Basic tgui backend code consists of the following vars and procs:
ui_interact(mob/user, ui_key, datum/tgui/ui, force_open,
datum/tgui/master_ui, datum/ui_state/state)
ui_data(mob/user)
ui_act(action, params)
src_object
- The atom, which UI corresponds to in the game world.ui_interact
- The proc where you will handle a request to open an interface. Typically, you would update an existing UI (if it exists), or set up a new instance of UI by calling theSStgui
subsystem.ui_data
- In this proc you munges whatever complex data yoursrc_object
has into an associative list, which will then be sent to UI as a JSON string.ui_act
- This proc receives user actions and reacts to them by changing the state of the game.ui_state
(set inui_interact
) - This var dictates under what conditions a UI may be interacted with. This may be the standard checks that check if you are in range and conscious, or more.
Once backend is complete, you create an new interface component on the frontend, which will receive this JSON data and render it on screen.
States are easy to write and extend, and what make tgui interactions so powerful. Because states can be overridden from other procs, you can build powerful interactions for embedded objects or remote access.
Let's start with a very basic hello world.
/obj/machinery/my_machine/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state)
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "my_machine", name, 300, 300, master_ui, state)
ui.open()
This is the proc that defines our interface. There's a bit going on here, so
let's break it down. First, we override the ui_interact proc on our object. This
will be called by interact
for you, which is in turn called by attack_hand
(or attack_self
for items). ui_interact
is also called to update a UI (hence
the try_update_ui
), so we accept an existing UI to update. The state
is a
default argument so that a caller can overload it with named arguments
(ui_interact(state = overloaded_state)
) if needed.
Inside the if(!ui)
block (which means we are creating a new UI), we choose our
template, title, and size; we can also set various options like style
(for
themes), or autoupdate. These options will be elaborated on later (as will
ui_state
s).
After ui_interact
, we need to define ui_data
. This just returns a list of
data for our object to use. Let's imagine our object has a few vars:
/obj/machinery/my_machine/ui_data(mob/user)
var/list/data = list()
data["health"] = health
data["color"] = color
return data
The ui_data
proc is what people often find the hardest about tgui, but its
really quite simple! You just need to represent your object as numbers, strings,
and lists, instead of atoms and datums.
Finally, the ui_act
proc is called by the interface whenever the user used an
input. The input's action
and params
are passed to the proc.
/obj/machinery/my_machine/ui_act(action, params)
if(..())
return
switch(action)
if("change_color")
var/new_color = params["color"]
if(!(color in allowed_coors))
return
color = new_color
. = TRUE
update_icon()
The ..()
(parent call) is very important here, as it is how we check that the
user is allowed to use this interface (to avoid so-called href exploits). It is
also very important to clamp and sanitize all input here. Always assume the user
is attempting to exploit the game.
Also note the use of . = TRUE
(or FALSE
), which is used to notify the UI
that this input caused an update. This is especially important for UIs that do
not auto-update, as otherwise the user will never see their change.
Finally, you have to make a UI component. This is also a source of confusion for many new users. If you got some basic javascript and HTML knowledge, that should ease the learning process, although we recommend getting yourself introduced to React and JSX.
A component is not a regular HTML. A component is a pure function, which
accepts a props
object (it contains properties passed to a component),
and outputs an HTML-like structure consisting of regular HTML elements and
other UI components.
Interface component will always receive 1 prop which is called state
.
This object contains a few special values:
config
is always the same and is part of core tgui (it will be explained later),data
is the data returned fromui_data
import { Section, LabeledList } from '../components';
const SampleInterface = props => {
const { state } = props;
const { config, data } = state;
const { ref } = config;
return (
<Section title="Health status">
<LabeledList>
<LabeledList.Item label="Health">
{data.health}
</LabeledList.Item>
<LabeledList.Item label="Color">
{data.color}
</LabeledList.Item>
</LabeledList>
</Section>
);
};
This syntax can be very confusing at first, but it is very important to realize that this is just a natural extension of javascript. Here's a few examples of this syntax:
Return a different element based on a condition:
if (condition) {
return <Foo />;
}
return <Bar />;
Conditionally render a element inside of another element:
<Box>
{showProgress && (
<ProgressBar value={progress} />
)}
</Box>
Looping over the array to make an element for each item:
<LabeledList>
{items.map(item => (
<LabeledList.Item key={item.id} label={item.label}>
{item.content}
</LabeledList.Item>
))}
</LabeledList>
Once you finished creating your interface, you need to add a route entry to
the large ROUTES
object, otherwise tgui won't know when and how to render
your interface. Key of this ROUTES
object corresponds to the interface
name you use in DM code.
import { SampleInterface } from './interfaces/SampleInterface';
const ROUTES = {
sample_interface: {
component: () => SampleInterface,
scrollable: true,
},
};
We all do it, even the best of us. If you just want to make a tgui fast, here's what you need (note that you'll probably be forced to clean your shit up upon code review):
/obj/copypasta/ui_interact(mob/user, ui_key = "main", datum/tgui/ui = null, force_open = 0, datum/tgui/master_ui = null, datum/ui_state/state = default_state) // Remember to use the appropriate state.
ui = SStgui.try_update_ui(user, src, ui_key, ui, force_open)
if(!ui)
ui = new(user, src, ui_key, "copypasta", name, 300, 300, master_ui, state)
ui.open()
/obj/copypasta/ui_data(mob/user)
var/list/data = list()
data["var"] = var
return data
/obj/copypasta/ui_act(action, params)
if(..())
return
if(action == "copypasta")
var/newvar = params["var"]
// A demo of proper input sanitation.
var = clamp(newvar, min_val, max_val)
return TRUE
update_icon() // Not applicable to all objects.
And the template:
import { Section, LabeledList } from '../components';
const SampleInterface = props => {
const { state } = props;
const { config, data } = state;
const { ref } = config;
return (
<Section title="Section name">
<LabeledList>
<LabeledList.Item label="Variable">
{data.var}
</LabeledList.Item>
</LabeledList>
</Section>
);
};