#JSON-UI General

1 messages · Page 53 of 1

hazy ice
#

i tryna move exp bar upwards but hotbar is following. i used centered_gui_elements_at_bottom_middle and exp_progress_bar_and_hotbar to offset, but still hotbar follows the exp bar's path. how do i prevent this

manic dragon
#

It seems a bit confusing to me
But you can get the current text box content like this-

{
  "binding_type": "view",
  "source_control_name": "display_text",
  "source_property_name": "#item_name",
  "target_property_name": "#text"
}
#

It'll not work properly if multiple text box have the same text control name (display_text)

wooden sluice
#

well i did. but the problem is that the other content (form body/any other element) cant be scrolled

#

on controller

placid geode
#

But instead of modifying it, better do it from scratch. Like, what's the need to add 3 hotbars and 3 horse, dash, and locator renderers mojang 😭🥀

#

tf is this 😭

weak cape
#

average bedrock sample

placid geode
#

And that's not all, for each exp_progress_bar_and_horbar there are 3 hotbars (xp, no xp, locator) and there are also centered_gui_elements_at_bottom_middle, same but with '_touch', and not_centered_gui_elements,Each of those has an exp_progress_bar_and_hotbar, which means there are like 9 hotbars on your screen 😭

manic dragon
placid geode
#

its a resizable hotbar

#

ig they'll start using it soon as they added control customization for touch users

manic dragon
placid geode
#

mojang doing hacky things

#

ig

#

well, actually the version with the locator bar is okay, but still why add 9 hotbars lol, 1 is enough

manic dragon
#

what about the one used in exp_progress_bar_and_hotbar_pocket :)

#

it's added in root_panel so total 10 hotbars lol

patent bramble
#

For the inventory screen is it possible to eliminate the whole tabs thing and force 1 configuration?

rocky quail
#

yes

#

include this to the inventory screen

"toolbar_panel":{
"ignored":true // or visible: false
},
patent bramble
#

I had cool concept a while back but my knowledge on Json UI is lacking to say the very least

sinful violet
patent bramble
sinful violet
patent bramble
#

I have tried for years and still hate Json UI

#

I have the concept for most of it already drawn

#

Just not coded

mint charm
#

Hii, Is there a way to read the chat text and paste it onto the screen using hud_screen?

candid shadow
#

or at least a simple scheme of it

patent bramble
#

It's not to scale and a few elements are missing atm

#

It's a concept not a definite yet

candid shadow
#

Is this suppoed to appear in the hud screen or in the inventory screen?

candid shadow
# patent bramble Sure

In either case, I think you could change the anchor point of player_inventory in inventory_screen.json

patent bramble
#

With extra info

candid shadow
candid shadow
patent bramble
#

Rotation will be hell

#

I suck at Json Ui

#

I have concept

#

Not skill

vivid dome
#

does anyone know how to shift down the coords a little

#

i know i got to offset it i the hud screen but im tryna figure out how though

uneven epoch
#

Hid_screen.json

#

Find whatever the cords are

#

And add an offset [ x, y ]

vivid dome
#

in the hud screen

glass valley
manic dragon
vivid dome
#

Thank you so much

manic dragon
#

Oops, It has an error

manic dragon
#

It'll push it down by 10 pixels

glass valley
sinful violet
#

Hey, I see someone with a tooltip at the top of HUD screen. When they looked at a specific block, it displayed that block’s renderer in the tooltip. How did they do it?

wary pollen
#

How do I retrieve group-specific values in display_text? Or is it impossible because I've tried many things and it didn't work?

manic dragon
manic dragon
wary pollen
#

Do you have any examples?

manic dragon
#

You can check any text box implementations in bedrock-samples. You'll see a variable like this $text_edit_box_content_binding_name
This variable holds that binding

#

Sometimes, the binding might be under a collection. There will be variables defined for those too

hexed wigeon
#

I'm trying to hide the first 2 buttons with indices 0-1, but because the type is grid, I don't know how to do it. My current code looks like this, and if anyone knows how to do it, please help me.

hexed wigeon
shrewd island
#

Is It Possible There Is A Way That You Can Put Like A Scoreboard At The Bottom Left Of You Screen

placid geode
lone carbon
#

My form is only returning undefined as the selection index, even if I have selected something. What am I missing?

oak verge
lone carbon
# oak verge <#1067535608660107284> + share your code

I don't think it's a script API thing tho, my code is literally just:

form.show(player).then(({selection, canceled, cancelationReason})=>{
    if (cancelationReason == FormCancelationReason.UserBusy) return openSellMenu(player)
    console.log(selection)
})
``` for the form functionality, which makes me think JSON UI. I'll post the files here in a sec
limpid reef
#

make sure that { "binding_type": "collection_details", "binding_collection_name": "form_buttons" } is in the button

lone carbon
#

I mean obviously in the button, but

limpid reef
#

Do you get any errors?

#

I didn’t see your json but are your buttons generated with a factory?

#

Or are you using collection index?

lone carbon
#

I do not get JSON UI errors in my console, not for that form at least

#

its for hud_screen json, a different matter altogether

limpid reef
#

I don’t think that’s possible

lone carbon
#

no no im saying the errors that I get are from hud screen json which im not working in rn

lone carbon
#

figured it out, was missing that binding

#

apprecite it

limpid reef
hidden galleon
#

is there any way for a button added via JSON UI to trigger a script event? I added a button to the chat screen and want it to trigger a /scriptevent, but I haven't been able to figure out how

hidden galleon
#

are there any workarounds or is it pretty much impossible?

manic dragon
manic dragon
#

A bit of a hacky process. Ofc there's no normal way xD

vivid dome
#

i have a hud ui showing but i really wanna know how to connect it to the health bar and other bars to scoreboards please let me know

hidden galleon
#

has anyone ever made scrollable textareas? like multiline text box that wraps and scrolls vertically? I've been trying but can't get around the scroll intercepting my taps to place the cursor within the text, so if i click off and then back on it just puts the cursor at the start

ivory pollen
#

In chat_screen.json, I have an edit_box used as a tooltip slot inside messages_text. The #visible binding reads #text correctly per-row. But inside a child label control, #text always reads the first row only. Using source_control_name: "display_text" reads the correct row but returns input box content instead of the chat message. How do I read the correct per-row #text inside a child control?

{"[email protected]_box_slot":{"$_flag":"§h§o§v§i§7","controls":[{"reader":{"type":"label","text":"#item_name","visible":false,"localize":false,"bindings":[{"binding_type":"view","source_control_name":"display_text","source_property_name":"#item_name","target_property_name":"#raw"},{"binding_type":"view","source_property_name":"(#raw - '§h§o§v§i§7')","target_property_name":"#data"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.0s' * #data))) - '\t')","target_property_name":"#money"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.20s' * #data))) - '\t')","target_property_name":"#gold"},{"binding_type":"view","source_property_name":"(('%.20s' * (#data - ('%.40s' * #data))) - '\t')","target_property_name":"#exp"},{"binding_type":"view","source_property_name":"('§eMoney: §f' + #money + '\n§6Gold: §f' + #gold + '\n§aExp: §f' + #exp)","target_property_name":"#item_name"}]}},{"[email protected]_text":{"layer":29,"property_bag":{"#hover_text":""},"bindings":[{"binding_type":"view","source_control_name":"reader","source_property_name":"#item_name","target_property_name":"#hover_text"}]}}]}}```
weak cape
#

Hmm, anyone has gotten an idea why some images are more pixelated than others?
I have genuinely no idea why. Settings for the entire CDN are all the same. Could the banners file contents be at fault here?

clever vapor
weak cape
# clever vapor maybe something's compressing it?

Not really. Firefox shows the images just fine. Nginx doesnt compress them either.

I had this issue like few months ago with the same image. Could be maybe that the image is weirdly made? As long as it works ig imma leave it be

burnt flame
#

Does anyone know if there are any problems with caching the chat screen or any other screen with a factory?

#

Like will this cause issues for clients

potent current
#

can someone tell me how do i add a formatting code like "§l" to this ->( "text": "#form_button_text" ) via json ui?

vivid dome
manic dragon
#

hp:<progress>

vivid dome
ivory pollen
weak cape
#

yo, how do i use anims for elements that arent a screen inside a form?

#

(with the play and end events of a screen)

manic dragon
weak cape
#

I want to create my own animation but need to use events for it to play (or at least i think)

#

basically just slide in or out a specific element inside my form

manic dragon
#

for form exit animations end_event would be screen.exit_end and play_event would be screen.exit_pop

#

Don't think you need play or end event for starting animations

weak cape
manic dragon
#

The play event might be screen.exit_push
Only one works for server form screen. It was probably the exit_pop but I don't remember correctly

weak cape
#
{
  "slide_out_animation": {
    "anim_type": "offset",
    "easing": "in_cubic",
    "play_event": "screen.exit_push",
    "from": [
        "0px",
        "2px"
    ],
    "to": [
        "200%",
        "2px"
    ]
}
#

imma try with pop tho

manic dragon
#

Yeah pop should work

weak cape
#

Oh it works

#

Thanks

#

But the anim has one issue tho

#

The form closes before the anim finishes

#

Any way to delay the closing of the form?

manic dragon
#

No idea about that

weak cape
#

Damn I will just shorten the end anim

#

thanks for the help

#

anims were never my good side

#

lol

manic dragon
#

I wish exit_push worked for server forms. It would be possible to make smooth screen transitions

weak cape
manic dragon
weak cape
#

That is what I wanted to achieve at first haha

#

but im finee with what i have now

twilit vessel
hoary skiff
#

In chest screen, how do I conditionally render the small chest panel with the $container title, it just don't work like the variable is empty

manic dragon
jovial hemlock
#

hey is there a way to do this type of graph?

manic dragon
jovial hemlock
weak cape
jovial hemlock
#

you cant load images dynamically into a pack

weak cape
#

Using endstone, yes.

#

URL images can be used with forms

#

I am currently deploying an endstone plugin to enable Script API to use URLs in button textures.

jovial hemlock
#

mm but im trying to do it script api only

weak cape
jovial hemlock
#

this is what i have so far

#

but im having troubles with filling it

#

but i will ask for help in addons channel, thanks btw, CDN seems like my best option but i really dont like on depending in external softwares

jovial hemlock
#

Do you have an example?

weak cape
# jovial hemlock Btw how I’m just curious?

Regarding JSON UI: Bedrock Samples
Regarding URL images using Script API: Script API only allows paths, so you will need to use Endstone and some plugin (currently on mine has been made and is public). I recommend mine.
Regarding using my plugin: Just type in the link of the image you want to show inside the button instead of the path like: form.button("Test", "https://cdn.example.com/example-file.png")

jovial hemlock
#

:0

weak cape
#

It can support future version until the actual endstone software gets updated.

jovial hemlock
#

Cool alright, then I’m using this I guess

chilly yacht
hazy ice
#

how do i ignore either desktop or mobile?

#

in server form btw

chilly yacht
weak cape
#

there is only one form

hazy ice
#

ignore element

weak cape
#

Oh

#

well use $desktop

#

and there is other var lemme check

hazy ice
#

alr

weak cape
#

$touch if you want the input type
or $pocket_screen if yu want to check what screen they have

#

checkout the entire list to see what fits you the best

jovial hemlock
weak cape
jovial hemlock
#

thank you

weak cape
#

np

limpid reef
#

@crisp merlin sorry for the ping 🙃

#

What was your json ui browser tool?

humble nacelle
#

Is it worth it to make an add-on that uses json-ui ?, i heard it will get deprecated soon and add-on will break when that time comes

chilly yacht
#

i personally dont think it will be deprecated any time soon

humble nacelle
#

Ok

humble nacelle
#

Hello is someone experienced in json ui here can help me ?

humble nacelle
#

@weak cape

weak cape
#

I am currently working
-# profile status

humble nacelle
#

Sad : (

humble nacelle
#

I was trying to make 3 system , but when i override title elements just disappear

weak cape
limpid reef
weak cape
#

-# no offense (it sounds kinda aggresive)

limpid reef
#

What?

#

Idont know im french

#

Maybe it has à different feeling/meaning😅

weak cape
weak cape
limpid reef
weak cape
#

im sorry! I beg for forgiveness!

#

I beg you, your majesty!

humble nacelle
#

Oh

humble nacelle
humble nacelle
#

Overwhelmed : (

blazing hatch
humble nacelle
#

This dosen't work anymore:

manic dragon
#

Ofc it works. You might be doing something wrong

humble nacelle
#

Not work for me

#

It doesn't even filter the text

#

Or nothing : (

#

I tried for 8 hours

#

Nothing works

#

Even though i am making something too smol

manic dragon
humble nacelle
#

And for that i need a bar

#

And icon that moves , or exactly icons that flags visible property

#

But when i do title
/Title @s effect:loss
As example the perceived_text dosen't keep the old text

#

And i am struggling to make it work since 8 hours for now

#

Can you help me to fix it by any chance : ( @manic dragon

manic dragon
#

Can I see your code?

humble nacelle
#

Yes i will provide it

#

Can i dm you ?

vivid dome
#

does anyone know how to connect a scoreboard to your hud_screen, im talking about in a progress bar to have it move when you have a certain score amount

jovial hemlock
#

hello, someone knows why i cant select the buttons on the corners with an xbox or ps controller?

manic dragon
hoary skiff
#

How do yall set a control element on specific grid slot col and row

manic dragon
hoary skiff
#

Thanks, I'll try it

jovial hemlock
jovial hemlock
placid geode
#

use the emoji wheel thing instead

jovial hemlock
placid geode
#

emote*

#

mb

manic dragon
#

selection_wheel

#

6 buttons ig

hoary skiff
#

How do y'all pass variables

#

From one element to another

#

Like #something

placid geode
manic dragon
#

Current emote screen uses 4 but I'm not sure about adding more. You might be right

placid geode
#

AND maybe it can be used as a circular button?

manic dragon
#

Ooh noice

#

I messed with the code quite some time ago. So forgot many of the details lol

manic dragon
placid geode
#

XD

hoary skiff
#

This was under small_chest_panel/root_panel, I'm trying to hide the original chest panel but says "must define source property name in bindings":

        "chest_panel": {
          "type": "panel",
          "layer": 5,
          "controls": [•••],
          "$text_name": "$container_title",
          "$_prefix": "example",
          "bindings": [
            {
              "binding_type": "view",
              "source_property_name": "(($text_name - $_prefix) = $text_name)",
              "target_property_name": "#visible"
            }
          ]
        }
placid geode
#

a

hoary skiff
#

Sorry if it looks dumb lol, I'm not very smart at json ui

placid geode
#

sorry i got bussy

#

You dont need bindings

#

remove bindings and add "visible": "($text_name - $_prefix = $text_name)"

humble nacelle
#

Hello my good mens

#

Does anybody knows why my animation only plays once ?

limpid reef
weak cape
#

And what you’re trying to achieve

humble nacelle
#

One min i ll send za code

#
    "anim_type": "alpha",
    "easing": "linear",
    "from": 1,
    "to": 0,
    "duration": 2
  }, ...
 {
        "gain@honor_pkg.icon_template": {
          "texture": "textures/ui/honor_gained",
          "offset": [22.7, -60],
          "anims": ["@honor_pkg.fade_out"],
          "bindings": [
            {
              "binding_name": "#hud_title_text_string",
              "binding_name_override": "#text"
            },
            {
              "binding_type": "view",
              "source_property_name": "(#text = 'effect:gain')",
              "target_property_name": "#visible"
            }
          ]
        }
      }, ... ```
#

those two parts

#

i want it when i send "effect:gain" , it will starts to fade but it dosen t ,

weak cape
#

Hmm I don’t see anything wrong but I’m no animation expert

humble nacelle
#

🫪

#

How to make an element fade away ?

weak cape
#

Is it a chat message?

humble nacelle
#

?

#

No

#

And icon

#

That get s triggered by that title

#

And then it appears because visible is on

weak cape
#

Oh title

humble nacelle
#

And after that it fade out

weak cape
#

I don’t entirely see the code on my phone

humble nacelle
#

Oh.. hmmm

weak cape
#

No idea

#

Check out bedrock samples and see how mojang did this

humble nacelle
#

I sent it like that lol

#

Wanna the whole version?

humble nacelle
vital edge
#

Is there a limit for the maximum chars I can set for $max_text_edit_length?

manic dragon
vital edge
chilly yacht
#

top_left
top_right
left_middle
right_middle
bottom_left
bottom_right
top_middle
center
bottom_middle

chilly yacht
#

is it possible to transfer bindings to children?

#

like

parent - #test

  • child: can also use #test
manic dragon
queen whale
#

how do I make a animation for main menu?

chilly yacht
manic dragon
#

Yeah should work

chilly yacht
manic dragon
#

What are you doing? Collection in parent and the child should be able to access it without using collection binding again?

manic dragon
#

It should work but make sure you add the resolve ancestor thing

chilly yacht
#

hm alright ill give it a try in a little

chilly yacht
#

is it just resolve_sibling_scope?

manic dragon
#

Yeah if they are siblings

chilly yacht
#

ahhhhh alright

#

my bindings are just being weird

#

it wasnt letting me use a source_control if it wasnt a child as well

#

i was trying to do a panel i just call with bindings but it HAS to be a child of the one thats calling it i guess

wintry crater
#

is it possible to disable hotbar slot?

manic dragon
#

It is possible but kinda complicated

candid shadow
#

Also I assume you'd have to lock the slot with an locked invisible item

manic dragon
#

Not really necessary. But ig it can be done for extra safety. Basically, you can make the slot completely unreachable with JSON UI

manic dragon
#

So you have to detect which slot is currently selected. If it's the slot before the one you want to disable, then you have to map the button.inventory_right to the hotkey of the slot after the disabled slot

#

Same thing for the slot after the disabled one. There, you have to map button.inventory_left to the hotkey of the previous slot from disabled one

wintry crater
#

Is that also what soulsteel uses for their hotbar skill, moving the selected skill slot to the weapon slot after using the skill?

manic dragon
humble nacelle
#

Hey

dark barn
#

Should i do json ui or script as my first menu?

wooden sluice
#

you wanna get to know forms before you learn json ui forms

dark barn
humble nacelle
#

Howdy guys , how to make an animation that make an element fades and whenever i send a title the fade out animation plays again

manic dragon
humble nacelle
#

Thx

zinc nebula
#

how do i bypass safezone without screen_bg_content?

weak cape
zinc nebula
#

or should i use screen bg content?

weak cape
#

Like why do you want to ignore the safe zone?

zinc nebula
#

like on camera theres a grid for better photo smt like that

manic dragon
#

Now that I think of it, you can just do insert_front or insert_back operation directly in the screen element to add your image. It will be outside safe zone

humble nacelle
#

How to destroy an element?

hexed briar
hexed briar
#

it's also the lowest element you could ever mess, kinda like messing the kernel side of things.

oak verge
#

@cunning bridge

candid shadow
#

Does anyone why this weird artifact appears at the end of the image? I created it by overlapping a progress bar texture and its outline texture

#

Like why is there a small green part at the end of it?

placid geode
#

are these two separated image elements?

candid shadow
#

This is what I've done in trade_2_screen.json ```json
"empty_progress_bar":{
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_empty_progress_bar"
},

"blue_progress_bar":{ // It's been changed to green
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_filled_progress_bar"
},

"white_progress_bar":{
"tiled": true,
"texture": "textures/ui/trading/progress_bars/tiled_preview_progress_bar"
},

"progress_bar_nub":{
"visible": false
},

"exp_progress_bar/empty_progress_bar":{
"layer": 2,
"modifications":[
{
"array_name":"controls",
"operation":"insert_front",
"value":{"outline_empty_bar@quartz_gui.outline_empty_bar":{}}
},
{
"array_name":"controls",
"operation":"insert_back",
"value":{"outline_preview_bar@quartz_gui.outline_preview_bar":{}}
}
]
},

"exp_progress_bar/empty_progress_bar/blue_progress_bar":{
"layer": 5
},

"exp_progress_bar/empty_progress_bar/white_progress_bar":{
"layer": 3
}```

#

Meanwhile these are my element definitions:

"outline_empty_bar":{
   "type":"image",
   "texture": "textures/ui/trading/progress_bars/empty_progress_bar",
   "visible": true,
   "layer": 1
 },

 "outline_preview_bar":{
   "type":"image",
   "texture": "textures/ui/trading/progress_bars/preview_progress_bar",
   "layer": 4,
   "bindings": [
     {
       "binding_name": "#exp_possible_progress",
       "binding_name_override": "#clip_ratio",
       "binding_type": "global",
       "binding_condition": "always_when_visible"
     }
   ]
 }```
placid geode
echo forge
#

Which is the best website/app to texture icons like this

wooden sluice
limpid reef
#

And do it with blockbench

echo forge
#

How to do this in blockbench

hollow tapir
#

How to check if a player is using pocket UI

weak cape
opal aurora
hollow tapir
humble nacelle
#

Guys is it possible to make a bar above xp bar and above that bar sits xp level , hunger armor etc.... ?

weak cape
#

Yes

wide oasis
echo forge
#

How to create this kind of texture

weak cape
#

Aseprite

#

Or gimp

echo forge
manic dragon
#

Most likely

echo forge
manic dragon
#

textures/ui folder
Search for heart

echo forge
#

I know these but i don't know where to texture the icons/health bar to replace the vanilla one

wide oasis
echo forge
#

Wow

#

Can you tell where to texture that

echo forge
echo forge
#

No dude i don't know where to draw the texture to replace these

echo forge
wide oasis
echo forge
#

Drawing texture

wide oasis
wide oasis
echo forge
echo forge
weak cape
wide oasis
echo forge
echo forge
wide oasis
echo forge
#

But Thanks vm

mint charm
#

:v

candid shadow
mint charm
#

To see if the player is on a mobile device, is it the pocket_screen or something like that?

mint charm
#

tenkiu

#

Because the UI is designed for a PC screen, and on a mobile phone the interface appears very large.

mint charm
#

tnks for the info

manic dragon
#

Do note that $pocket_screen tells you if the player is using pocket edition UI or classic UI. It does not guarantee that the player is on mobile

mint charm
#

Well, it seems that if I use classic mode, the UI comes out large, but if I switch to pocket mode it gets smaller and fits well on the phone.

manic dragon
#

Yup

#

Mojang never gave us anything to detect GUI scale

weak cape
mint charm
#

With that, if you use the classic one, the large one comes out, and if you use the "pocket" one, the small one comes out.

#

😔

weak cape
mint charm
#

XD

hexed briar
#

$touch exists, well. unfortunately this does not tell if the player is mobile or not. this is rather than a touch screen detection.

candid shadow
#

oh nevermind 1 works as well

weak cape
#

Or at least this is what I presume

candid shadow
#

Does anyone how is this padding between the two toggles in the villager screen called?

candid shadow
#

and also, am I going crazy or this semi-transparent strip didn't exist before? Why did they add it? How is it called?

torpid remnant
#

they probably added it for the same reason they added the spacers to the json-ui settings screen

limpid reef
candid shadow
#

Ok I might've found it

#

it's either tab_content/tab_content_search_bar_panel/items_panel/shadow_stack/shadow_container/top_shadow or tab_content/tab_content_search_bar_panel/items_panel/shadow_stack/shadow_container/top_overlay

#

Ok it's actually both of them so we must go to complain to the parent, which is shadow_container

#

Nevermind, we can can complain with the grandpa and eliminate it (shadow_stack)

mint charm
#

hi, how to open minecraft

hollow tapir
#

Clcik

placid geode
mint charm
oak verge
wintry crater
#

is this entity or json ui? this is so cool!

weak cape
#

But definitely doable in JSON UI

wintry crater
#

this is the coolest ui I’ve seen so far this year

manic dragon
manic dragon
#

Woah the animations are super cool
And it's definitely entity

wintry crater
#

ikr! it's so clean

oak verge
manic dragon
#

Oh I thought it was entity as it was being controlled with w a s d

oak verge
manic dragon
#

Then it's most likely that I'm wrong. Attachables didn't come to my mind when I first thought about it

hexed briar
#

Since this is an add-on, JSON-UI is not allowed there.

weak cape
hexed briar
#

This is a marketplace addon, is it not?

weak cape
#

You said it’s an add-on. You didn’t say a marketplace one…

weak cape
#

JSON UI “modifications” are allowed but only for npc screen (and maybe some other screen that I cannot recall)

hexed briar
#

Ah yeah i forgot about that.

#

It would be an npc screen and form if i remember correctly. but you can't go full JSON-UI with that either.

#

Other than that, i already examined the said marketplace addon, they're all attachables. It doesn't seem to have any entity behind it. and is seems to be fully script-side.

weak cape
hexed briar
weak cape
#

No problem 👉 😈

hexed briar
#

This attachable UI looks interesting though, i might look into it in the future.

#

It does have fancy animations that seem to be easy to implement.

fresh summit
#
"[email protected]_text": {
    "ignored": "$default_state",
    "bindings": [
        {
            "binding_name": "#form_button_text",
            "binding_type": "collection",
            "binding_collection_name": "form_buttons"
        },
        {
            "binding_type": "view",
            "source_property_name": "(#form_button_text - ('%.40s' * #form_button_text))",
            "target_property_name": "#hover_text"
        }
    ]
}

Does anyone know how I can make the hover text not show the first 40 characters? I tried this but it doesn't work, and in fact, it doesn't show anything when I hover over the button.
Someone please help me, I would really appreciate it

amber elm
#

hi, someone knows the original texture of the server form button?
i know the form panel is textures/ui /dialog_background_hollow_3.png

textures/gui/newgui /ButtonWithBorder.png looks like it, but the hover is not green 🤔

amber elm
#

i was looking if it that color is managed by json ui, but i can't found anything that changes its color on hover

wintry adder
#

Ok so im new to addon development and i am wondering is it worth even learning json ui. If they are replacing it with ore ui soon

amber elm
whole jasper
#

Hello

patent bramble
#

(I've tried learning a lot)

wintry adder
#

Well thats motivating

mint charm
#

Hey, I have a question: where can I see the textures for Ore UI?

manic dragon
manic dragon
#

but note that these are used almost everywhere in the game

livid vault
#

Is it possible to display player armor in the chest_screen

hazy ice
#

where can i modify messageform?

limpid reef
#

The panel two button

#

But I’m really not sure

hazy ice
#

okay imma check ty

undone torrent
#

Hi, I’m looking for help with Minecraft Bedrock JSON UI for a custom server shop.
I want a left scrollable item list and a fixed right panel with buy/sell buttons, similar to premium server UIs.
I’m using a resource pack for the UI and a PMMP plugin for the shop logic.
Does anyone here work with server_form.json, custom layouts, and JSON UI buttons/bindings?

weak cape
#

What do you need help with exactly?

undone torrent
mint charm
#

Hey, when I create a search bar in the server_form, why does it only work when I start the word with a capital letter? For example, in my UI I have something called "House" and it only works if I type it exactly like this, because if I type "house" it doesn't find it.

manic dragon
mint charm
#

😭

#

That's right, thanks for confirming that.

manic dragon
#

there is a way to make it case-insensitive but i's recommend not doing that
-# performance impact

weak cape
#

As long as you don’t spam characters it works fine for us

manic dragon
#

I think using that the better option will be to provide a lowercase version of texts that's not shown in the form
and it will be compared with the lowercased search text so only the text from text box needs all the hard work

#

also limiting total length of the text will help too

weak cape
mint charm
#

XD

weak cape
#

I would test it but can’t do that

mint charm
manic dragon
manic dragon
mint charm
#

;c

mint charm
#

and I'll reduce the text on the buttons :v

manic dragon
mint charm
#

Let me see how I can do it, hehe

weak cape
mint charm
#

And I also see that if my text has a "§" before the word, it doesn't search for it.

manic dragon
#

that's a 2 byte character
it only works for 1 byte characters

mint charm
#

mm, okei

hoary skiff
#

I have low memory, how do I pass the variable value from one element to another

mint charm
lyric compass
#

how do i make a kind of ui that shows simple numbers like "Lefting enemies" and "score"

mint charm
lyric compass
#

I know, but this case i need it instead using the scoreboard xd

mint charm
#

Search on mcpedl and based on that, see what you're doing and do it manually.

#

Otherwise, you create your text and add a texture that moves the text's position to wherever you want;v

lyric compass
#

it means, can i make something like this corner one?

#

that's what i tried to do

weak cape
#

It uses title

lyric compass
#

i see

wooden sluice
#

i know its an entity

#

but how do they do it?

mint charm
oak verge
candid shadow
#

Is it possible to control a variable or global variable through a slider/dropdown/toggle etc.?

candid shadow
#

Without making a completely new subpack

hexed briar
#

No.

undone torrent
oak verge
undone torrent
oak verge
#

it is just entity animation
why would that affect performance

manic dragon
limpid reef
#

And that’s sick!

oak verge
#

I know

undone torrent
vale needle
#

anyone have a free server form ui texture pack?

weak cape
#

what server form ui texture pack?

vale needle
#

like ui texture pack

#

cant find anything on mcpedl

weak cape
#

oh so like recoloring and stuff?

vale needle
weak cape
#

bedrock tweaks make it so the forms are dark colored

#

about others, idk

clever maple
#

why does this error mean?

[UI][error]-UI Control: hud_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 | UI Control: root_panel | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/{ui_control} | Type not specified (or @-base not found) for control:

fleet mauve
#

Hey everyone, I'm an addon creator, and I don't understand anything about JSON UI. Could someone help me with that?

oak verge
oak verge
#

read the wiki

limpid reef
#

Also, if your element is in another json file make sure that’s its loaded by the _ui_defs.json

#

This also call this error

jolly rock
#

Can someone guide me?
Is it possible to change the state of another toggle by pressing one? For example: I have 5 toggles, but only one can be activated at a time, or none at all.

clever maple
#

This is how I remove my panel from the normal minecraft one. How do I do it for subtitle?

"hud_title_text/title_frame": {
        "bindings": [
            {
                "binding_type": "view",
                "source_control_name": "title",
                "source_property_name": "(#text - '§r§0§r' = #text)",
                "target_property_name": "#visible"
            }
        ]
    },
#

is it subtitle_frame?

oak verge
hexed briar
clever maple
#

yes it was subtitle_frame thanks

jolly rock
#

I don't use #hover_text because I want it to be easy to use on mobile

oak verge
#

i don't think so
unless you want to add another toggle that covers everything
or maybe animation that hide the text after a bit of time

hasty hamlet
#

hi there, have someone ever made a scrollable panel where the size inherit from child (buttons) and limit to a max_size?

valid ridge
#

how do i remove the first index on a grid collection of buttons?

#

like i need the index 0 to be a back button

cold hamlet
#

i need to make some uis, but i've never done this before, are there any good docs? i need mainly a way to reimplement the UI of an enchanting table

limpid reef
#

If you know how much items will be in the x axis, you can generate a full line in the script that doesn’t do anything and offset the scrolling content by the height of an element.

valid ridge
#

Yeah thats the problem i am facing, and when i do stacked stack papans, the scroll bar still extends longer than it has to because the other buttons are just being hidden

limpid reef
#

Wrap your grid in a panel and then reference the panel in your scrolling panel

#

@valid ridge

#

Then offset the grid in the panel

#

You can also set the height of the panel to 100%c - <height of grid child>

#

That will prevent the scrolling panel from having a scroll bar excess

mint charm
candid shadow
#

Hey does anyone know a #1072983602821861426 that allows me to put a piece of text before a localised string in a multiple lang files all at once. Like for example if I wanted to paste §c§b§a§f before the localised string for entity.villager.leather in all lang files?

limpid reef
#

how can I hide a preseved text ??

#

based on the preserved text

#

the hide works but when i change the text to something back it dousnt appear back

#
    "$update_string": "update_dialogue:",
    "type": "label",
    "text": "#text",
    "size": ["100% - 12px", "default"],
    "text_alignment": "left",
    "color": [1, 1, 1],
    "layer": 900,
    "max_size": ["100% - 22px", 80],
    "controls": [
      {
        "data_control": {
          "type": "panel",
          "size": [0, 0],
          "property_bag": {
            "#preserved_text": ""
          },
          "bindings": [
            {
              "binding_name": "#hud_title_text_string"
            },
            {
              "binding_name": "#hud_title_text_string",
              "binding_name_override": "#preserved_text",
              "binding_condition": "visibility_changed"
            },
            {
              "binding_type": "view",
              "source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string) = #hud_title_text_string))",
              "target_property_name": "#visible"
            }
          ]
        }
      }
    ],
    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "data_control",
        "source_property_name": "(#preserved_text - $update_string)",
        "target_property_name": "#text"
      },
      {
        "binding_type": "view",
        "source_control_name": "data_control",
        "source_property_name": "(not (#preserved_text = 'update_dialogue:reset'))",
        "target_property_name": "#visible",
        "resolve_sibling_scope": true,
        "binding_condition": "always"
      }
    ]
  }```
#

its the last binding

#

when its "update_dialogue:reset" it hides and thats good

#

but when i change it back to something else the text is still not visible

#

okay i managed to make it work

jolly rock
mint charm
glass valley
#

Is there a way to remove this explanation other than changing the lang?

chilly yacht
patent bramble
#

Can Json UI lock / unlock the mouse?

clever maple
#

does chat support color1 and color2? or only color

patent bramble
#

Why does this have to be the slowest chat?

#

The topic I need help on the most

patent bramble
#

Searching for an inventory that doesn't exist

limpid reef
#

How to make a gradient renderer from a color to transparency?

#

What do I need to put in color1 or color2 to be transparent?

broken trail
#

Vec4

#

4th is alpha

#

1,1,1,1
1,1,1,0

#

Hopefully should work

limpid reef
limpid reef
limpid reef
#

Btw

weak cape
#

I think world generation is the slowest

merry spade
#

how would i change the ui in a sciprt {
"Cursedtechniques_slot_0@Cursedtechniques_sidebar.technique_slot_panel": {
"$technique_slot": 0
}
}, {
"Cleave_image@Cursedtechniques_sidebar.technique_panel": {
"$icon_texture": "textures/ui/technique_icons/Cleave_technique_icon",
"$technique_id": "Cleave"
}
}, these are my things i would like to add on to each other

chilly yacht
patent bramble
#

I've already managed to accidentally delete my inventory while trying to add a panel

candid shadow
manic dragon
patent bramble
manic dragon
#

It is possible

#

But you'll lose the ability to interact with the inventory on PC or consoles

patent bramble
#

Mouse on -> mouse off -> mouse on

manic dragon
#

Nope

manic dragon
clever maple
patent bramble
#

Then again I am the same person struggling to add a visible panel to the inventory screen

#

Not sure why I think this is within my capabilities

manic dragon
manic dragon
clever maple
#

Its just an example

manic dragon
#

No I meant two different elements layered on top of another
At the bottom layer there will be type image
And on top of that the gradient renderer

clever maple
#

Oh ok

patent bramble
manic dragon
#

There might be a different way to achieve what you want

patent bramble
manic dragon
#

For example, keep the inventory open all the time. You can still move that way and when you need to interact with it, open another screen on top (T1M0THY made a resource for this) so that your mouse gets enabled again

#

I haven't tested this so just a speculation

patent bramble
#

I planned on trying to shift most UIs away from the center of the screen
(The whole move while open thing was an afterthought)

#

I am aware some of these aren't possible now but the idea was mainly the inventory screen

manic dragon
#

The layout doesn't seem impossible at all to me

patent bramble
#

I've been talking to ambro about this and while they can't teach they did put me on the right track

manic dragon
#

Oh yeah heart values

patent bramble
#

My problem is even after browsing the Json UI docs so many times I cant figure it out

manic dragon
#

Can't blame, the inventory system is a bit tricky to navigate around

patent bramble
#

I mean I'm more talking about general formatting

#

Plan was to make a seperate panel and move inventory grid onto it as a starting point

#

I've gotten as far as making my inventory screen disappear

#

I just don't get how I would add a new panel to the same screen

merry spade
#

okay i was able to get the move there but now how do i get it to say and add another one technique_slot_${slot}:${techniqueId} this is the title command

patent bramble
manic dragon
#

Don't modify the inventory screen directly

bitter ether
#

does anyone know how to hide the world seed?

manic dragon
patent bramble
#

The what?

manic dragon
#

$screen_content variable

#

Modify the element specified there or just set it's value to use your own element

patent bramble
manic dragon
#

Also don't change the default namespace

patent bramble
bitter ether
#

do you know how to hide the world seed? @manic dragon

patent bramble
#

Or I need to modify common screen background?

patent bramble
#

I really dont get this

manic dragon
bitter ether
#

ummm...

#

I found it in world_section but it doesn't work on oreui, only on old_ui. I have no idea what the problem is.

manic dragon
patent bramble
#

Wait so I need to copy the entire original UI file?

manic dragon
manic dragon
#

Just the parts you modify should be in your file

patent bramble
#

Because I'm now lost what I even reference for the element name

bitter ether
candid shadow
patent bramble
#

I removed the modifications array cause that broke things but now I need like 5 different pointers to different parts of common UI?

#

The reason I'm adding new rather than moving is cause I have 0 clue how to separate inventory background from the children elements

#

I'm trying to this 1 step at a time

#

Move BG
Move itemgrid
Move armor slots
Etc.

merry spade
#

okay i was able to get the move there but now how do i get it to stay and add another one techniqueslot${slot}:${techniqueId} this is the title command

chilly yacht
patent bramble
chilly yacht
#

you HAVE TO

patent bramble
#

They can keep their janky system

chilly yacht
#

mobile players will miss out 😡

patent bramble
#

Don't care

chilly yacht
#

deviceist

patent bramble
#

I can't even do PC rn

#

I've made my inventory disappear 4 different ways at this point

chilly yacht
#

what are you trying to do again?

manic dragon
#

try this way. don't remove or modify any default code yet (including the namespace. don't modify that)

{
  "inventory_screen": {
    "$additional_screen_content": "crafting.custom_panel"
  },

  "custom_panel": {
    "type": "image",
    "texture": "..."
  }
}

when you think your UI is good enough just change $additional_screen_content to $screen_content

patent bramble
#

Doesn't every UI file need a name space tho?

manic dragon
#

it has one by default

#

you should not change that

chilly yacht
#

ya, its like the rest of the properties in the file

#

if they are untouched they default to vanilla

patent bramble
#

Doesnt need a texture?

merry spade
patent bramble
#

It doesn't change anything but at least I can see my UI now

manic dragon
patent bramble
#

Oh

manic dragon
patent bramble
#

Also does middle_left exist for anchors?

#

I forgot the exact name

manic dragon
#

it's left_middle

merry spade
# manic dragon what do you want to ask?

im using the tittle to show icons in my move hot bar but when i try yo add more then one it gets rid of the other one and it also shows the tittle on the screen

patent bramble
#

I tried adding a stack panel but that didnt work

manic dragon
merry spade
manic dragon
# patent bramble

because that's wrong
you need to get familiar with the code structure more

patent bramble
#

Oh I see my error now

manic dragon
#

do it this way

"custom_panel": {
  "type": "stack_panel",
  ... other properties
}
patent bramble
#

Yeah I noticed last minute

#

Also can VSC stop formatting my arrays like this

manic dragon
#

change the namesapce to crafting or just remove that line

patent bramble
#

Hate how the game likes to merge inventory and crafting

manic dragon
patent bramble
#

Changed it tho and it's still not showing

manic dragon
#

it has nothing in it so you won't see anything

merry spade
#

what should i look up on the wiki then

#

for i can learn

patent bramble
#

I need controls right?

manic dragon
patent bramble
#

This is gonna be fun..

merry spade
patent bramble
#

All I know is that controls is an array

#

I assume I also need fully working bindings for it to show up

manic dragon
patent bramble
#

I just want to see visual feedback atp

#

So I know I'm not just writing redundant code

manic dragon
#

you can use debug colors

patent bramble
#

It won't show up no?

#

Like you said there's nothing in it

#

And I dont know what to put in it

manic dragon
#

you will see the color you put in it
"debug": "<color>"

#

like red, yellow, black, blue etc.

patent bramble
#

Ok yeah it's working

#

Does the color represent the size of the stack?

manic dragon
#

yeah

patent bramble
#

Or is default to full screen

#

It's weird

#

I specified vertical

#

And it's still horizontal

merry spade
patent bramble
#

I need to actually choose a non % size at some point tho

manic dragon
manic dragon
#

I'll take a look

merry spade
# manic dragon you can send the code if you want

here the js file import { world } from "@minecraft/server";

function setTechnique(player, slot, techniqueId) {
player.onScreenDisplay.setTitle(technique_slot_${slot}:${techniqueId});
}

export { setTechnique };

#

i can send json

manic dragon
#

that's what i meant actually

merry spade
patent bramble
#

I can just adjust size to fit my needs

patent bramble
#

How can I actually make it render the panel tho?

manic dragon
# merry spade

i see
you should use multiple preserved texts for this
or use one preserved text to send all the info for the slots instead of sending them in different titles

merry spade
patent bramble
#

am I missing a texture somewhere?

#

And what even is the default panel texture?

manic dragon
patent bramble
#

"common_panel"?

manic dragon
patent bramble
#

I know

manic dragon
merry spade
patent bramble
#

It won't error in game regardless

patent bramble
merry spade
patent bramble
#

I want to use the same background texture the inventory uses

manic dragon
manic dragon
merry spade
manic dragon
#

That change won't be enough. You have to use the preserved title from wiki for it to work
It's not a simple change

merry spade
#

Ok

patent bramble
#

Let's go

#

Now I need to somehow move the inventory there

#

Im pretty sure it's type grid

patent bramble
#

@manic dragon
Would I need another additional screen content var if I'm making the grid next?

manic dragon
#

No add your grid in controls array

patent bramble
#

And this applies even if I'm just trying to move the existing inventory?

#

I'm not sure if a rotate function exists so I'll either have to remake the grid entirely or somehow move and rotate

manic dragon
#

You can't rotate
Just reverse row and column count

patent bramble
#

I need to find the docs on how to make a grid

#

I don't have auto complete for most stuff

#

I cannot find any examples

#

@manic dragon like this right?

#

And then fill in info?

manic dragon
#

Yes but you should see how the inventory grid is made
Or just use that code with modified row column count

patent bramble
#

I tried adding it, removed it and now my original code isn't working

#

Restarting the game

#

Ok the debug is working but not the texture

#

Ok it's fixed

limpid reef
#

Do you have the content log enabled?

patent bramble
#

Not really but I've been making it work

limpid reef
#

This

patent bramble
#

It never tells me anything useful

#

"you messed up!"

limpid reef
#

It’s really useful

#

It tells you where the error is

patent bramble
#

Doesn't tell you why it errors tho

#

it's about as clear as "look"

limpid reef
#

Yes then you try to solve it. Also it’s better when you have a lot of json lines

patent bramble
#

Also are anchors relative to object parents?

limpid reef
#

Yes

patent bramble
#

Helpful info

#

Offset is in percentage too right?

#

Not exactly but honestly I can probably fit some UIs at the bottom anyways

#

Anyone know the texture by chance?

#

For inventory slots

sinful violet
patent bramble
#

I may be blind

sinful violet
patent bramble
#

Oh

#

Well that didn't work

#

I don't think I'm cut out for this

#

There's definitely something wrong with my grid because it only shows on debug

limpid reef
#

You don’t have anything in your grid so nothing will show up 😵‍💫

#

Debug is just a colored rectangle the size of your element that get rendered at its layer. This doesn’t affect any behaviour of the grid

#

It’s to debug the layout

patent bramble
#

Am I missing like the most important part of a grid? I thought you just define size and texture

limpid reef
#

No texture in a grid

patent bramble
#

Then what is it instead?

#

grid_item?

#

I don't have auto complete

limpid reef
#

It’s a layout handler if I can say it like this like stack panel and panels

#

I never really worked with inventory but I think you could just copy the already existing grid with the factory in inventory screen

#

And change some values

patent bramble
#

I don't have the original files to just copy paste hence why I've been building from nothing

limpid reef
#

I mean your missing tools then

patent bramble
#

It was never going to work anyways

#

If it didn't work the 127 other times I tried why would it now yk?

#

Why does Json UI have to be like 60 different UI systems layered on top of each other

#

You want an inventory? You're going to need slots
You want slots? You're going to need a grid
You want a grid? You're going to need a background
You want a background? You're going to need a PhD in BS formatting
You want a PhD in BS formatting? You're going to need a therapist

sinful violet
#

@patent bramble try this
"custom_grid": {
"type": "grid",
"size": [ "70%", "70%" ],
"offset": [ 10, 18 ],
"grid_dimensions": [ 9, 3 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_item_template": "inventory.grid_item"
},
"grid_item": {
"type": "image",
"texture": "textures/blocks/lava_flow",
"size": [ "100%", "100%" ]
}

patent bramble
# sinful violet Mais c’est quoi le problème ?

Merci beaucoup ! Chaque fois que j’ai essayé de trouver une référence aux textures de grille, je n’y suis jamais parvenu, probablement parce que je l’ai survolée sans en comprendre l’intention.

sinful violet
patent bramble
patent bramble
#

Am I missing something?

#

I just wanted to turn this into something I'd prefer

#

I wish I could commission people sometimes

candid shadow
patent bramble
#

Can you elaborate?

candid shadow
#

Is custom_panel inserted somewhere, as a child of another control?

patent bramble
#

I had the location of the grid working at some point

candid shadow
#

can I see your full code?

patent bramble
#

Might need 2 images, is that ok??

candid shadow
#

As long as they're readable

patent bramble
#

I don't even have hope of this working in the first place

#

Cause I'd have to offload all the original inventory logic to my new objects

#

And the ONLY reason I'm not just running a modifications array is because it sounds like hell to decraft the old UI (seperate children from parents) and Frankenstein it all back together in my preferred layout

candid shadow
#

Maybe try just doing the modification in the the root panel to insert custom_panel

patent bramble
#

Again it's less about extra panels and more about reconstruction of the entire inventory layout

#

F U N

candid shadow
patent bramble
#

It's probably just not worth my time

#

Even if I have been on and off trying to make this for around 6 years atp

#

I was 17 when I started this

#

Im 23 now...

#

and yet I still sound like a child with all my complaints

candid shadow
#

maybe I'm crazy, but I think that you shouldn't use a child control as a value for grid_item_template

patent bramble
candid shadow
#

I can't guarantee anything, but I might understand it now

patent bramble
#

Don't worry about it

candid shadow
#

Just a quick question. Is this supposed to be the new inventory that overrides the vanilla one or a completely new one that works with the other (therefore doubling the slot size)?

patent bramble
#

I think I should finally start listening to my 6 years of failed attempts at give up

patent bramble
#

The problem I gave with the original inventory is how it takes up so much of the middle of your screen

candid shadow
patent bramble
#

So I'm trying to stick items / armor and stuff on the left and crafting and stuff on the right

#

1 at a time

#

Or hell I just put crafting below the inventory on the left

candid shadow
#

Try this

{
  "custom_panel": {
    "type": "panel",
    "size": [ 88, 83 ], //change this size
    "anchor_from": "bottom_middle", // change the anchors
    "anchor_to": "bottom_middle", // change the anchors
    "controls": [
      {
        "custom_grid": {
          "type": "grid",
          "size": [ 162, 54 ], // change the size
          "anchor_from": "bottom_middle", // change the anchors
          "anchor_to": "bottom_middle", // change the anchors
          "offset": [ 0, -26 ], // change the offsets
          "grid_dimensions": [ 3, 9 ],
          "grid_item_template": "common.grid_item_for_inventory",
          "collection_name": "inventory_items"
        }
      }
    ]
  },
}```
patent bramble
#

The problem is going to be decoupling everything

candid shadow
#

just change custom_panel. Things like the variable def in inventory_screen leave them as you did

patent bramble
#

Wouldn't this create a new panel that mimicks the inventory layout but isn't interactive?

candid shadow
#

Oh there's a trailing comma

#

wait hold up

patent bramble
#

Even then

candid shadow
#

This is supposed to be the updated code

{
  "namespace":"crafting",

  "inventory_screen":{
    "$additional_screen_content": "crafting.custom_panel"
  },

  "custom_panel": {
    "type": "panel",
    "size": [ 83, 88 ], //change this size
    "anchor_from": "left_middle", // change the anchors
    "anchor_to": "left_middle", // change the anchors
    "controls": [
      {
        "custom_grid": {
          "type": "grid",
          "size": [ 54, 162 ], // change the size
          "anchor_from": "left_middle", // change the anchors
          "anchor_to": "left_middle", // change the anchors
          "offset": [ 0, 0 ], // change the offsets
          "grid_dimensions": [ 3, 9 ],
          "grid_item_template": "common.grid_item_for_inventory",
          "collection_name": "inventory_items"
        }
      }
    ]
  }
}
#

Oh I didn't think about that. Not sure, I think it could work

patent bramble
#

It's been over half a decade, I dont know if this is even worth it anymore

candid shadow
#

Try it at least

patent bramble
#

So the only part that's different is the bottom right.

candid shadow
#

Yeah exactly

#

because how is it supposed to use a child control as a template?

#

Maybe it can but not as far as I know. I'm quite a beginner for now

patent bramble
#

No changes

candid shadow
patent bramble
#

That wouldnt affect anything

candid shadow
#

It would maybe, because it may be outside the screen

#

*may have been

patent bramble
#

You can confirm it's not with
debug:color

candid shadow
#

what?

patent bramble
candid shadow
#

This is the first time I hear about it

patent bramble
#

I just shows the bounding box

candid shadow
#

The documentation doesn't show anything about it

#

Maybe try to see if the game gives you any error in the main menu

patent bramble
sinful violet
patent bramble
#

Like that

candid shadow
#

under settings > global resources > your pack > see if there is a red rectangle

candid shadow
patent bramble
#

There will be cause of null object references elsewhere

#

This pack is also home to my brush UI

candid shadow
patent bramble
#

@manic dragon
Apologies if you're busy but when using the modifications array is it possible to extract part of the UI while not dragging it's children along with it?

sinful violet
#

@patent bramble wait but the « orientation »  should not only be on a stack panel

patent bramble
#

What do you mean?

#

This hasn't been a problem for making the panels show up thus far

sinful violet
patent bramble
#

It renders regardless but ok

sinful violet
patent bramble
#

I can't do that directly cause my PC doesnt have wifi but all the snippets should be in images to reconstruct it

sinful violet
#

@patent bramble 😅

patent bramble
#

That didnt show up for me

#

And tbh I realized a big problem anyways

#

This is going to need to replace the inventory screen

#

Not be separate from it

sinful violet
patent bramble
#

Redesign of the inventory screen

sinful violet
# patent bramble Cause that's what I'm trying to eventually make

Ok

{
"namespace": "crafting",
"inventory_screen": {
"$additional_screen_content": "crafting.custom_panel"
},
"custom_panel": {
"type": "image",
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"size": ["20%","50%"],
"texture": "textures/ui/dialog_background_opaque",
"controls": [
{
"custom_grid": {
"type": "grid",
"size": [ "70%", "70%" ],
"offset": [ 10, 18 ],
"grid_dimensions": [ 9, 3 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_item_template": "crafting.grid_item"
}
}
]
},
"grid_item": {
"type": "image",
"texture": "textures/ui/cell_image"
}
}

#

Try this

patent bramble
#

I don't understand what's different

sinful violet
patent bramble
#

That's commented out

#

It shouldnt affect the codebase

sinful violet
#

I don't know, but this code is correct.

patent bramble
#

It shows up

#

It's incredibly goofy but it exists

sinful violet
patent bramble
#

Yeah but that would likely be a lot of modifications I don't think I'm ready for

mint charm
#

I made this thing that renders the "Numerical Item IDs" to render them in the UI, because I saw that Herobrine's chest form used that, so I made a list to update if new items are added.

#

Although these items aren't loaded like redstone variants and such, I think it's unnecessary.

spare breach
mint charm
clever maple
#
,
                        {
                            "message_label_form": {
                                "type": "label",
                                "font_type": "MinecraftTen",
                                "font_size": "normal",
                                "shadow": true,
                                "anchor_from": "center",
                                "anchor_to": "center",
                                "text": "#raw_data",
                                "bindings": [
                                    {
                                        "binding_type": "view",
                                        "source_property_name": "($textType - $prefix)",
                                        "target_property_name": "#text"
                                    },
                                    {
                                        "binding_type": "view",
                                        "source_property_name": "(#text - '%.192s' * #text - '\t' - $prefix)",
                                        "target_property_name": "#raw_data"
                                    },
                                    {
                                        "binding_type": "view",
                                        "source_property_name": "($is_form)",
                                        "target_property_name": "#visible"
                                    }
                                ]
                            }
                        }

how do I fix this error?

| JSON UI parse failure: Must define a source property name in the binding!

its because of this line but Its important to have

{
                                        "binding_type": "view",
                                        "source_property_name": "($is_form)",
                                        "target_property_name": "#visible"
                                    }
torpid remnant
#

means it needs to be a binding not a variable
if your just trying to make it visible if $is_form is true then you should do
"visible": "$is_form"

clever maple
#

Ok thanks

merry spade
#

yo i need so help with #preserved_text i cant figure it out

bitter ether
bitter ether
merry spade
torpid nymph
#

is there a property you can change to let you walk around with a server form open?

hazy ice
#

how do i hide specific commands in chat screen? (visually)

hazy ice
#
"auto_complete_panel_contents_with_item/text": {
        "bindings": [
        {
            "binding_type": "collection",
            "binding_name": "#auto_complete_text",
            "binding_name_override": "#text",
            "binding_collection_name": "auto_complete"
        },
        {
            "binding_type": "view",
            "source_property_name": "((#text - 'gv') = #text)",
            "target_property_name": "#visible"
        }
        ]
    }

i tried hiding it with this one but it doesnt hide in the list not unless i complete the text 'gv'

torpid remnant
merry spade
#

okay so i put the pervesed title data thing into my json ui do i need to update every single one that needs the title but also its not keeping it when i do the right thing ```json

"preserved_title_display": {
"$update_string": "update",
"type": "label",
"text": "#text",
"controls": [
{
"data_control": {
"type": "panel",
"size": [0, 0],
"property_bag": {
"#preserved_text": ""
},
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - $update_string)",
"target_property_name": "#text"
}
] ``` the command I do is /title @s title hi update I even switched it around and everything

mint charm
#

One question: can I use different animations in different UIs?

night holly
#

You just need to create a new common screen for each ui, idk if it gets laggy quickly tho

#

Maybe try put the most optimised booleans on

mint charm
night holly
#

Yeah I mean are you meaning screen animations, like how a server form slides in and out

wooden sluice
#

whoever did that right side needs to lock in

grand eagle
#

Is it possible to create a UI that functions like accessory slots, accessible via an item?

jolly rock
#

Possible