but expect them to be abit 'wide' when seen on other screens
guys for some reason the grayscaled doesn't seem to work?
I used a vanilla texture, particularly the experiencebarempty full and nub and it doesn't make it grey
I mean black and white
is it grayscale or grayscaled?
grayscale ig
it's grayscale
it's without d in the json, I just added d here cause of autocorrect
Either way, it doesn't work lol
hm.m..
That's very unfortunate
ive seen where people have their server logo and discord code in a corner, how do I do this?
image and label
how do I do that?
edit hud_screen.json
ight. is there any references I can go off for how to create an image n label
thanks
is this even valid?
{
"array_name": "bindings",
"operation": "remove",
"where": {
"binding_name": "#hotbar_visible_not_centered_resizable",
"binding_name_override": "#visible",
"binding_type": "global"
}
}```
after messing around a lil i found out how
{
"form_button@common_buttons.light_text_button": {
"$pressed_button_name": "button.form_button_click",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [
"fill",
32
],
"$button_text": "#form_button_text",
"$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_type": "collection",
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text",
"binding_name_override": "#button_text"
},
{
"binding_type": "view",
"source_property_name": "(((#button_text - 'image::') = #button_text))",
"target_property_name": "#visible"
}
]
}
you just need to re-bind form_button_text and it'll read it
i may be winning
i have successfully added the equivalent of .image() to form uis
nice
how do I change the inventory label
I tried but it's not moving a inch
the inventory text
it is on $top_half_variant
I was reading the documention about Custom renders i saw hover_text_renderer and it said 'draws a tooltip' is it possible to apply this to a form button?
with script you mean a form right
tooltip shows item Name in inventory
js files
it is possible
not json
yh a form would be located in to a js file
yes it is
yeah, edit both server form ui and script.
can anyone tell how to give background to panels
create an image element with the size of the panel
the problem is you need to divide the text to be shown in the button and the text to be shown in hover text
can someone tell me what did mojang achieve or wanted to achieve?
because all what i see is sh!t
it looks ugly as hell 😭
btw zelisce i want to add to a default long form button tooltip how would i do that? in which section or
Is it in the latest stable?
i mean i understand ill have to go to the dynamic_button and do something
if yes thank god I'm using 1.21.60 preview
In the button hover control
you add the renderer element
were would i find the hover control>?
{
"[email protected]": {
"$pressed_button_name": "button.form_button_click",
"default_control": "default",
"hover_control": "hover",
"pressed_control": "pressed",
"controls": [
{
"default@crafting_screen.default_control": {}
},
{
"hover@crafting_screen.hover_control": {}
},
{
"pressed@crafting_screen.pressed_control": {}
}
],
"bindings": [
{
"binding_name": "#null",
"binding_type": "collection",
"binding_condition": "none",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#null",
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
},
"hover_control": {
"type": "panel",
"controls": [
{
"item_details": {
"type": "custom",
"renderer": "hover_text_renderer",
"hover_text": "#hover_text",
"allow_clipping": false,
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"binding_name": "#form_button_text",
"binding_name_override": "#hover_text"
},
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
}
}
]
}
}```
How do I move the pocket hotbar?
I also discovered that even if you're in pocket, the progress bar that they still used is the exp_progress_bar_and_hotbar
also for some unknown reason, modifying the element of anything related to pocket doesn't seem to work but also breaks the whole custom progress bar I made.
i love jsonui
beautiful isnt it?
truly mesmerizing
me when bad json ui code
me when always:
i think i found why
i had the title code wrong and i was checking if text - required = text
which should've been backwards
yea fixed
now i can have large UIs
nice title
grr ill fix that later
i need to first make it so i can turn buttons into large images
then add the hover text and text on the sides variants
Hello anyone is experiencing Crashes in their UIs? in this new update?
they dont, its crashing my game too
its weird because it just happens randomly
not always
im testing it many other uis and have the same issue
Why does my sidebar for Hud look good on pc but bad on mobile?
Just u
like how?
Looks perfect on pc
But I'm not next to it rn
They stack perfect one after another on pc
Do it need to do %
Maybe that's why
#1340144946211983401 can anyone help me?
no
its also happening with other uis
i have just test it
its not like it crashes always
its random
the more uis you have the more common it is
im also having the same issue
u are using pocketmine?
no
normal bds but json ui its the same
its not a script or behavior issue
do you have more than 1 grid factory?
the unique change in server_form.json is the offset and the rename of drop down area
damn
in one form
i use like ten
differents
yea i saw it, but there are also another files connected to it
like ui_common
well a friend of mine told me that there are issues when you have more than 1
and make sense, because when i use one grid nothing happens
when i use 2
it starts to crash
ik
and i need more than 1 grid factory in my form
ok
heyall im having 2 issues
first, is it possible to add hover text to a sprite?
and second, after making custom forms i can't get the title to render properly
I don't think just an image is hover-able, add an unclickable button on top of it then use the hover state control for text render.
what im currently doing for the 2nd one is this
"mei_long_form_sm@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [
"100% - 14px",
10
],
"size": [
225,
200
],
"$title_text_binding_type": "none",
"$text_name": "#text",
"$child_control": "server_form.mei_long_form_panel",
"layer": 2,
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(not ((#title_text - 'mei::small::') = #title_text))",
"source_control_name": "mei_long_form_sm",
"target_property_name": "#visible"
},
{
"binding_type": "view",
"source_property_name": "(#title_text - 'mei::small::')",
"target_property_name": "#text"
}
]
}
sure a fun activity to do i just had to look up insice the files until i found what i wanted to do
the last binding works only on label type element
you have two options
- Change your flag to something with §
like §m§e§i§:§:§s§m§a§l§l§:§:
or 2.
redo all your thing
i'd rather go with redoing
how could i do that
make the button unclickable without making the hover not render
would setting $use_custom_title_control to true and making my own work
yeah you can do that
does it have to be it's own thing or can $custom_title_label be an element directly
maybe just changing $title_panel to your custom title control
so setting it to "$custom_title_label": {} instead of a name
ah ok, thanks
yeah, in the end that didn't fix it
sad
turns out removing the mappings fixes this
{
"[email protected]": {
"layer": 5,
"$default_texture|default": "",
"$hover_texture|default": "",
"$pressed_texture|default": "",
"button_mappings": [
{
"from_button_id": "button.menu_select",
"to_button_id": "button.menu_select",
"mapping_type": "pressed"
}
],
"controls": [
{
"default": {
"type": "image",
"texture": "$default_texture"
}
},
{
"hover": {
"type": "image",
"texture": "$hover_texture",
"controls": [
{
"[email protected]_text": {
"property_bag": {
"#hover_text": "TEST"
}
}
}
]
}
},
{
"pressed": {
"type": "image",
"texture": "$pressed_texture"
}
}
]
}
}```
I forgot the element name for hover lol
just put this button in the controls of the image
and the size of the image should have "100%c"
and btw anyone god in json ui can correct me.
thx, by the way, do you know how i could make the form's title work properly? I left the code im using a bit upward and i don't want to change the formatting to use §
How would I remove the ugly flickering on the server form?
which flickering?
When quickly closing and opening a form
When i click a button it flickers before it opens the next form
I saw some people bypassing that somehow
ah it cant be avoided because it occurs due to device and time delay between scripts and such
Hi
Can't i like
Make the old form be there for a bit even after it's closed?
Animations or smth
can someone help me?
yes, you can create an animation.
you could modify the screen exit animation already in third_party_server_screen (base screen in common)
It is possible to rotate the paper doll in a form?
"starting_rotation": 0
I have question about animations/images in JSON UI: If I have custom form, with 3 buttons and on the right I have image, can I somehow make, that after clicking button it will change image on right or change it's animation?
It didn't work
Ah that's why. Use paper doll render .
that's where it only work.
I don't know if it works for what you needed it for, this form shows players with a certain tag
For now it works, I'll see if it works with other players.
As I thought, it doesn't work well
Each player will see their own skin
aint that just a normal player renderer then
just reference the panel form skin viewer or make a new one
how did you make those left right buttons?
or is it just a toggle for 2 pages?
like this
which screen. is used for crafter no pocket
those are called "pagination "
it's there because ore ui performance is so so bad
what is that property that makes the hud display while using forms?
render hud while in server forms?
yep
"render_only_when_topmost": false (in hud_screen lol)
"force_render_below" (in server form screen)
Its " bell button "
ahh, thanks
only this is not enough, it will cause the loading bar to appear
f*ck screen animations
Help me how to hide " bell button " pls
"force_render_below": false,
"$screen_animations": [],
"$background_animations": [],
"$use_loading_bars": false
^^^ that works for all screens
Can u help me ..?
if you want only in form screen then use tlgm method
just set only $use_loading_bars to false, and "force_render_below" here in hud screen do nothing, since its default value is already false
nah, if you dont remove the animations, the hud still dissapears lol
hmm, just use my safest method, "force_render_below"
alright, but how does it work in pc?
which screen used for crafter?
the only problem here is that multiple server forms can stack on each other
How to hide inbox button in start screen bro?
I cant find it
would the cursor appear or you'd be controlling the player's camera?
i think its inbox_button