| 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":"Liam Robinson (MnkyArts)","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:
-
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
-
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:
- Your
manifest.json MUST contain "IncludesAssetPack": true
- UI files go in
resources/Common/UI/Custom/ (NOT assets/Server/Content/UI/Custom/)
- 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:
@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:
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);
windowData.addProperty("title", "Custom Window");
}
@Override
public JsonObject getData() {
return windowData;
}
@Override
protected boolean onOpen0() {
return true;
}
@Override
protected void onClose0() {
}
@Override
public void handleAction(Ref<EntityStore> ref, Store<EntityStore> store, WindowAction action) {
}
}
Opening Windows
Windows are opened through the WindowManager:
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();
WindowManager windowManager = player.getWindowManager();
OpenWindow packet = windowManager.openWindow(window);
if (packet != null) {
context.sendSuccess("Window opened!");
} else {
context.sendError("Failed to open window");
}
});
}
}
Updating Windows
Mark a window as needing update with invalidate():
public void updateData(String newValue) {
windowData.addProperty("value", newValue);
invalidate();
}
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:
WindowManager windowManager = player.getWindowManager();
OpenWindow packet = windowManager.openWindow(new MyWindow());
List<OpenWindow> packets = windowManager.openWindows(window1, window2);
Window window = windowManager.getWindow(windowId);
List<Window> windows = windowManager.getWindows();
windowManager.updateWindow(window);
windowManager.updateWindows();
windowManager.validateWindows();
windowManager.closeWindow(windowId);
windowManager.closeAllWindows();
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:
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);
setMaxDistance(7.0);
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() {
PlayerRef playerRef = getPlayerRef();
Ref<EntityStore> ref = playerRef.getReference();
Store<EntityStore> store = ref.getStore();
World world = store.getExternalData().getWorld();
loadItemsFromWorld(world);
return true;
}
@Override
protected void onClose0() {
saveItemsToWorld();
}
}
Block Validation
BlockWindow automatically validates that:
- Player is within
maxDistance of the block (default 7.0 blocks)
- The block still exists in the world
- The block type matches (via item comparison)
When validation fails, the window is automatically closed.
Block Interaction Handler
@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:
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;
}
SimpleCraftingWindow (Basic Workbench)
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;
CraftingManager craftingManager = store.getComponent(ref, CraftingManager.getComponentType());
craftSimpleItem(store, ref, craftingManager, craftAction);
} else if (action instanceof TierUpgradeAction) {
handleTierUpgrade(ref, store);
}
}
}
ProcessingBenchWindow (Furnace-like)
public class SmelterWindow extends ProcessingBenchWindow {
public SmelterWindow(BenchState benchState) {
super(benchState);
}
@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
public void updateCraftingJob(float percent) {
windowData.addProperty("progress", percent);
checkProgressInvalidate(percent);
}
public void updateBenchUpgradeJob(float percent) {
windowData.addProperty("tierUpgradeProgress", percent);
checkProgressInvalidate(percent);
}
public void updateBenchTierLevel(int newValue) {
windowData.addProperty("tierLevel", newValue);
updateBenchUpgradeJob(0.0f);
setNeedRebuild();
invalidate();
}
Item Container Windows
Windows with inventory slots implement ItemContainerWindow:
public interface ItemContainerWindow {
@Nonnull ItemContainer getItemContainer();
}
ItemContainer Integration
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);
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() {
}
}
Note: When a window implements ItemContainerWindow, the WindowManager automatically:
- Registers a change listener to mark the window dirty when inventory changes
- Includes
InventorySection in OpenWindow and UpdateWindow packets
- Unregisters the listener when the window closes
Window Actions
Handle user interactions with handleAction():
@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
public enum SortType {
Name(0),
Type(1),
Rarity(2);
}
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
OpenWindow packet = new OpenWindow(
windowId,
window.getType(),
window.getData().toString(),
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:
public class MyPlugin extends JavaPlugin {
@Override
protected void setup() {
Window.CLIENT_REQUESTABLE_WINDOW_TYPES.put(
WindowType.Memories,
MemoriesWindow::new
);
}
}
When client sends ClientOpenWindow packet, the server:
- Looks up the
WindowType in CLIENT_REQUESTABLE_WINDOW_TYPES
- Creates a new window instance using the supplier
- Opens it with ID 0 via
windowManager.clientOpenWindow(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():
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);
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:
public interface MaterialContainerWindow {
@Nonnull MaterialExtraResourcesSection getExtraResourcesSection();
void invalidateExtraResources();
boolean isValid();
}
MaterialExtraResourcesSection
public class MaterialExtraResourcesSection {
private boolean valid;
private ItemContainer itemContainer;
private ItemQuantity[] extraMaterials;
public void setExtraMaterials(ItemQuantity[] materials);
public ExtraResources toPacket();
public boolean isValid();
public void setValid(boolean valid);
}
Usage in crafting windows:
@Override
public MaterialExtraResourcesSection getExtraResourcesSection() {
if (!extraResourcesSection.isValid()) {
CraftingManager.feedExtraResourcesSection(benchState, extraResourcesSection);
}
return extraResourcesSection;
}
@Override
public void invalidateExtraResources() {
extraResourcesSection.setValid(false);
invalidate();
}
Close Event Registration
Register handlers for when a window closes:
public class MyWindow extends Window {
@Override
protected boolean onOpen0() {
registerCloseEvent(event -> {
saveData();
cleanupResources();
});
registerCloseEvent(EventPriority.FIRST, event -> {
});
return true;
}
}
Complete Example: Container Block Window
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);
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() {
loadFromStorage();
return true;
}
@Override
protected void onClose0() {
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() {
}
private void saveToStorage() {
}
}
Usage
@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
);
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
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) {
cmd.append("MyPage.ui");
cmd.set("#TitleLabel.Text", "Welcome!");
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();
}
}
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; }
}
}
@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/:
UICommandBuilder cmd = new UICommandBuilder();
cmd.append("MyPage.ui");
cmd.set("#Label.Text", "Hello");
cmd.set("#Checkbox.Value", true);
cmd.clear("#List");
cmd.append("#List", "ListItem.ui");
UIEventBuilder
Binds UI events to server callbacks:
UIEventBuilder evt = new UIEventBuilder();
evt.addEventBinding(
CustomUIEventBindingType.Activating,
"#Button",
EventData.of("Action", "Click")
);
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
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");
cmd.set(selector + " #Name.Text", items.get(i).getName());
evt.addEventBinding(
CustomUIEventBindingType.Activating,
selector,
EventData.of("ItemId", items.get(i).getId()),
false
);
}
}
public void refreshList() {
UICommandBuilder cmd = new UICommandBuilder();
UIEventBuilder evt = new UIEventBuilder();
buildList(cmd, evt);
this.sendUpdate(cmd, evt, false);
}
Closing Pages
this.close();
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
public void updateValue(String key, Object value) {
windowData.addProperty(key, value.toString());
invalidate();
}
public void rebuildCategories() {
recalculateCategories();
setNeedRebuild();
invalidate();
}
Resource Cleanup
@Override
protected void onClose0() {
if (updateTask != null) {
updateTask.cancel(false);
}
saveToDatabase();
returnItemsToPlayer();
}
Thread Safety
Window operations should be on the main server thread:
public void updateFromAsync(Data data) {
server.getScheduler().runTask(() -> {
applyData(data);
invalidate();
});
}
Progress Update Throttling
For windows with progress bars (like crafting), throttle updates:
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
- Check
onOpen0() returns true
- Verify WindowType is valid
- Check for exceptions in initialization
- Ensure WindowManager.openWindow() is called on correct thread
Items Not Updating
- Call
invalidate() after modifications
- Verify window implements
ItemContainerWindow correctly
- Check
WindowManager.updateWindows() is being called (usually automatic)
- Verify
getItemContainer() returns the correct container
Actions Not Received
- Ensure
handleAction() is implemented
- Check action type casting (use
instanceof pattern matching)
- Verify window ID matches in client packets
Window Closing Unexpectedly
For BlockWindow subclasses:
- Check player is within
maxDistance (default 7.0)
- Verify block still exists at position
- 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