Update UI Widget Patterns

John McCardle 2026-02-07 23:50:56 +00:00
commit 288977354a

@ -1,395 +1,395 @@
# UI Widget Patterns
Reusable patterns for building menus, dialogs, and HUD elements using Frame, Caption, and Sprite components. These patterns work independently of Grids.
**Related Pages:**
- [[UI-Component-Hierarchy]] - Base UI components
- [[Input-and-Events]] - Event handler reference
- [[Animation-System]] - Animating widget transitions
---
## Setup Template
Most widget patterns fit into this basic structure:
```python
import mcrfpy
# Create scene and get UI collection
scene = mcrfpy.Scene("menu")
ui = scene.children
# Create root container for the menu/HUD
root = mcrfpy.Frame(pos=(50, 50), size=(300, 400),
fill_color=mcrfpy.Color(30, 30, 40))
root.outline_color = mcrfpy.Color(80, 80, 100)
root.outline = 2
ui.append(root)
# Add widgets to root.children...
mcrfpy.current_scene = scene
```
---
## Button
A clickable frame with label and hover feedback.
```python
def make_button(parent, pos, text, on_click):
"""Create a button with hover effects."""
btn = mcrfpy.Frame(pos=pos, size=(120, 32),
fill_color=mcrfpy.Color(60, 60, 80))
btn.outline_color = mcrfpy.Color(100, 100, 140)
btn.outline = 1
label = mcrfpy.Caption(text=text, pos=(10, 6))
label.fill_color = mcrfpy.Color(220, 220, 220)
btn.children.append(label)
# Hover effects - on_enter/on_exit receive (pos: Vector)
btn.on_enter = lambda pos: setattr(btn, 'fill_color',
mcrfpy.Color(80, 80, 110))
btn.on_exit = lambda pos: setattr(btn, 'fill_color',
mcrfpy.Color(60, 60, 80))
# Click handler receives (pos: Vector, button: MouseButton, action: InputState)
def handle_click(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
on_click()
btn.on_click = handle_click
parent.children.append(btn)
return btn
# Usage
make_button(root, (20, 20), "New Game", lambda: start_new_game())
make_button(root, (20, 60), "Options", lambda: show_options())
make_button(root, (20, 100), "Quit", lambda: sys.exit(0))
```
---
## Toggle / Checkbox
A button that toggles state and updates its appearance.
```python
def make_toggle(parent, pos, label_text, initial=False, on_change=None):
"""Create a toggle with visual state indicator."""
state = {"checked": initial}
frame = mcrfpy.Frame(pos=pos, size=(160, 28),
fill_color=mcrfpy.Color(40, 40, 50))
# Checkbox indicator
indicator = mcrfpy.Frame(pos=(6, 6), size=(16, 16))
indicator.outline = 1
indicator.outline_color = mcrfpy.Color(120, 120, 140)
frame.children.append(indicator)
# Label
label = mcrfpy.Caption(text=label_text, pos=(30, 5))
label.fill_color = mcrfpy.Color(200, 200, 200)
frame.children.append(label)
def update_visual():
if state["checked"]:
indicator.fill_color = mcrfpy.Color(100, 180, 100)
else:
indicator.fill_color = mcrfpy.Color(50, 50, 60)
def toggle(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
state["checked"] = not state["checked"]
update_visual()
if on_change:
on_change(state["checked"])
frame.on_click = toggle
update_visual()
parent.children.append(frame)
return state # Return state dict for external access
# Usage
music_toggle = make_toggle(root, (20, 20), "Music", initial=True,
on_change=lambda on: set_music_volume(1.0 if on else 0.0))
```
---
## Vertical Menu
A list of selectable options with keyboard navigation support.
```python
class VerticalMenu:
def __init__(self, parent, pos, options, on_select):
"""
options: list of (label, value) tuples
on_select: callback(value) when option chosen
"""
self.options = options
self.on_select = on_select
self.selected = 0
self.frame = mcrfpy.Frame(pos=pos,
size=(180, len(options) * 28 + 8),
fill_color=mcrfpy.Color(35, 35, 45))
parent.children.append(self.frame)
self.items = []
for i, (label, value) in enumerate(options):
item = mcrfpy.Caption(text=label, pos=(12, 4 + i * 28))
item.fill_color = mcrfpy.Color(180, 180, 180)
self.frame.children.append(item)
self.items.append(item)
self._update_highlight()
def _update_highlight(self):
for i, item in enumerate(self.items):
if i == self.selected:
item.fill_color = mcrfpy.Color(255, 220, 100)
else:
item.fill_color = mcrfpy.Color(180, 180, 180)
def move_up(self):
self.selected = (self.selected - 1) % len(self.options)
self._update_highlight()
def move_down(self):
self.selected = (self.selected + 1) % len(self.options)
self._update_highlight()
def confirm(self):
_, value = self.options[self.selected]
self.on_select(value)
# Usage
menu = VerticalMenu(root, (20, 20), [
("Continue", "continue"),
("New Game", "new"),
("Options", "options"),
("Quit", "quit")
], on_select=handle_menu_choice)
# Keyboard navigation via scene.on_key
def handle_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
if key == mcrfpy.Key.UP:
menu.move_up()
elif key == mcrfpy.Key.DOWN:
menu.move_down()
elif key == mcrfpy.Key.ENTER:
menu.confirm()
scene.on_key = handle_key
```
---
## Modal Dialog
A dialog that captures all input until dismissed.
```python
class ModalDialog:
def __init__(self, scene, message, on_dismiss=None):
self.scene = scene
self.on_dismiss = on_dismiss
ui = scene.children
# Semi-transparent backdrop
self.backdrop = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(0, 0, 0, 160))
self.backdrop.z_index = 900
self.backdrop.on_click = lambda pos, btn, action: None # Block clicks
ui.append(self.backdrop)
# Dialog box
self.dialog = mcrfpy.Frame(pos=(312, 284), size=(400, 200),
fill_color=mcrfpy.Color(50, 50, 65))
self.dialog.outline_color = mcrfpy.Color(120, 120, 150)
self.dialog.outline = 2
self.dialog.z_index = 901
ui.append(self.dialog)
# Message
msg = mcrfpy.Caption(text=message, pos=(20, 20))
msg.fill_color = mcrfpy.Color(220, 220, 220)
self.dialog.children.append(msg)
# OK button
ok_btn = mcrfpy.Frame(pos=(150, 140), size=(100, 36),
fill_color=mcrfpy.Color(70, 100, 70))
ok_btn.outline = 1
ok_btn.outline_color = mcrfpy.Color(100, 150, 100)
ok_btn.on_click = lambda pos, btn, action: self.close()
self.dialog.children.append(ok_btn)
ok_label = mcrfpy.Caption(text="OK", pos=(35, 8))
ok_label.fill_color = mcrfpy.Color(220, 255, 220)
ok_btn.children.append(ok_label)
# Capture keyboard
self._prev_handler = scene.on_key
def modal_keys(key, action):
if action == mcrfpy.InputState.PRESSED:
if key == mcrfpy.Key.ENTER or key == mcrfpy.Key.ESCAPE:
self.close()
scene.on_key = modal_keys
def close(self):
ui = self.scene.children
ui.remove(self.backdrop)
ui.remove(self.dialog)
if self._prev_handler:
self.scene.on_key = self._prev_handler
if self.on_dismiss:
self.on_dismiss()
# Usage
dialog = ModalDialog(scene, "Game saved successfully!")
```
---
## Hotbar / Quick Slots
Number keys (1-9) mapped to inventory slots.
```python
class Hotbar:
def __init__(self, parent, pos, slot_count=9):
self.slots = []
self.items = [None] * slot_count
self.selected = 0
self.frame = mcrfpy.Frame(pos=pos,
size=(slot_count * 36 + 8, 44),
fill_color=mcrfpy.Color(30, 30, 40, 200))
parent.children.append(self.frame)
for i in range(slot_count):
slot = mcrfpy.Frame(pos=(4 + i * 36, 4), size=(32, 32),
fill_color=mcrfpy.Color(50, 50, 60))
slot.outline = 1
slot.outline_color = mcrfpy.Color(80, 80, 100)
self.frame.children.append(slot)
self.slots.append(slot)
num = mcrfpy.Caption(text=str((i + 1) % 10), pos=(2, 2))
num.fill_color = mcrfpy.Color(100, 100, 120)
slot.children.append(num)
self._update_selection()
def _update_selection(self):
for i, slot in enumerate(self.slots):
if i == self.selected:
slot.outline_color = mcrfpy.Color(200, 180, 80)
slot.outline = 2
else:
slot.outline_color = mcrfpy.Color(80, 80, 100)
slot.outline = 1
def select(self, index):
if 0 <= index < len(self.slots):
self.selected = index
self._update_selection()
# Usage
hotbar = Hotbar(root, (200, 700))
# Key mapping for number keys
num_keys = {
mcrfpy.Key.NUM_1: 0, mcrfpy.Key.NUM_2: 1, mcrfpy.Key.NUM_3: 2,
mcrfpy.Key.NUM_4: 3, mcrfpy.Key.NUM_5: 4, mcrfpy.Key.NUM_6: 5,
mcrfpy.Key.NUM_7: 6, mcrfpy.Key.NUM_8: 7, mcrfpy.Key.NUM_9: 8,
}
def handle_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
if key in num_keys:
hotbar.select(num_keys[key])
scene.on_key = handle_key
```
---
## Draggable Window
A frame that can be dragged by its title bar.
```python
class DraggableWindow:
def __init__(self, parent, pos, size, title):
self.dragging = False
self.drag_offset = (0, 0)
self.frame = mcrfpy.Frame(pos=pos, size=size,
fill_color=mcrfpy.Color(45, 45, 55))
self.frame.outline = 1
self.frame.outline_color = mcrfpy.Color(100, 100, 120)
parent.children.append(self.frame)
# Title bar
self.title_bar = mcrfpy.Frame(pos=(0, 0), size=(size[0], 24),
fill_color=mcrfpy.Color(60, 60, 80))
self.frame.children.append(self.title_bar)
title_label = mcrfpy.Caption(text=title, pos=(8, 4))
title_label.fill_color = mcrfpy.Color(200, 200, 220)
self.title_bar.children.append(title_label)
self.content_y = 28
# Drag handling
# on_click: (pos: Vector, button: MouseButton, action: InputState)
def start_drag(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
self.dragging = True
self.drag_offset = (pos.x - self.frame.x, pos.y - self.frame.y)
# on_move: (pos: Vector)
def on_move(pos):
if self.dragging:
self.frame.x = pos.x - self.drag_offset[0]
self.frame.y = pos.y - self.drag_offset[1]
# on_exit: (pos: Vector)
def stop_drag(pos):
self.dragging = False
self.title_bar.on_click = start_drag
self.title_bar.on_move = on_move
self.title_bar.on_exit = stop_drag
# Usage
window = DraggableWindow(root, (100, 100), (250, 300), "Inventory")
# Add content to window.frame.children at y >= window.content_y
item_list = mcrfpy.Caption(text="Items here...", pos=(10, window.content_y + 10))
window.frame.children.append(item_list)
```
---
## Related Pages
- [[Input-and-Events]] - Event handler API reference
- [[Grid-Interaction-Patterns]] - Patterns for grid-based gameplay
- [[Animation-System]] - Animating widget transitions
---
# UI Widget Patterns
Reusable patterns for building menus, dialogs, and HUD elements using Frame, Caption, and Sprite components. These patterns work independently of Grids.
**Related Pages:**
- [[UI-Component-Hierarchy]] - Base UI components
- [[Input-and-Events]] - Event handler reference
- [[Animation-System]] - Animating widget transitions
---
## Setup Template
Most widget patterns fit into this basic structure:
```python
import mcrfpy
# Create scene and get UI collection
scene = mcrfpy.Scene("menu")
ui = scene.children
# Create root container for the menu/HUD
root = mcrfpy.Frame(pos=(50, 50), size=(300, 400),
fill_color=mcrfpy.Color(30, 30, 40))
root.outline_color = mcrfpy.Color(80, 80, 100)
root.outline = 2
ui.append(root)
# Add widgets to root.children...
mcrfpy.current_scene = scene
```
---
## Button
A clickable frame with label and hover feedback.
```python
def make_button(parent, pos, text, on_click):
"""Create a button with hover effects."""
btn = mcrfpy.Frame(pos=pos, size=(120, 32),
fill_color=mcrfpy.Color(60, 60, 80))
btn.outline_color = mcrfpy.Color(100, 100, 140)
btn.outline = 1
label = mcrfpy.Caption(text=text, pos=(10, 6))
label.fill_color = mcrfpy.Color(220, 220, 220)
btn.children.append(label)
# Hover effects - on_enter/on_exit receive (pos: Vector)
btn.on_enter = lambda pos: setattr(btn, 'fill_color',
mcrfpy.Color(80, 80, 110))
btn.on_exit = lambda pos: setattr(btn, 'fill_color',
mcrfpy.Color(60, 60, 80))
# Click handler receives (pos: Vector, button: MouseButton, action: InputState)
def handle_click(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
on_click()
btn.on_click = handle_click
parent.children.append(btn)
return btn
# Usage
make_button(root, (20, 20), "New Game", lambda: start_new_game())
make_button(root, (20, 60), "Options", lambda: show_options())
make_button(root, (20, 100), "Quit", lambda: sys.exit(0))
```
---
## Toggle / Checkbox
A button that toggles state and updates its appearance.
```python
def make_toggle(parent, pos, label_text, initial=False, on_change=None):
"""Create a toggle with visual state indicator."""
state = {"checked": initial}
frame = mcrfpy.Frame(pos=pos, size=(160, 28),
fill_color=mcrfpy.Color(40, 40, 50))
# Checkbox indicator
indicator = mcrfpy.Frame(pos=(6, 6), size=(16, 16))
indicator.outline = 1
indicator.outline_color = mcrfpy.Color(120, 120, 140)
frame.children.append(indicator)
# Label
label = mcrfpy.Caption(text=label_text, pos=(30, 5))
label.fill_color = mcrfpy.Color(200, 200, 200)
frame.children.append(label)
def update_visual():
if state["checked"]:
indicator.fill_color = mcrfpy.Color(100, 180, 100)
else:
indicator.fill_color = mcrfpy.Color(50, 50, 60)
def toggle(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
state["checked"] = not state["checked"]
update_visual()
if on_change:
on_change(state["checked"])
frame.on_click = toggle
update_visual()
parent.children.append(frame)
return state # Return state dict for external access
# Usage
music_toggle = make_toggle(root, (20, 20), "Music", initial=True,
on_change=lambda on: set_music_volume(1.0 if on else 0.0))
```
---
## Vertical Menu
A list of selectable options with keyboard navigation support.
```python
class VerticalMenu:
def __init__(self, parent, pos, options, on_select):
"""
options: list of (label, value) tuples
on_select: callback(value) when option chosen
"""
self.options = options
self.on_select = on_select
self.selected = 0
self.frame = mcrfpy.Frame(pos=pos,
size=(180, len(options) * 28 + 8),
fill_color=mcrfpy.Color(35, 35, 45))
parent.children.append(self.frame)
self.items = []
for i, (label, value) in enumerate(options):
item = mcrfpy.Caption(text=label, pos=(12, 4 + i * 28))
item.fill_color = mcrfpy.Color(180, 180, 180)
self.frame.children.append(item)
self.items.append(item)
self._update_highlight()
def _update_highlight(self):
for i, item in enumerate(self.items):
if i == self.selected:
item.fill_color = mcrfpy.Color(255, 220, 100)
else:
item.fill_color = mcrfpy.Color(180, 180, 180)
def move_up(self):
self.selected = (self.selected - 1) % len(self.options)
self._update_highlight()
def move_down(self):
self.selected = (self.selected + 1) % len(self.options)
self._update_highlight()
def confirm(self):
_, value = self.options[self.selected]
self.on_select(value)
# Usage
menu = VerticalMenu(root, (20, 20), [
("Continue", "continue"),
("New Game", "new"),
("Options", "options"),
("Quit", "quit")
], on_select=handle_menu_choice)
# Keyboard navigation via scene.on_key
def handle_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
if key == mcrfpy.Key.UP:
menu.move_up()
elif key == mcrfpy.Key.DOWN:
menu.move_down()
elif key == mcrfpy.Key.ENTER:
menu.confirm()
scene.on_key = handle_key
```
---
## Modal Dialog
A dialog that captures all input until dismissed.
```python
class ModalDialog:
def __init__(self, scene, message, on_dismiss=None):
self.scene = scene
self.on_dismiss = on_dismiss
ui = scene.children
# Semi-transparent backdrop
self.backdrop = mcrfpy.Frame(pos=(0, 0), size=(1024, 768),
fill_color=mcrfpy.Color(0, 0, 0, 160))
self.backdrop.z_index = 900
self.backdrop.on_click = lambda pos, btn, action: None # Block clicks
ui.append(self.backdrop)
# Dialog box
self.dialog = mcrfpy.Frame(pos=(312, 284), size=(400, 200),
fill_color=mcrfpy.Color(50, 50, 65))
self.dialog.outline_color = mcrfpy.Color(120, 120, 150)
self.dialog.outline = 2
self.dialog.z_index = 901
ui.append(self.dialog)
# Message
msg = mcrfpy.Caption(text=message, pos=(20, 20))
msg.fill_color = mcrfpy.Color(220, 220, 220)
self.dialog.children.append(msg)
# OK button
ok_btn = mcrfpy.Frame(pos=(150, 140), size=(100, 36),
fill_color=mcrfpy.Color(70, 100, 70))
ok_btn.outline = 1
ok_btn.outline_color = mcrfpy.Color(100, 150, 100)
ok_btn.on_click = lambda pos, btn, action: self.close()
self.dialog.children.append(ok_btn)
ok_label = mcrfpy.Caption(text="OK", pos=(35, 8))
ok_label.fill_color = mcrfpy.Color(220, 255, 220)
ok_btn.children.append(ok_label)
# Capture keyboard
self._prev_handler = scene.on_key
def modal_keys(key, action):
if action == mcrfpy.InputState.PRESSED:
if key == mcrfpy.Key.ENTER or key == mcrfpy.Key.ESCAPE:
self.close()
scene.on_key = modal_keys
def close(self):
ui = self.scene.children
ui.remove(self.backdrop)
ui.remove(self.dialog)
if self._prev_handler:
self.scene.on_key = self._prev_handler
if self.on_dismiss:
self.on_dismiss()
# Usage
dialog = ModalDialog(scene, "Game saved successfully!")
```
---
## Hotbar / Quick Slots
Number keys (1-9) mapped to inventory slots.
```python
class Hotbar:
def __init__(self, parent, pos, slot_count=9):
self.slots = []
self.items = [None] * slot_count
self.selected = 0
self.frame = mcrfpy.Frame(pos=pos,
size=(slot_count * 36 + 8, 44),
fill_color=mcrfpy.Color(30, 30, 40, 200))
parent.children.append(self.frame)
for i in range(slot_count):
slot = mcrfpy.Frame(pos=(4 + i * 36, 4), size=(32, 32),
fill_color=mcrfpy.Color(50, 50, 60))
slot.outline = 1
slot.outline_color = mcrfpy.Color(80, 80, 100)
self.frame.children.append(slot)
self.slots.append(slot)
num = mcrfpy.Caption(text=str((i + 1) % 10), pos=(2, 2))
num.fill_color = mcrfpy.Color(100, 100, 120)
slot.children.append(num)
self._update_selection()
def _update_selection(self):
for i, slot in enumerate(self.slots):
if i == self.selected:
slot.outline_color = mcrfpy.Color(200, 180, 80)
slot.outline = 2
else:
slot.outline_color = mcrfpy.Color(80, 80, 100)
slot.outline = 1
def select(self, index):
if 0 <= index < len(self.slots):
self.selected = index
self._update_selection()
# Usage
hotbar = Hotbar(root, (200, 700))
# Key mapping for number keys
num_keys = {
mcrfpy.Key.NUM_1: 0, mcrfpy.Key.NUM_2: 1, mcrfpy.Key.NUM_3: 2,
mcrfpy.Key.NUM_4: 3, mcrfpy.Key.NUM_5: 4, mcrfpy.Key.NUM_6: 5,
mcrfpy.Key.NUM_7: 6, mcrfpy.Key.NUM_8: 7, mcrfpy.Key.NUM_9: 8,
}
def handle_key(key, action):
if action != mcrfpy.InputState.PRESSED:
return
if key in num_keys:
hotbar.select(num_keys[key])
scene.on_key = handle_key
```
---
## Draggable Window
A frame that can be dragged by its title bar.
```python
class DraggableWindow:
def __init__(self, parent, pos, size, title):
self.dragging = False
self.drag_offset = (0, 0)
self.frame = mcrfpy.Frame(pos=pos, size=size,
fill_color=mcrfpy.Color(45, 45, 55))
self.frame.outline = 1
self.frame.outline_color = mcrfpy.Color(100, 100, 120)
parent.children.append(self.frame)
# Title bar
self.title_bar = mcrfpy.Frame(pos=(0, 0), size=(size[0], 24),
fill_color=mcrfpy.Color(60, 60, 80))
self.frame.children.append(self.title_bar)
title_label = mcrfpy.Caption(text=title, pos=(8, 4))
title_label.fill_color = mcrfpy.Color(200, 200, 220)
self.title_bar.children.append(title_label)
self.content_y = 28
# Drag handling
# on_click: (pos: Vector, button: MouseButton, action: InputState)
def start_drag(pos, button, action):
if button == mcrfpy.MouseButton.LEFT and action == mcrfpy.InputState.PRESSED:
self.dragging = True
self.drag_offset = (pos.x - self.frame.x, pos.y - self.frame.y)
# on_move: (pos: Vector)
def on_move(pos):
if self.dragging:
self.frame.x = pos.x - self.drag_offset[0]
self.frame.y = pos.y - self.drag_offset[1]
# on_exit: (pos: Vector)
def stop_drag(pos):
self.dragging = False
self.title_bar.on_click = start_drag
self.title_bar.on_move = on_move
self.title_bar.on_exit = stop_drag
# Usage
window = DraggableWindow(root, (100, 100), (250, 300), "Inventory")
# Add content to window.frame.children at y >= window.content_y
item_list = mcrfpy.Caption(text="Items here...", pos=(10, window.content_y + 10))
window.frame.children.append(item_list)
```
---
## Related Pages
- [[Input-and-Events]] - Event handler API reference
- [[Grid-Interaction-Patterns]] - Patterns for grid-based gameplay
- [[Animation-System]] - Animating widget transitions
---
*Last updated: 2026-02-07*