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---
name: hytale-ui-windows
description: Create custom UI windows, containers, and interactive interfaces for Hytale plugins. Use when asked to "create inventory UI", "make custom window", "add container interface", "build crafting UI", "custom GUI", "create .ui file", or "design UI layout".
metadata:
author: hytale-modding
version: "1.2.0"
---
# Hytale UI Windows
Complete guide for creating custom UI windows, container interfaces, and interactive menus in Hytale server plugins.
## When to use this skill
Use this skill when:
- Creating custom inventory windows
- Building container interfaces (chests, benches)
- Implementing crafting UI systems
- Making interactive menus
- Handling window actions and clicks
- Syncing window state between server and client
- Creating .ui layout files for custom pages
- Designing HUD elements and overlays
## UI System Overview
Hytale's UI system consists of two main approaches:
1. **Window System** (Java) - For inventory containers, crafting benches, and block-tied UIs
- Uses `Window` classes with `WindowManager`
- Sends JSON data via `getData()`
- Handles predefined `WindowAction` types
2. **Custom UI Pages** (Java) - For dynamic forms, lists, dialogs, and interactive pages
- Uses `CustomUIPage` classes with `PageManager`
- Loads `.ui` files dynamically via `UICommandBuilder`
- Binds events with typed data via `UIEventBuilder`
Both systems use **client-side .ui files** to define visual layout and styling.
### .ui Files
UI files (`.ui`) are client-side layout files that define the visual structure of windows and pages. They use a declarative syntax with:
- **Variables** (`@Name = value;`) - Reusable values and styles
- **Imports** (`$C = "path/to/file.ui";`) - Reference other UI files
- **Elements** (`WidgetType { properties }`) - UI widgets with nested children
- **Templates** (`$C.@TemplateName { overrides }`) - Instantiate reusable components
### IMPORTANT: File Location
**All `.ui` files MUST be placed in `resources/Common/UI/Custom/` in your plugin JAR.**
```
your-plugin/
src/main/resources/
manifest.json # Must have "IncludesAssetPack": true
Common/
UI/
Custom/
MyPage.ui # Your custom UI files go here
MyHud.ui
ListItem.ui
```
**Requirements:**
1. Your `manifest.json` MUST contain `"IncludesAssetPack": true`
2. UI files go in `resources/Common/UI/Custom/` (NOT `assets/Server/Content/UI/Custom/`)
3. In Java code, reference files by filename only: `commandBuilder.append("MyPage.ui")`
**Common Error:** `Could not find document XXXXX for Custom UI Append command`
- This means your `.ui` file is not in `Common/UI/Custom/` or the path is wrong
- Double-check the file location and that `IncludesAssetPack` is set to `true`
### Basic .ui File Structure
```
$C = "../Common.ui";
$C.@PageOverlay {} // Dark background overlay
$C.@Container {
Anchor: (Width: 600, Height: 400);
#Title {
$C.@Title { @Text = %page.title; }
}
#Content {
LayoutMode: Top;
Label #ValueLabel { Text: ""; } // ID for code access
$C.@TextButton #ActionBtn {
@Text = %page.action;
}
}
}
$C.@BackButton {}
```
### Key Concepts
| Syntax | Purpose | Example |
|--------|---------|---------|
| `@Var = value;` | Variable definition | `@FontSize = 16;` |
| `$Alias = "path";` | Import file | `$C = "../Common.ui";` |
| `$C.@Template {}` | Use template | `$C.@TextButton {}` |
| `#ElementId` | Element ID for code | `Label #Title {}` |
| `%key.path` | Translation key | `Text: %ui.title;` |
| `...@Style` | Spread/extend | `Style: (...@Base, Bold: true);` |
See `references/ui-file-syntax.md` for complete .ui file documentation.
## Window Architecture Overview
Hytale uses a window system for server-controlled UI. Windows are opened server-side and rendered client-side, with actions sent back to the server for processing. Window data is transmitted as JSON and inventory contents are synced separately.
### Window Class Hierarchy
```
Window (abstract)
├── ContainerWindow # Simple item container (implements ItemContainerWindow)
├── ItemStackContainerWindow # Container tied to an ItemStack (implements ItemContainerWindow)
├── FieldCraftingWindow # Pocket/inventory crafting (WindowType.PocketCrafting)
├── MemoriesWindow # Memories/achievements display (WindowType.Memories)
└── BlockWindow (abstract) # Tied to a block in the world (implements ValidatedWindow)
├── ContainerBlockWindow # Container tied to a block (implements ItemContainerWindow)
└── BenchWindow (abstract) # Crafting bench base (implements MaterialContainerWindow)
├── ProcessingBenchWindow # Furnace-like processing (implements ItemContainerWindow)
└── CraftingWindow (abstract)
├── SimpleCraftingWindow # Basic workbench crafting (implements MaterialContainerWindow)
├── DiagramCraftingWindow # Blueprint/anvil crafting (implements ItemContainerWindow)
└── StructuralCraftingWindow # Block transformation crafting (implements ItemContainerWindow)
```
### Key Interfaces
| Interface | Purpose |
|-----------|---------|
| `ItemContainerWindow` | Windows with item inventory slots |
| `MaterialContainerWindow` | Windows with extra resource materials |
| `ValidatedWindow` | Windows that validate state (e.g., player distance) |
### Window Types (WindowType Enum)
| WindowType | Value | Description | Use Case |
|------------|-------|-------------|----------|
| `Container` | 0 | Item storage | Chests, backpacks |
| `PocketCrafting` | 1 | Field crafting | Player inventory crafting |
| `BasicCrafting` | 2 | Standard crafting | Crafting tables |
| `DiagramCrafting` | 3 | Blueprint-based | Advanced workbenches, anvils |
| `StructuralCrafting` | 4 | Block transformation | Stonecutters, construction benches |
| `Processing` | 5 | Time-based conversion | Furnaces, smelters |
| `Memories` | 6 | Special display | Memory/achievement UI |
### Window Flow
```
Server: openWindow(window) -> OpenWindow packet (ID 200) -> Client: Render UI
Client: User Action -> SendWindowAction packet (ID 203) -> Server: handleAction()
Server: invalidate() -> updateWindows() -> UpdateWindow packet (ID 201) -> Client: Refresh UI
Server: closeWindow() -> CloseWindow packet (ID 202) -> Client: Close UI
```
### Window Data Pattern
Windows use `getData()` to return a `JsonObject` that is serialized and sent to the client. This data controls client-side rendering:
```java
@Override
public JsonObject getData() {
JsonObject data = new JsonObject();
data.addProperty("type", windowType.ordinal());
data.addProperty("title", "My Window");
data.addProperty("customProperty", someValue);
return data;
}
```
## Basic Window Implementation
### Abstract Window Base
All windows extend from `Window` and must implement these abstract methods:
```java
package com.example.myplugin.windows;
import com.google.gson.JsonObject;
import com.hypixel.hytale.server.core.entity.entities.player.windows.Window;
import com.hypixel.hytale.protocol.packets.window.WindowType;
import com.hypixel.hytale.protocol.packets.window.WindowAction;
import com.hypixel.hytale.component.Ref;
import com.hypixel.hytale.component.Store;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
public class CustomWindow extends Window {
private final JsonObject windowData = new JsonObject();
public CustomWindow() {
super(WindowType.Container);
// Initialize window data
windowData.addProperty("title", "Custom Window");
}
@Override
public JsonObject getData() {
// Return data to send to client (serialized as JSON)
return windowData;
}
@Override
protected boolean onOpen0() {
// Called when window opens
// Return false to cancel opening
return true;
}
@Override
protected void onClose0() {
// Called when window closes - cleanup here
}
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
// Handle window actions from client
// Default implementation is no-op
}
}
```
### Opening Windows
Windows are opened through the `WindowManager`:
```java
import com.hypixel.hytale.component.Ref;
import com.hypixel.hytale.component.Store;
import com.hypixel.hytale.server.core.command.system.CommandContext;
import com.hypixel.hytale.server.core.command.system.basecommands.AbstractPlayerCommand;
import com.hypixel.hytale.server.core.entity.entities.Player;
import com.hypixel.hytale.server.core.entity.entities.player.windows.WindowManager;
import com.hypixel.hytale.server.core.universe.PlayerRef;
import com.hypixel.hytale.server.core.universe.world.World;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
import com.hypixel.hytale.protocol.packets.window.OpenWindow;
import javax.annotation.Nonnull;
public class StorageCommand extends AbstractPlayerCommand {
public StorageCommand() {
super("storage", "Open storage window");
}
@Override
protected void execute(
@Nonnull CommandContext context,
@Nonnull Store<EntityStore> store,
@Nonnull Ref<EntityStore> ref,
@Nonnull PlayerRef playerRef,
@Nonnull World world
) {
world.execute(() -> {
Player player = store.getComponent(ref, Player.getComponentType());
StorageWindow window = new StorageWindow();
// Open via WindowManager
WindowManager windowManager = player.getWindowManager();
OpenWindow packet = windowManager.openWindow(window);
if (packet != null) {
// Window opened successfully - packet is sent automatically
context.sendSuccess("Window opened!");
} else {
// Opening was cancelled (onOpen0() returned false)
context.sendError("Failed to open window");
}
});
}
}
```
### Updating Windows
Mark a window as needing update with `invalidate()`:
```java
public void updateData(String newValue) {
windowData.addProperty("value", newValue);
invalidate(); // Mark for update
}
// For full rebuild (client re-renders entire window)
public void requireRebuild() {
setNeedRebuild();
invalidate();
}
```
Updates are batched and sent via `WindowManager.updateWindows()` which checks `isDirty` flag.
## Window Manager
The `WindowManager` handles window lifecycle for each player:
```java
// Get player's window manager
WindowManager windowManager = player.getWindowManager();
// Open a window (returns OpenWindow packet or null if cancelled)
OpenWindow packet = windowManager.openWindow(new MyWindow());
// Open multiple windows atomically (all or none)
List<OpenWindow> packets = windowManager.openWindows(window1, window2);
// Get window by ID
Window window = windowManager.getWindow(windowId);
// Get all open windows
List<Window> windows = windowManager.getWindows();
// Update a specific window (sends UpdateWindow packet)
windowManager.updateWindow(window);
// Update all dirty windows
windowManager.updateWindows();
// Validate all ValidatedWindow instances (closes invalid ones)
windowManager.validateWindows();
// Close a specific window
windowManager.closeWindow(windowId);
// Close all windows
windowManager.closeAllWindows();
// Mark a window as changed
windowManager.markWindowChanged(windowId);
```
### Window IDs
- ID `0` is reserved for client-requested windows
- ID `-1` is invalid
- Server-assigned IDs start at 1 and increment
## Block Windows
Windows tied to blocks in the world (chests, crafting tables). Extends `BlockWindow` which implements `ValidatedWindow`:
```java
public class CustomChestWindow extends BlockWindow implements ItemContainerWindow {
private final SimpleItemContainer itemContainer;
private final JsonObject windowData = new JsonObject();
public CustomChestWindow(int x, int y, int z, int rotationIndex, BlockType blockType) {
super(WindowType.Container, x, y, z, rotationIndex, blockType);
this.itemContainer = new SimpleItemContainer(27); // 3 rows
// Set max interaction distance (default: 7.0)
setMaxDistance(7.0);
// Initialize window data
Item item = blockType.getItem();
windowData.addProperty("blockItemId", item != null ? item.getId() : "");
}
@Override
public JsonObject getData() {
return windowData;
}
@Override
public ItemContainer getItemContainer() {
return itemContainer;
}
@Override
protected boolean onOpen0() {
// Load chest contents from block entity
PlayerRef playerRef = getPlayerRef();
Ref<EntityStore> ref = playerRef.getReference();
Store<EntityStore> store = ref.getStore();
World world = store.getExternalData().getWorld();
// Load items from persistent storage
loadItemsFromWorld(world);
return true;
}
@Override
protected void onClose0() {
// Save chest contents
saveItemsToWorld();
}
}
```
### Block Validation
`BlockWindow` automatically validates that:
1. Player is within `maxDistance` of the block (default 7.0 blocks)
2. The block still exists in the world
3. The block type matches (via item comparison)
When validation fails, the window is automatically closed.
### Block Interaction Handler
```java
@EventHandler
public void onBlockInteract(BlockInteractEvent event) {
Player player = event.getPlayer();
BlockPos pos = event.getBlockPos();
Block block = event.getBlock();
if (block.getType().getId().equals("my_mod:custom_chest")) {
CustomChestWindow window = new CustomChestWindow(
pos.x(), pos.y(), pos.z(),
block.getRotationIndex(),
block.getType()
);
player.getWindowManager().openWindow(window);
event.setCancelled(true);
}
}
```
## Crafting Windows
### BenchWindow Base
All crafting bench windows extend `BenchWindow`:
```java
public abstract class BenchWindow extends BlockWindow implements MaterialContainerWindow {
protected final Bench bench;
protected final BenchState benchState;
protected final JsonObject windowData = new JsonObject();
private MaterialExtraResourcesSection extraResourcesSection;
// Window data includes:
// - type: bench type ordinal
// - id: bench ID string
// - name: translation key
// - blockItemId: item ID
// - tierLevel: current tier level
// - worldMemoriesLevel: world memories level
// - progress: crafting progress (0.0 - 1.0)
// - tierUpgradeProgress: tier upgrade progress
}
```
### SimpleCraftingWindow (Basic Workbench)
```java
public class WorkbenchWindow extends SimpleCraftingWindow {
public WorkbenchWindow(BenchState benchState) {
super(benchState);
}
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
if (action instanceof CraftRecipeAction craftAction) {
String recipeId = craftAction.recipeId;
int quantity = craftAction.quantity;
// Handle crafting
CraftingManager craftingManager = store.getComponent(ref, CraftingManager.getComponentType());
craftSimpleItem(store, ref, craftingManager, craftAction);
} else if (action instanceof TierUpgradeAction) {
// Handle bench tier upgrade
handleTierUpgrade(ref, store);
}
}
}
```
### ProcessingBenchWindow (Furnace-like)
```java
public class SmelterWindow extends ProcessingBenchWindow {
public SmelterWindow(BenchState benchState) {
super(benchState);
}
// ProcessingBenchWindow provides:
// - setActive(boolean): toggle processing
// - setProgress(float): update progress (0.0 - 1.0)
// - setFuelTime(float): current fuel remaining
// - setMaxFuel(int): maximum fuel capacity
// - setProcessingSlots(Set<Short>): slots currently processing
// - setProcessingFuelSlots(Set<Short>): fuel slots in use
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
if (action instanceof SetActiveAction activeAction) {
setActive(activeAction.state);
invalidate();
} else if (action instanceof TierUpgradeAction) {
handleTierUpgrade(ref, store);
}
}
}
```
### Updating Crafting Progress
```java
// Update progress with throttling (min 5% change or 500ms interval)
public void updateCraftingJob(float percent) {
windowData.addProperty("progress", percent);
checkProgressInvalidate(percent);
}
public void updateBenchUpgradeJob(float percent) {
windowData.addProperty("tierUpgradeProgress", percent);
checkProgressInvalidate(percent);
}
// On tier level change (requires full rebuild)
public void updateBenchTierLevel(int newValue) {
windowData.addProperty("tierLevel", newValue);
updateBenchUpgradeJob(0.0f);
setNeedRebuild();
invalidate();
}
```
## Item Container Windows
Windows with inventory slots implement `ItemContainerWindow`:
```java
public interface ItemContainerWindow {
@Nonnull ItemContainer getItemContainer();
}
```
### ItemContainer Integration
```java
public class InventoryWindow extends Window implements ItemContainerWindow {
private final SimpleItemContainer itemContainer;
private final JsonObject windowData = new JsonObject();
public InventoryWindow(int size) {
super(WindowType.Container);
this.itemContainer = new SimpleItemContainer(size);
// Register change listener for automatic updates
itemContainer.registerChangeEvent(EventPriority.NORMAL, event -> {
invalidate();
});
}
@Override
public ItemContainer getItemContainer() {
return itemContainer;
}
@Override
public JsonObject getData() {
return windowData;
}
@Override
protected boolean onOpen0() {
return true;
}
@Override
protected void onClose0() {
// Cleanup
}
}
```
**Note:** When a window implements `ItemContainerWindow`, the `WindowManager` automatically:
1. Registers a change listener to mark the window dirty when inventory changes
2. Includes `InventorySection` in `OpenWindow` and `UpdateWindow` packets
3. Unregisters the listener when the window closes
## Window Actions
Handle user interactions with `handleAction()`:
```java
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
if (action instanceof CraftRecipeAction craft) {
handleCraft(craft.recipeId, craft.quantity);
} else if (action instanceof SelectSlotAction select) {
handleSlotSelect(select.slot);
} else if (action instanceof SetActiveAction active) {
handleActiveToggle(active.state);
} else if (action instanceof SortItemsAction sort) {
handleSort(sort.sortType);
}
}
```
### WindowAction Types
| Type ID | Class | Fields | Description |
|---------|-------|--------|-------------|
| 0 | `CraftRecipeAction` | `recipeId: String`, `quantity: int` | Craft a recipe |
| 1 | `TierUpgradeAction` | (none) | Upgrade bench tier |
| 2 | `SelectSlotAction` | `slot: int` | Select a slot |
| 3 | `ChangeBlockAction` | `down: boolean` | Cycle block type direction |
| 4 | `SetActiveAction` | `state: boolean` | Toggle processing on/off |
| 5 | `CraftItemAction` | (none) | Confirm diagram crafting |
| 6 | `UpdateCategoryAction` | `category: String`, `itemCategory: String` | Change recipe category |
| 7 | `CancelCraftingAction` | (none) | Cancel current crafting |
| 8 | `SortItemsAction` | `sortType: SortType` | Sort inventory items |
### SortType Enum
```java
public enum SortType {
Name(0), // Sort by item translation key
Type(1), // Sort by item type (Weapon, Armor, Tool, Item, Special)
Rarity(2); // Sort by quality value (reversed)
}
```
## Window Packets
Network communication for windows:
### Server to Client
| Packet | ID | Fields | Purpose |
|--------|----|--------|---------|
| `OpenWindow` | 200 | `id`, `windowType`, `windowData`, `inventory`, `extraResources` | Open window on client |
| `UpdateWindow` | 201 | `id`, `windowData`, `inventory`, `extraResources` | Update window contents |
| `CloseWindow` | 202 | `id` | Close window on client |
### Client to Server
| Packet | ID | Fields | Purpose |
|--------|----|--------|---------|
| `SendWindowAction` | 203 | `id`, `action: WindowAction` | User interaction |
| `ClientOpenWindow` | 204 | `type: WindowType` | Request client-initiated window |
### Packet Structure
The `OpenWindow` packet includes:
- `windowData`: JSON string with window-specific data
- `inventory`: `InventorySection` (nullable) - only for `ItemContainerWindow`
- `extraResources`: `ExtraResources` (nullable) - only for `MaterialContainerWindow`
```java
// Creating OpenWindow packet (done automatically by WindowManager)
OpenWindow packet = new OpenWindow(
windowId,
window.getType(),
window.getData().toString(), // JSON string
itemContainerWindow != null ? itemContainerWindow.getItemContainer().toPacket() : null,
materialContainerWindow != null ? materialContainerWindow.getExtraResourcesSection().toPacket() : null
);
```
## Client-Requestable Windows
Some windows can be opened by client request (e.g., pressing a key). Register these in `Window.CLIENT_REQUESTABLE_WINDOW_TYPES`:
```java
public class MyPlugin extends JavaPlugin {
@Override
protected void setup() {
// Register client-requestable window
Window.CLIENT_REQUESTABLE_WINDOW_TYPES.put(
WindowType.Memories,
MemoriesWindow::new
);
}
}
```
When client sends `ClientOpenWindow` packet, the server:
1. Looks up the `WindowType` in `CLIENT_REQUESTABLE_WINDOW_TYPES`
2. Creates a new window instance using the supplier
3. Opens it with ID 0 via `windowManager.clientOpenWindow(window)`
```java
// Handle client-requested window
@PacketHandler
public void onClientOpenWindow(ClientOpenWindow packet) {
Supplier<? extends Window> supplier = Window.CLIENT_REQUESTABLE_WINDOW_TYPES.get(packet.type);
if (supplier != null) {
Window window = supplier.get();
UpdateWindow updatePacket = windowManager.clientOpenWindow(window);
if (updatePacket != null) {
player.sendPacket(updatePacket);
}
}
}
```
## Custom Window Rendering
Define window appearance through `getData()`:
```java
public class CustomMenuWindow extends Window {
private final JsonObject windowData = new JsonObject();
public CustomMenuWindow() {
super(WindowType.Container);
setupLayout();
}
@Override
public JsonObject getData() {
return windowData;
}
private void setupLayout() {
windowData.addProperty("title", "Main Menu");
windowData.addProperty("rows", 6);
// Add custom properties for client rendering
JsonArray menuItems = new JsonArray();
menuItems.add(createMenuItem("pvp", "PvP Arena", "diamond_sword", 20));
menuItems.add(createMenuItem("survival", "Survival", "grass_block", 22));
menuItems.add(createMenuItem("lobby", "Lobby", "ender_pearl", 24));
windowData.add("menuItems", menuItems);
}
private JsonObject createMenuItem(String id, String name, String icon, int slot) {
JsonObject item = new JsonObject();
item.addProperty("id", id);
item.addProperty("name", name);
item.addProperty("icon", icon);
item.addProperty("slot", slot);
return item;
}
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
if (action instanceof SelectSlotAction select) {
switch (select.slot) {
case 20 -> joinPvP(ref, store);
case 22 -> joinSurvival(ref, store);
case 24 -> teleportToLobby(ref, store);
}
}
}
@Override
protected boolean onOpen0() { return true; }
@Override
protected void onClose0() { }
}
```
## Material Container Windows
Windows with extra resource materials implement `MaterialContainerWindow`:
```java
public interface MaterialContainerWindow {
@Nonnull MaterialExtraResourcesSection getExtraResourcesSection();
void invalidateExtraResources();
boolean isValid();
}
```
### MaterialExtraResourcesSection
```java
public class MaterialExtraResourcesSection {
private boolean valid;
private ItemContainer itemContainer;
private ItemQuantity[] extraMaterials;
// Methods
public void setExtraMaterials(ItemQuantity[] materials);
public ExtraResources toPacket();
public boolean isValid();
public void setValid(boolean valid);
}
```
Usage in crafting windows:
```java
@Override
public MaterialExtraResourcesSection getExtraResourcesSection() {
if (!extraResourcesSection.isValid()) {
// Recompute extra materials from bench state
CraftingManager.feedExtraResourcesSection(benchState, extraResourcesSection);
}
return extraResourcesSection;
}
@Override
public void invalidateExtraResources() {
extraResourcesSection.setValid(false);
invalidate();
}
```
## Close Event Registration
Register handlers for when a window closes:
```java
public class MyWindow extends Window {
@Override
protected boolean onOpen0() {
// Register close event handler
registerCloseEvent(event -> {
// Called when window closes
saveData();
cleanupResources();
});
// With priority
registerCloseEvent(EventPriority.FIRST, event -> {
// Called first
});
return true;
}
}
```
## Complete Example: Container Block Window
```java
package com.example.storage;
import com.google.gson.JsonObject;
import com.hypixel.hytale.component.Ref;
import com.hypixel.hytale.component.Store;
import com.hypixel.hytale.protocol.packets.window.WindowAction;
import com.hypixel.hytale.protocol.packets.window.WindowType;
import com.hypixel.hytale.protocol.packets.window.SortItemsAction;
import com.hypixel.hytale.server.core.asset.type.blocktype.config.BlockType;
import com.hypixel.hytale.server.core.entity.entities.player.windows.BlockWindow;
import com.hypixel.hytale.server.core.entity.entities.player.windows.ItemContainerWindow;
import com.hypixel.hytale.server.core.inventory.container.ItemContainer;
import com.hypixel.hytale.server.core.inventory.container.SimpleItemContainer;
import com.hypixel.hytale.server.core.inventory.container.SortType;
import com.hypixel.hytale.server.core.universe.world.storage.EntityStore;
public class StorageBlockWindow extends BlockWindow implements ItemContainerWindow {
private final SimpleItemContainer itemContainer;
private final JsonObject windowData = new JsonObject();
public StorageBlockWindow(int x, int y, int z, int rotationIndex, BlockType blockType, int rows) {
super(WindowType.Container, x, y, z, rotationIndex, blockType);
this.itemContainer = new SimpleItemContainer(rows * 9);
// Initialize window data
windowData.addProperty("title", "Storage");
windowData.addProperty("rows", rows);
windowData.addProperty("blockItemId", blockType.getItem().getId());
}
@Override
public JsonObject getData() {
return windowData;
}
@Override
public ItemContainer getItemContainer() {
return itemContainer;
}
@Override
protected boolean onOpen0() {
// Load items from persistent storage
loadFromStorage();
return true;
}
@Override
protected void onClose0() {
// Save items to persistent storage
saveToStorage();
}
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
if (action instanceof SortItemsAction sort) {
SortType serverSortType = SortType.fromPacket(sort.sortType);
itemContainer.sort(serverSortType);
invalidate();
}
}
private void loadFromStorage() {
// Load from block entity or database
}
private void saveToStorage() {
// Save to block entity or database
}
}
```
### Usage
```java
@EventHandler
public void onBlockInteract(BlockInteractEvent event) {
Block block = event.getBlock();
if (block.getType().getId().equals("my_mod:storage_block")) {
StorageBlockWindow window = new StorageBlockWindow(
event.getX(), event.getY(), event.getZ(),
block.getRotationIndex(),
block.getType(),
3 // 3 rows
);
Player player = event.getPlayer();
OpenWindow packet = player.getWindowManager().openWindow(window);
if (packet != null) {
event.setCancelled(true);
}
}
}
```
## Creating .ui Files for Windows
### Basic Page Template
Create a new page UI file in `resources/Common/UI/Custom/`:
```
// MyCustomPage.ui
$C = "../Common.ui";
$C.@PageOverlay {}
$C.@Container {
Anchor: (Width: 500, Height: 400);
#Title {
$C.@Title {
@Text = %server.customUI.myPage.title;
}
}
#Content {
LayoutMode: Top;
Padding: (Full: 16);
// Page content here
Label #InfoLabel {
Style: $C.@DefaultLabelStyle;
Text: "";
}
Group {
Anchor: (Height: 16); // Spacer
}
$C.@TextButton #ConfirmButton {
@Text = %server.customUI.general.confirm;
}
}
}
$C.@BackButton {}
```
### Container with Header and Scrollable Content
```
$C = "../Common.ui";
$C.@PageOverlay {}
$C.@Container {
Anchor: (Width: 800, Height: 600);
#Title {
Group {
$C.@Title {
@Text = %server.customUI.listPage.title;
}
$C.@HeaderSearch {} // Search input on right
}
}
#Content {
LayoutMode: Left; // Side-by-side panels
// Left panel - list
Group #ListView {
Anchor: (Width: 250);
LayoutMode: TopScrolling;
ScrollbarStyle: $C.@DefaultScrollbarStyle;
}
// Right panel - details
Group #DetailView {
FlexWeight: 1;
LayoutMode: Top;
Padding: (Left: 10);
Label #ItemName {
Style: (FontSize: 20, RenderBold: true);
Anchor: (Bottom: 10);
}
Label #ItemDescription {
Style: (FontSize: 14, TextColor: #96a9be, Wrap: true);
}
}
}
}
$C.@BackButton {}
```
### Reusable List Item Component
Create in `resources/Common/UI/Custom/MyListItem.ui`:
```
$C = "../Common.ui";
$Sounds = "../Sounds.ui";
TextButton {
Anchor: (Bottom: 4, Height: 36);
Padding: (Horizontal: 12);
Style: (
Sounds: $Sounds.@ButtonsLight,
Default: (
LabelStyle: (FontSize: 14, VerticalAlignment: Center),
Background: (Color: #00000000)
),
Hovered: (
LabelStyle: (FontSize: 14, VerticalAlignment: Center),
Background: #ffffff(0.1)
),
Pressed: (
LabelStyle: (FontSize: 14, VerticalAlignment: Center),
Background: #ffffff(0.15)
)
);
Text: ""; // Set dynamically
}
```
### Grid Layout with Cards
```
$C = "../Common.ui";
$C.@PageOverlay {}
$C.@DecoratedContainer {
Anchor: (Width: 900, Height: 650);
#Title {
Label {
Style: $C.@TitleStyle;
Text: %server.customUI.gridPage.title;
}
}
#Content {
LayoutMode: Top;
// Scrollable grid container
Group #GridContainer {
FlexWeight: 1;
LayoutMode: TopScrolling;
ScrollbarStyle: $C.@DefaultScrollbarStyle;
Padding: (Full: 8);
// Cards wrap automatically
Group #CardGrid {
LayoutMode: LeftCenterWrap;
}
}
// Footer with actions
Group #Footer {
Anchor: (Height: 50);
LayoutMode: Left;
Padding: (Top: 10);
Group { FlexWeight: 1; } // Spacer
$C.@SecondaryTextButton #CancelBtn {
@Anchor = (Width: 120, Right: 10);
@Text = %client.general.button.cancel;
}
$C.@TextButton #ConfirmBtn {
@Anchor = (Width: 120);
@Text = %client.general.button.confirm;
}
}
}
}
```
### Card Component
```
$C = "../Common.ui";
$Sounds = "../Sounds.ui";
Button {
Anchor: (Width: 140, Height: 160, Right: 8, Bottom: 8);
Style: (
Sounds: $Sounds.@ButtonsLight,
Default: (Background: (TexturePath: "CardBackground.png", Border: 8)),
Hovered: (Background: (TexturePath: "CardBackgroundHovered.png", Border: 8)),
Pressed: (Background: (TexturePath: "CardBackgroundPressed.png", Border: 8))
);
Group {
LayoutMode: Top;
Anchor: (Full: 8);
// Icon
Group {
LayoutMode: Middle;
Anchor: (Height: 80);
AssetImage #CardIcon {
Anchor: (Width: 64, Height: 64);
}
}
// Title
Label #CardTitle {
Style: (
FontSize: 13,
HorizontalAlignment: Center,
TextColor: #ffffff,
Wrap: true
);
}
// Subtitle
Label #CardSubtitle {
Style: (
FontSize: 11,
HorizontalAlignment: Center,
TextColor: #7a9cc6
);
}
}
}
```
### HUD Element
Create in `resources/Common/UI/Custom/MyHudElement.ui`:
```
Group {
Anchor: (Top: 20, Left: 20, Width: 200, Height: 40);
LayoutMode: Left;
// Background with transparency
Group #Container {
Background: #000000(0.4);
Padding: (Horizontal: 12, Vertical: 8);
LayoutMode: Left;
// Icon
Group {
Background: "StatusIcon.png";
Anchor: (Width: 24, Height: 24, Right: 8);
}
// Value display
Label #ValueLabel {
Style: (
FontSize: 18,
VerticalAlignment: Center,
TextColor: #ffffff
);
Text: "0";
}
}
}
```
### Input Form
```
$C = "../Common.ui";
$C.@PageOverlay {}
$C.@Container {
Anchor: (Width: 400, Height: 350);
#Title {
$C.@Title {
@Text = %server.customUI.formPage.title;
}
}
#Content {
LayoutMode: Top;
Padding: (Full: 16);
// Name field
Label {
Text: %server.customUI.formPage.nameLabel;
Style: $C.@DefaultLabelStyle;
Anchor: (Bottom: 4);
}
$C.@TextField #NameInput {
PlaceholderText: %server.customUI.formPage.namePlaceholder;
Anchor: (Bottom: 12);
}
// Amount field
Label {
Text: %server.customUI.formPage.amountLabel;
Style: $C.@DefaultLabelStyle;
Anchor: (Bottom: 4);
}
$C.@NumberField #AmountInput {
@Anchor = (Width: 100);
Value: 1;
Format: (MinValue: 1, MaxValue: 64);
Anchor: (Bottom: 12);
}
// Checkbox option
$C.@CheckBoxWithLabel #EnableOption {
@Text = %server.customUI.formPage.enableOption;
@Checked = false;
Anchor: (Bottom: 20);
}
// Submit button
$C.@TextButton #SubmitButton {
@Text = %server.customUI.general.submit;
}
}
}
$C.@BackButton {}
```
## Custom UI Pages
Custom UI Pages are an alternative to the Window system for displaying server-controlled UI. They provide more flexibility for dynamic content and typed event handling.
### When to Use Custom Pages vs Windows
| Use Custom Pages When | Use Windows When |
|----------------------|------------------|
| Dynamic list content | Inventory/item containers |
| Forms with text inputs | Crafting benches |
| Search/filter interfaces | Storage containers |
| Dialog/choice screens | Block-tied interactions |
| Complex multi-step wizards | Processing/smelting UI |
### Page Class Hierarchy
```
CustomUIPage (abstract)
├── BasicCustomUIPage # Simple static pages
└── InteractiveCustomUIPage<T> # Typed event handling (most common)
```
### Quick Start Example
```java
// 1. Create page class with typed event data
public class MyPage extends InteractiveCustomUIPage<MyPage.EventData> {
public MyPage(PlayerRef playerRef) {
super(playerRef, CustomPageLifetime.CanDismiss, EventData.CODEC);
}
@Override
public void build(Ref<EntityStore> ref, UICommandBuilder cmd, UIEventBuilder evt, Store<EntityStore> store) {
// Load UI file (from resources/Common/UI/Custom/)
cmd.append("MyPage.ui");
// Set values
cmd.set("#TitleLabel.Text", "Welcome!");
// Bind button click
evt.addEventBinding(
CustomUIEventBindingType.Activating,
"#ConfirmButton",
EventData.of("Action", "Confirm")
);
}
@Override
public void handleDataEvent(Ref<EntityStore> ref, Store<EntityStore> store, EventData data) {
if ("Confirm".equals(data.getAction())) {
this.close();
}
}
// Event data with codec
public static class EventData {
public static final BuilderCodec<EventData> CODEC = BuilderCodec.builder(EventData.class, EventData::new)
.append(new KeyedCodec<>("Action", Codec.STRING), (e, s) -> e.action = s, e -> e.action)
.add()
.build();
private String action;
public String getAction() { return action; }
}
}
// 2. Open from a command (AbstractPlayerCommand has 5 parameters)
@Override
protected void execute(
@Nonnull CommandContext context,
@Nonnull Store<EntityStore> store,
@Nonnull Ref<EntityStore> ref,
@Nonnull PlayerRef playerRef,
@Nonnull World world
) {
world.execute(() -> {
Player player = store.getComponent(ref, Player.getComponentType());
player.getPageManager().openCustomPage(ref, store, new MyPage(playerRef));
});
}
```
### Key Components
#### UICommandBuilder
Loads UI files and sets property values. All `.ui` files are in `resources/Common/UI/Custom/`:
```java
UICommandBuilder cmd = new UICommandBuilder();
cmd.append("MyPage.ui"); // Load UI file (just filename)
cmd.set("#Label.Text", "Hello"); // Set text
cmd.set("#Checkbox.Value", true); // Set boolean
cmd.clear("#List"); // Clear children
cmd.append("#List", "ListItem.ui"); // Add child (just filename)
```
#### UIEventBuilder
Binds UI events to server callbacks:
```java
UIEventBuilder evt = new UIEventBuilder();
// Button click with static data
evt.addEventBinding(
CustomUIEventBindingType.Activating,
"#Button",
EventData.of("Action", "Click")
);
// Input change capturing value (@ prefix = codec key)
evt.addEventBinding(
CustomUIEventBindingType.ValueChanged,
"#SearchInput",
EventData.of("@Query", "#SearchInput.Value")
);
```
#### CustomPageLifetime
| Value | Description |
|-------|-------------|
| `CantClose` | Only server can close |
| `CanDismiss` | Player can close with ESC |
| `CanDismissOrCloseThroughInteraction` | ESC or world interaction |
### Dynamic List Pattern
```java
private void buildList(UICommandBuilder cmd, UIEventBuilder evt) {
cmd.clear("#ItemList");
for (int i = 0; i < items.size(); i++) {
String selector = "#ItemList[" + i + "]";
cmd.append("#ItemList", "ListItem.ui"); // Just filename, not path
cmd.set(selector + " #Name.Text", items.get(i).getName());
evt.addEventBinding(
CustomUIEventBindingType.Activating,
selector,
EventData.of("ItemId", items.get(i).getId()),
false // Don't lock interface
);
}
}
// Update list without full rebuild
public void refreshList() {
UICommandBuilder cmd = new UICommandBuilder();
UIEventBuilder evt = new UIEventBuilder();
buildList(cmd, evt);
this.sendUpdate(cmd, evt, false);
}
```
### Closing Pages
```java
// From within page
this.close();
// From outside
player.getPageManager().setPage(ref, store, Page.None);
```
See `references/custom-ui-pages.md` for complete documentation including:
- Full class reference for CustomUIPage, InteractiveCustomUIPage, BasicCustomUIPage
- All UICommandBuilder and UIEventBuilder methods
- CustomUIEventBindingType enum values
- BuilderCodec pattern for typed event data
- Complete working examples
## Best Practices
### State Management
```java
// Always invalidate after modifications
public void updateValue(String key, Object value) {
windowData.addProperty(key, value.toString());
invalidate(); // Mark for next update cycle
}
// For structural changes, use setNeedRebuild
public void rebuildCategories() {
recalculateCategories();
setNeedRebuild(); // Client will re-render entire window
invalidate();
}
```
### Resource Cleanup
```java
@Override
protected void onClose0() {
// Cancel scheduled tasks
if (updateTask != null) {
updateTask.cancel(false);
}
// Save state
saveToDatabase();
// Return items to player if needed
returnItemsToPlayer();
// Unregister event listeners (if manually registered)
}
```
### Thread Safety
Window operations should be on the main server thread:
```java
public void updateFromAsync(Data data) {
server.getScheduler().runTask(() -> {
applyData(data);
invalidate();
});
}
```
### Progress Update Throttling
For windows with progress bars (like crafting), throttle updates:
```java
private static final float MIN_PROGRESS_CHANGE = 0.05f;
private static final long MIN_UPDATE_INTERVAL_MS = 500L;
private float lastUpdatePercent;
private long lastUpdateTimeMs;
private void checkProgressInvalidate(float percent) {
if (lastUpdatePercent != percent) {
long time = System.currentTimeMillis();
if (percent >= 1.0f ||
percent < lastUpdatePercent ||
percent - lastUpdatePercent > MIN_PROGRESS_CHANGE ||
time - lastUpdateTimeMs > MIN_UPDATE_INTERVAL_MS ||
lastUpdateTimeMs == 0L) {
lastUpdatePercent = percent;
lastUpdateTimeMs = time;
invalidate();
}
}
}
```
## Troubleshooting
### Window Not Opening
1. Check `onOpen0()` returns `true`
2. Verify WindowType is valid
3. Check for exceptions in initialization
4. Ensure WindowManager.openWindow() is called on correct thread
### Items Not Updating
1. Call `invalidate()` after modifications
2. Verify window implements `ItemContainerWindow` correctly
3. Check `WindowManager.updateWindows()` is being called (usually automatic)
4. Verify `getItemContainer()` returns the correct container
### Actions Not Received
1. Ensure `handleAction()` is implemented
2. Check action type casting (use `instanceof` pattern matching)
3. Verify window ID matches in client packets
### Window Closing Unexpectedly
For `BlockWindow` subclasses:
1. Check player is within `maxDistance` (default 7.0)
2. Verify block still exists at position
3. Ensure block type hasn't changed
## Detailed References
For comprehensive documentation:
- `references/ui-file-syntax.md` - Complete .ui file syntax and widget reference
- `references/custom-ui-pages.md` - CustomUIPage system, event binding, and typed event handling
- `references/window-types.md` - All window types with configuration options
- `references/slot-handling.md` - Item containers, sorting, and inventory handling