Revision Difference
UI#547625
<cat>Dev.UI</cat>
<title>UI Basics</title>
# Basics
UI entities are implemented using HTML and/or C#. Entities can be styled using SCSS, a preprocessor scripting language that is interpreted/compiled into Cascading Style Sheets (CSS). This is done out of the box.
# Simple UI (static or hybrid)⤶
For static UIs where nothing is dynamically added or taken away (static banner, simple non-changing crosshair, etc.), HTML UI might be sufficient.
# Simple Static UI⤶
For static UIs where nothing is dynamically changed (static banner, simple non-changing crosshair, etc.), HTML UI might be sufficient.
You can still reference C# classes within the HTML using regular HTML-Tags. The referenced C# classes can still react dynamically to the game loop.
## Example: Static crosshair w/ dynamic C# chatbox
```html
<link rel="stylesheet" href="minimalhud.scss">
<div>
<text class="title">My Minimal Game</text>
<!-- A crosshair in just css -->
<div style="position: absolute; left: 50%; top: 50%; background-color: white; border-radius: 10px; width: 4px; height: 4px; transform: translate( -50% -50% );"></div>
<chatbox></chatbox>
</div>
```
⤶
If you wanted to interact with this template in C#, you might save it as MinimalHUD.html, and then create another file called MinimalHUD.cs. Add the UseTemplate attribute to the file and it will automatically pair itself with the .html file.⤶
⤶
# Hybrid UI⤶
⤶
A hybrid UI will give you the readability of HTML and CSS whilst allowing you to also leverage the power of C#.⤶
⤶
If you wanted to interact with the above template in C#, you might save it as MinimalHUD.html, and then create another file called MinimalHUD.cs. Add the UseTemplate attribute to the file and it will automatically pair itself with the .html file.⤶
```cs
[UseTemplate]
public class MinimalHUD : RootPanel
{
// Do stuff.
}⤶
```⤶
⤶
To reference stuff from C#, use the ref attribute:⤶
⤶
```html⤶
<Label @ref="MyTimerLabel">0</Label>⤶
```⤶
⤶
```cs⤶
public Label MyTimerLabel { get; set; } // This must be a property.⤶
⤶
[Event.Tick]⤶
public override void Tick()⤶
{ ⤶
MyTimerLabel.SetText( Sandbox.Time.Now.ToString() ); ⤶
}
```
S&Box supports some GUI elements in both HTML mark-up and C#. For example:
```html
<Panel class="my-panel">
<Image src="/materials/ui/cool_image.jpg"></Image>
<Label>This is my cool image</Label>
</Panel>
```
# Dynamic UI
For more complex scenarios where you want to dynamically change elements, a UI implementation using C# might be necessary.
For more complex scenarios where you want to dynamically change elements, use of C# will be necessary. A pure C# UI is also quicker to prototype. However, it can quickly become spaghetti code if abused.
UI components can be implemented using the abstract class `Panel`. This abstract class has a method `override void Tick()` so you can access the game loop.
UI components can either be mounted directly or through other UI Components using `RootPanel.AddChild<E>();`. Usually done in the constructor of the class.
To add (S)CSS to the components, simply use `RootPanel.StyleSheet.Load( "/ui/PATH_TO_SCSS.scss" );` in the constructor.
## Example: HUD w/ health display
Down below you can see an example from the sandbox gamemode.
`SandboxHud` implements the `HudEntity<RootPanel>` class and loads a stylesheet and all other UI components.
The `Health` class implements `Panel` and adds a bunch of stuff to the UI within its constructor.
It also has access to the local player's health within the `Tick`-override, so the UI can be updated accordingly.
```cs
using Sandbox;
using Sandbox.UI;
[Library]
public partial class SandboxHud : HudEntity<RootPanel>
{
public SandboxHud()
{
if ( !IsClient )
return;
RootPanel.StyleSheet.Load( "/ui/SandboxHud.scss" );
RootPanel.AddChild<NameTags>();
RootPanel.AddChild<CrosshairCanvas>();
RootPanel.AddChild<ChatBox>();
RootPanel.AddChild<VoiceList>();
RootPanel.AddChild<KillFeed>();
RootPanel.AddChild<Scoreboard<ScoreboardEntry>>();
RootPanel.AddChild<Health>();
RootPanel.AddChild<InventoryBar>();
RootPanel.AddChild<CurrentTool>();
RootPanel.AddChild<SpawnMenu>();
}
}
```
Source: [sandbox - SandboxHud.cs](https://github.com/Facepunch/sandbox/blob/0ae8ada7fae4b3876fd3d82d0385fa72dbacbf6f/code/ui/SandboxHud.cs)
```cs
using Sandbox;
using Sandbox.UI;
using Sandbox.UI.Construct;
public class Health : Panel
{
public Label Label;
public Health()
{
Label = Add.Label( "100", "value" );
}
public override void Tick()
{
var player = Local.Pawn;
if ( player == null ) return;
Label.Text = $"{player.Health.CeilToInt()}";
}
}
```
Source: [sandbox - Health.cs](https://github.com/Facepunch/sandbox/blob/69b8565a78b646520c47463a33ee2fa85d726762/code/ui/Health.cs)
# Troubleshooting Panels
If a panel is not behaving as expected you can troubleshoot it using the Panel Inspector. First, in the S&box editor, make sure the Panel Inspector is enabled by ticking View->Panels.
<upload src="b0cef/8da8cf24eac2629.png" size="13513" name="image.png" />
If you run the game in the editor you will then be able to inspect panels in real-time.
<upload src="b0cef/8da8cf2a67adf22.png" size="363249" name="image.png" />