# Building interfaces Tecs provides retained layout without introducing a DOM or a second renderer. A UI node is an entity. [`tecs.ecs.ChildOf`](/modules/ecs/builtins#childof) defines both its layout hierarchy and its transform hierarchy, while the existing rectangle, circle, image, sprite, and text producers keep drawing the result through the normal instanced GPU pipeline. The Compose demo scene combining an intrinsic image, a stretched rectangle, a fixed circle, and text The Compose scene shows the central rule: Taffy sizes retained ECS nodes, while the existing image, rectangle, circle, and text producers draw their leaves. The boundary is intentionally narrow: - [`tecs.ui.Style`](/modules/ui#tecs.ui.Style) supplies layout properties. - [`tecs.ui.Layout`](/modules/ui#tecs.ui.Layout) reports the computed box. - [`tecs.ui.Paint`](/modules/ui#tecs.ui.Paint) optionally stretches an existing drawing leaf to that box. - [`tecs.ui.Intrinsic`](/modules/ui#tecs.ui.Intrinsic) lets text, images, and custom leaves contribute their natural size. - [`tecs.ui.Scroll`](/modules/ui#tecs.ui.Scroll) offsets descendants and assigns the existing renderer clip component. - [`tecs.ui.Scrollbar`](/modules/ui#tecs.ui.Scrollbar) drives a composed thumb; it is not a special renderer primitive. - [`tecs.ui.Interaction`](/modules/ui#tecs.ui.Interaction) opts a box into hit testing, focus, and activation. Layout changes only dirty transforms whose computed results changed. Drawing components retain their normal batching, materials, dirty tracking, and GPU instancing. ## Start with a complete screen UI These first two blocks form one complete `main.tl`. The first block contains only imports and retained entity composition. It creates a full-window root, a panel, an ordinary rounded rectangle behind it, and one intrinsic text leaf. It does not install plugins or register systems. ```teal local tecs = require("tecs") local ui = tecs.ui local ChildOf = tecs.ecs.ChildOf local RelativeTransform2D = tecs.ecs.RelativeTransform2D local Tint = tecs.gfx.Tint local Material = tecs.gfx.Material local Renderable2D = tecs.gfx.Renderable2D local function spawnInterface( world: tecs.World, app: tecs.Application, font: tecs.gfx.Font ) local materials = tecs.gfx.materials local root = world:spawn( ui.Style({ width = "100%", height = "100%", justifyContent = "center", alignItems = "center", padding = "24px", }), ui.Root("screen"), tecs.Transform2D(0, 0, 0, 16) ) local panel = world:spawn( ui.Style({ width = 420, height = 240, flexDirection = "column", padding = 20, gap = 12, }), RelativeTransform2D(), ChildOf(root) ) world:spawn( ui.Style({position = "absolute", inset = 0}), ui.Paint(true), RelativeTransform2D(0, 0, 0), Tint(0.035, 0.055, 0.09, 0.96), Material(materials.id("rounded"), 0.05), Renderable2D(), ChildOf(panel) ) world:spawn( ui.Style({maxWidth = "100%"}), ui.Intrinsic("text", {wrap = true}), RelativeTransform2D(0, 0, 1), Tint(0.94, 0.97, 1.0, 1.0), tecs.gfx.Text.new({ text = "This text and its panel are ordinary ECS entities.", font = font, size = 16, }), ChildOf(panel) ) end ``` When the plugin receives an application, it keeps every screen root's logical size and pixel density synchronized with the window. Percentage dimensions therefore follow a resize without a game observer or per-frame system. World roots have two explicit contracts. A manually sized root preserves its authored extent for a render target or world-space panel: ```teal ui.Root("world", layoutWidth, layoutHeight, 1, "manual") ``` A camera-sized root follows the active camera and physical viewport. Its layout units are world units, its origin is the camera's top-left world point, and camera zoom or rotation updates its root transform: ```teal ui.Root("world", 0, 0, 1, "camera") ``` Camera2D sizing requires the application form of `ui.plugin`, because the window supplies the viewport. Screen roots accept `"auto"` or `"manual"`; world roots accept `"camera"` in addition to the manual behavior selected by `"auto"`. ## Install from the application plugin The application plugin configures the UI layer, installs one UI plugin in the world, and registers the system that calls `spawnInterface`. Passing the application supplies the renderer and folded input. A second table can override clip allocation, the input layer, or wheel distance. Paste this setup block after `spawnInterface`. It installs text and UI separately, loads an exact-size alpha font for crisp fixed-size UI text, and spawns the retained tree from `Startup`. ```teal local function gamePlugin(world: tecs.World, app: tecs.Application) tecs.gfx.layers.configure( 16, { sort = "z", screenSpace = true, unlit = true, } ) world:addPlugin(tecs.gfx.textPlugin({renderer = app.renderer})) world:addPlugin(tecs.ui.plugin(app, {wheelStep = 36})) world:addSystem({ name = "game.SpawnInterface", phase = tecs.ecs.phases.Startup, run = function() local font = tecs.gfx.newTTF({ source = "fonts/JetBrainsMono-ExtraBold.ttf", name = "game-ui-16", size = 16, raster = "alpha", }):wait().value spawnInterface(world, app, font) end, }) end return tecs.newApplication({ window = { title = "My game", width = 1280, height = 720, }, plugin = gamePlugin, }) ``` Plugin setup is for composition and registration. `Startup` is for spawning the retained entities, after all application plugins have been installed and before the first frame. Tests, tools, and manually constructed worlds can wire the dependencies directly instead: ```teal world:addPlugin(ui.plugin({ renderer = renderer, input = input, })) ``` That manual form has no window to synchronize. Give its screen roots explicit logical dimensions and pixel density with `ui.Root("screen", width, height, pixelDensity)`. ## Layout recipes Every recipe below belongs inside `spawnInterface` and attaches to the `root` created there. A layout container needs `Style`, `RelativeTransform2D`, and `ChildOf`. It needs no drawing component unless the container itself should be visible. ### Anchor a panel to a corner The root is a row by default. `justifyContent` chooses the main-axis position and `alignItems` chooses the cross-axis position. This puts a fixed-width panel at the top right while its height follows its children: ```teal local sidebar = world:spawn( ui.Style({ width = 360, flexDirection = "column", gap = 12, padding = 16, margin = {left = "auto"}, }), RelativeTransform2D(), ChildOf(root) ) ``` For a true overlay that takes no space from siblings, use absolute positioning: ```teal local overlay = world:spawn( ui.Style({ position = "absolute", width = 360, inset = {right = 24, top = 24, bottom = 24}, flexDirection = "column", gap = 12, }), RelativeTransform2D(), ChildOf(root) ) ``` ### Build a horizontal toolbar ```teal local toolbar = world:spawn( ui.Style({ width = "100%", height = 48, flexDirection = "row", alignItems = "center", gap = 8, padding = {left = 12, right = 12}, }), RelativeTransform2D(), ChildOf(root) ) for index = 1, 4 do world:spawn( ui.Style({width = 96, height = 32}), RelativeTransform2D(), ChildOf(toolbar) ) end ``` ### Divide remaining space between children `flexGrow` consumes space left on the container's main axis. This creates a fixed navigation column and a content area that fills the rest: ```teal local body = world:spawn( ui.Style({ width = "100%", flexGrow = 1, flexDirection = "row", gap = 16 }), RelativeTransform2D(), ChildOf(root) ) local navigation = world:spawn( ui.Style({width = 220, height = "100%"}), RelativeTransform2D(), ChildOf(body) ) local contentArea = world:spawn( ui.Style({flexGrow = 1, height = "100%"}), RelativeTransform2D(), ChildOf(body) ) ``` ### Wrap cards into rows ```teal local cards = world:spawn( ui.Style({ width = "100%", flexDirection = "row", flexWrap = "wrap", gap = 12, }), RelativeTransform2D(), ChildOf(root) ) for index = 1, 12 do world:spawn( ui.Style({width = 180, height = 96}), RelativeTransform2D(), ChildOf(cards) ) end ``` The Flex demo scene comparing a fixed-width child with flex-grow children and a wrapped grid The Flex scene makes both behaviors measurable: the first row compares `88px`, `flexGrow = 1`, and `flexGrow = 2`, while the cards below wrap at the panel edge. ### Overlay a badge without affecting layout An absolute child is positioned relative to its retained parent and does not consume flex space: ```teal world:spawn( ui.Style({ position = "absolute", width = 20, height = 20, inset = {right = -6, top = -6}, }), ui.Paint(true), RelativeTransform2D(0, 0, 5), Tint(1.0, 0.25, 0.2, 1.0), Material(tecs.gfx.materials.id("circle"), 0), Renderable2D(), ChildOf(contentArea) ) ``` The Overlay demo scene with four absolutely positioned corner cards and a centered higher-depth circle The Overlay scene shows that absolute children anchor to their retained parent without consuming flex space. The center circle and label also demonstrate that renderer depth remains independent from layout order. ### Remove a subtree from layout Change `display` through `getMut` so the UI plugin sees the write: ```teal local style = world:getMut(sidebar, ui.Style) style.style.display = "none" -- Later: local visible = world:getMut(sidebar, ui.Style) visible.style.display = "flex" ``` `display = "none"` removes the entity and its descendants from Taffy layout. It does not remove ordinary rectangle, image, or text instances from their GPU producers. A component that owns a whole-screen scene should therefore pair the layout state with its normal rendering visibility state. The repository demo's scene selector removes `Renderable2D` from inactive drawing leaves and restores it when their scene becomes active. ## Compose visuals from ordinary entities A container normally has `Style`, `RelativeTransform2D`, and `ChildOf`. Put its visual on an absolute child. `Paint(true)` centers that child and copies the computed width and height into its relative transform scale. The following entity snippets belong in `spawnInterface`, after the root is created. ```teal local panel = world:spawn( ui.Style({ width = 360, height = 520, flexDirection = "column", padding = 20, gap = 12, }), tecs.ecs.RelativeTransform2D(), tecs.ecs.ChildOf(root) ) world:spawn( ui.Style({position = "absolute", inset = 0}), ui.Paint(true), tecs.ecs.RelativeTransform2D(0, 0, 0), tecs.gfx.Tint(0.035, 0.055, 0.09, 0.96), tecs.gfx.Material(tecs.gfx.materials.id("rounded"), 0.04), tecs.gfx.Renderable2D(), tecs.ecs.ChildOf(panel) ) ``` The same pattern works with every drawing producer. A circle keeps the circle material, text keeps the glyph instance producer, and an image keeps its sprite. Add `Intrinsic` when a leaf should size itself instead of stretching: ```teal world:spawn( ui.Style({width = 32, height = 32}), ui.Paint(true), tecs.ecs.RelativeTransform2D(0, 0, 2), tecs.gfx.Tint(0.32, 0.82, 1.0, 1.0), tecs.gfx.Material(tecs.gfx.materials.id("circle"), 0), tecs.gfx.Renderable2D(), tecs.ecs.ChildOf(panel) ) world:spawn( ui.Style({maxWidth = "100%"}), ui.Intrinsic("text", {wrap = true}), tecs.ecs.RelativeTransform2D(0, 0, 2), tecs.gfx.Tint(0.94, 0.97, 1.0, 1.0), tecs.gfx.Text.new({ text = "Composed, not replaced", font = font, size = 22, }), tecs.ecs.ChildOf(panel) ) ``` ### Draw a stretched rectangle There is no UI rectangle type. This is the normal renderer quad, stretched to the box computed for its parent: ```teal local card = world:spawn( ui.Style({width = 280, height = 120}), RelativeTransform2D(), ChildOf(root) ) world:spawn( ui.Style({position = "absolute", inset = 0}), ui.Paint(true), RelativeTransform2D(0, 0, 0), Tint(0.10, 0.17, 0.27, 1.0), Material(tecs.gfx.materials.id("rounded"), 0.08), Renderable2D(), ChildOf(card) ) ``` ### Draw a circle at a fixed size ```teal world:spawn( ui.Style({width = 40, height = 40}), ui.Paint(true), RelativeTransform2D(0, 0, 1), Tint(0.32, 0.82, 1.0, 1.0), Material(tecs.gfx.materials.id("circle"), 0), Renderable2D(), ChildOf(card) ) ``` ### Render crisp fixed-size UI text Load an alpha font at the exact size used by `Text`. The same text component, atlas, producer, clipping, and instancing are used as SDF text. Exact-size alpha text on a screen-space layer also snaps its origin to a pixel: ```teal local uiFont = tecs.gfx.newTTF({ source = "fonts/JetBrainsMono-ExtraBold.ttf", name = "settings-ui-16", size = 16, raster = "alpha", }):wait().value world:spawn( ui.Style({maxWidth = "100%"}), ui.Intrinsic("text"), RelativeTransform2D(0, 0, 2), Tint(0.94, 0.97, 1.0, 1.0), tecs.gfx.Text.new({ text = "Video settings", font = uiFont, size = 16, }), ChildOf(card) ) ``` Use the default `raster = "sdf"` when the same font must animate through many scales or live in the world. Use separate `name` values when loading the same source in multiple sizes or raster modes because snapshots resolve fonts by name. ### Wrap text to the available width ```teal world:spawn( ui.Style({width = "100%", maxWidth = 320}), ui.Intrinsic("text", {wrap = true}), RelativeTransform2D(0, 0, 2), Tint(0.72, 0.80, 0.90, 1.0), tecs.gfx.Text.new({ text = "This paragraph wraps when its parent becomes narrower.", font = uiFont, size = 16, }), ChildOf(card) ) ``` ### Load an image and preserve its aspect ratio Images remain asynchronously loaded sprites. This example fixes the height at 64 logical pixels and lets `Intrinsic("image")` derive the width from the registered sprite region: ```teal tecs.assets.loadImage( tecs.io.files.assetPath("images/portrait.png") ):map(function(image: tecs.assets.Image): tecs.gfx.Sprite return app.renderer.sprites:registerImage(image) end):onSettle(function(loaded: tecs.Future) if loaded.status == "ready" then world:spawn( ui.Style({height = 64}), ui.Intrinsic("image"), ui.Paint(true), RelativeTransform2D(0, 0, 2), loaded.value, Tint(1, 1, 1, 1), Renderable2D(), ChildOf(card) ) end end) ``` The callback captures `world`, `app`, and `card` from the application plugin and startup function shown earlier. It spawns only after the image has entered the renderer, so no placeholder sprite or per-frame polling is required. ### Give another leaf a natural size Use custom intrinsic metrics when a dedicated producer already knows its preferred size. `Paint(true)` below makes the ordinary rectangle consume those metrics: ```teal world:spawn( ui.Style({maxWidth = "100%"}), ui.Intrinsic( "custom", { width = 96, height = 28, minWidth = 48, } ), ui.Paint(true), RelativeTransform2D(0, 0, 2), Tint(0.22, 0.56, 0.68, 1.0), Material(tecs.gfx.materials.id("rounded"), 0.12), Renderable2D(), ChildOf(card) ) ``` `ui.Intrinsic("image")` reads the selected sprite region's source dimensions from the renderer and preserves its aspect ratio when only one axis is constrained. `ui.Intrinsic("custom", {width = 80, height = 24})` supplies cached metrics for another leaf producer. `scale` converts source units into UI units. Text wrapping is a retained convergence step. Taffy chooses the available width, the UI plugin asks SDL_ttf for the exact wrapped height, and only that dirty root is solved again. No native-to-Lua callback runs inside Taffy and unchanged text is not reshaped each frame. The chosen width is retained in `Text.wrapWidth`, so the ordinary text instance producer draws the same lines that layout measured. Do not stretch a container that owns layout children. Its transform scale would compose into every descendant. Stretch a dedicated absolute drawing child instead. ## Style values and mutation Numbers and `px` strings are logical UI pixels; pixel density maps them to the render target. Percent strings are parent-relative, and `auto` selects automatic size: ```teal ui.Style({ width = "100%", minHeight = "120px", flexBasis = "auto", flexGrow = 1, margin = {left = "8px", right = "8px"}, }) ``` Plain numbers remain the compact form of logical pixels, so `padding = 24` and `padding = "24px"` are equivalent. The older `{value = 100, unit = "percent"}` representation remains supported. Strings are converted to retained typed dimensions only when a style is added or marked dirty. Window resizing changes the root's available space without reparsing unchanged styles. Unchanged frames also skip layout export, clipping, and hit-rectangle reconstruction. Supported properties are `display`, `position`, `flexDirection`, `flexWrap`, `justifyContent`, `alignItems`, `alignContent`, `flexGrow`, `flexShrink`, `flexBasis`, `width`, `height`, minimum and maximum dimensions, `margin`, `padding`, `border`, `gap`, `rowGap`, and `inset`. See the [`Style.style`](/modules/ui#tecs.ui.Style.style) contract for accepted values. Styles are retained component data. Mutate through `getMut` so the plugin can synchronize the changed node into the retained layout tree: ```teal local style = world:getMut(panel, ui.Style) style.style.width = 440 ``` ### Switch a responsive layout at a breakpoint Screen roots resize automatically, but a game may still want a deliberate layout change at a logical-width breakpoint. Cache the selected direction so `getMut` is called only when the breakpoint changes: System recipes belong in `gamePlugin`, beside the `Startup` system, rather than inside `spawnInterface`. Keep the entity ids in plugin-local variables, assign them from `Startup`, and guard the first update until spawning has finished. This abbreviated recipe assumes `root` and `body` are those retained ids: ```teal local narrow = false world:addSystem({ name = "game.ResponsiveUi", phase = tecs.ecs.phases.Update, run = function() if root == 0 or body == 0 then return end local rootValue = world:get(root, ui.Root) local nextNarrow = rootValue.width < 720 if nextNarrow ~= narrow then narrow = nextNarrow local style = world:getMut(body, ui.Style) style.style.flexDirection = narrow and "column" or "row" end end, }) ``` ### Read a computed box `Layout` is engine-owned output. Read it after UI layout when another system needs the final logical dimensions: ```teal world:addSystem({ name = "game.ReadPanelLayout", phase = tecs.ecs.phases.Last, run = function() local box = world:get(panel, ui.Layout) if box ~= nil then print( ("panel is %.0f by %.0f"):format(box.width, box.height) ) end end, }) ``` Do not write `Layout`, `Transform2D`, or `RelativeTransform2D` to resize a retained node. Change its `Style`; the plugin owns the computed outputs. ## Scroll and clip descendants Add `Scroll` to the viewport and make the larger content entity its child. Wheel input targets the deepest viewport under the pointer. The plugin clamps the offset, moves descendants after layout, intersects nested viewports, and writes ordinary `tecs.gfx.Clip` indices to drawing entities. The Scroll demo scene with a fixed clipped viewport, overflowing rows, and a composed block scrollbar The Scroll scene labels the edge cases directly: fixed viewport size, clipped descendants, nested wheel handoff, focus reveal, and a scrollbar assembled from ordinary rectangle entities. ```teal local viewport = world:spawn( ui.Style({ width = "100%", height = 240, }), ui.Scroll(), tecs.ecs.RelativeTransform2D(), tecs.ecs.ChildOf(panel) ) local content = world:spawn( ui.Style({ width = "100%", height = 600, flexDirection = "column", gap = 8, }), tecs.ecs.RelativeTransform2D(), tecs.ecs.ChildOf(viewport) ) ``` Populate the content with ordinary retained rows. The larger authored content height is what creates overflow: ```teal local function spawnRow(label: string, tabIndex: integer) local row = world:spawn( ui.Style({width = "100%", height = 44}), ui.Interaction({tabIndex = tabIndex}), RelativeTransform2D(), ChildOf(content) ) world:spawn( ui.Style({position = "absolute", inset = 0}), ui.Paint(true), RelativeTransform2D(0, 0, 1), Tint(0.12, 0.20, 0.30, 1.0), Material(tecs.gfx.materials.id("rounded"), 0.08), Renderable2D(), ChildOf(row) ) world:spawn( ui.Style({ position = "absolute", inset = {left = 12, top = 14} }), ui.Intrinsic("text"), RelativeTransform2D(0, 0, 2), Tint(0.9, 0.95, 1.0, 1.0), tecs.gfx.Text.new({text = label, font = font, size = 16}), ChildOf(row) ) return row end local lastRow = 0 for index = 1, 20 do lastRow = spawnRow(("Item %02d"):format(index), index) end ``` Programmatic scrolling writes `Scroll.x` or `Scroll.y` through `getMut`. Offsets clamp to the complete retained extent, including negative and absolute descendants. `contentX`, `contentY`, `contentWidth`, and `contentHeight` are engine-owned measurements. Snapshots retain `x` and `y`; the derived content fields are rebuilt after load. ```teal -- Scroll by a logical amount. The plugin clamps it during layout. local scroll = world:getMut(viewport, ui.Scroll) scroll.y = scroll.y + 80 -- Or expose a particular descendant through every nested viewport. ui.reveal(world, lastRow, "center") ``` Wheel movement starts at the deepest viewport and hands any unused distance to its ancestors. It follows the platform's configured scroll direction while leaving `Input.wheelX` and `Input.wheelY` available to directional gameplay bindings with their stable sign convention. Shift converts a vertical wheel into horizontal movement when the device reports no horizontal axis. Call `ui.reveal(world, entity)` to expose a descendant through every ancestor viewport. Focusing an entity does this automatically. Taffy does not create or draw a scrollbar. It lays out the viewport and content. The UI system turns those retained measurements and `Scroll.y` into the thumb's `RelativeTransform2D`; the thumb itself uses the same ordinary material and instance components used elsewhere: ```teal world:spawn( ui.Scrollbar("vertical", 6, 2, 18), ui.Interaction({focusable = false, draggable = true, order = 100}), tecs.ecs.RelativeTransform2D(0, 0, 10), tecs.gfx.Tint(0.4, 0.7, 0.9, 0.9), tecs.gfx.Material(tecs.gfx.materials.id("rounded"), 0.5), tecs.gfx.Renderable2D(), tecs.ecs.ChildOf(viewport) ) ``` The thumb receives a zero length when its axis has no overflow. Horizontal scrollbars use the same component with `"horizontal"`. A rail, border, end blocks, arrow controls, or grip marks are optional composed entities. The repository demo uses squared rectangles for a chunky retro skin; none of that appearance lives in Taffy or in the scrollbar component. Here is a complete squared, blocky scrollbar skin. Only the middle entity carries `Scrollbar`; the track and end blocks are ordinary decoration: ```teal world:spawn( ui.Style({ position = "absolute", width = 14, inset = {right = 0, top = 0, bottom = 0}, }), ui.Paint(true), RelativeTransform2D(0, 0, 8), Tint(0.05, 0.09, 0.14, 1.0), Material(tecs.gfx.materials.id("rounded"), 0), Renderable2D(), ChildOf(viewport) ) world:spawn( ui.Scrollbar("vertical", 12, 16, 28), ui.Interaction({focusable = false, draggable = true, order = 100}), RelativeTransform2D(0, 0, 10), Tint(0.32, 0.82, 1.0, 1.0), Material(tecs.gfx.materials.id("rounded"), 0), Renderable2D(), ChildOf(viewport) ) for _, top in ipairs({true, false}) do world:spawn( ui.Style({ position = "absolute", width = 14, height = 14, inset = top and {right = 0, top = 0} or {right = 0, bottom = 0}, }), ui.Paint(true), RelativeTransform2D(0, 0, 11), Tint(0.22, 0.56, 0.68, 1.0), Material(tecs.gfx.materials.id("rounded"), 0), Renderable2D(), ChildOf(viewport) ) end ``` ## Observe clicks and keyboard activation `Interaction` adds clip-aware hit testing and transient `InteractionState`. Every mouse or touch identity captures independently. Releasing over the same target emits `click` followed by `activate`. A draggable interaction emits `dragStart`, `dragMove`, and `dragEnd`; losing its input layer emits `dragCancel`. Tab and Shift-Tab move focus and repeat after a short hold; Return and Space activate the focused control. ```teal local type uiTypes = require("tecs.ui") local type UiEvent = uiTypes.Event local button = world:spawn( ui.Style({width = 180, height = 44}), ui.Interaction({tabIndex = 1}), tecs.ecs.RelativeTransform2D(), tecs.ecs.ChildOf(content) ) world:observe( button, ui.Event, function(event: UiEvent) if event.kind == "activate" then print("activated via", event.source) end end ) ``` `Interaction` makes the container selectable; it does not draw a button. Add ordinary visual and text children to complete it: ```teal local buttonVisual = world:spawn( ui.Style({position = "absolute", inset = 0}), ui.Paint(true), RelativeTransform2D(0, 0, 1), Tint(0.12, 0.20, 0.30, 1.0), Material(tecs.gfx.materials.id("rounded"), 0.16), Renderable2D(), ChildOf(button) ) world:spawn( ui.Style({position = "absolute", inset = {left = 14, top = 13}}), ui.Intrinsic("text"), RelativeTransform2D(0, 0, 2), Tint(0.9, 0.95, 1.0, 1.0), tecs.gfx.Text.new({text = "Apply", font = font, size = 16}), ChildOf(button) ) ``` Events bubble through `ChildOf`. An observer can set `event.consumed = true` to stop ancestor delivery. Consuming a wheel event also suppresses default scrolling. ```teal world:observe( panel, ui.Event, function(event: UiEvent) if event.kind == "activate" then print("panel saw activation from", event.target) event.consumed = true elseif event.kind == "wheel" and menuIsLocked then event.consumed = true end end ) ``` `event.pointerId` distinguishes simultaneous touches and `event.pointerType` reports `"mouse"` or `"touch"`. Pointer movement and drag events put their movement in `deltaX` and `deltaY`. ### Update hover, press, focus, and drag colors Keep the control and its drawing child as separate entities. The update system reads transient state from the control and dirties the GPU tint only when the selected color changes: ```teal world:addSystem({ name = "game.ButtonVisualState", phase = tecs.ecs.phases.Update, run = function() local state = world:get(button, ui.InteractionState) local tint = world:get(buttonVisual, Tint) local r, g, b = 0.12, 0.20, 0.30 if state.dragging or state.pressed then r, g, b = 0.14, 0.47, 0.62 elseif state.hovered then r, g, b = 0.17, 0.34, 0.48 elseif state.focused then r, g, b = 0.18, 0.29, 0.46 end if tint.r ~= r or tint.g ~= g or tint.b ~= b then local changed = world:getMut(buttonVisual, Tint) changed.r, changed.g, changed.b = r, g, b end end, }) ``` Register update systems from `gamePlugin`, beside the `Startup` system. Keep the spawned entity ids in plugin-local variables so those systems can read them after startup. ### Handle dragging and simultaneous pointers ```teal local slider = world:spawn( ui.Style({width = 240, height = 32}), ui.Interaction({tabIndex = 2, draggable = true}), RelativeTransform2D(), ChildOf(panel) ) local dragByPointer: {string: number} = {} world:observe( slider, ui.Event, function(event: UiEvent) if event.kind == "dragStart" then dragByPointer[event.pointerId] = 0 elseif event.kind == "dragMove" then dragByPointer[event.pointerId] = ( dragByPointer[event.pointerId] or 0 ) + event.deltaX elseif event.kind == "dragEnd" or event.kind == "dragCancel" then dragByPointer[event.pointerId] = nil end end ) ``` Each touch and the mouse has its own `pointerId`, capture, and drag lifecycle. Do not use one global dragging boolean when a control needs to distinguish simultaneous touches. Call `ui.focus`, `ui.blur`, and `ui.focused` for programmatic focus. A modal panel can carry `ui.FocusScope()` and constrain navigation until popped: ```teal ui.focus(world, firstField) ui.pushFocusScope(world, dialog) -- The active scope now owns Tab traversal and pointer targeting. ui.popFocusScope( world, dialog ) -- Restores the prior focus when possible. ``` This is a complete focus-scope container. Controls spawned below `dialog` become the only Tab and pointer targets while the scope is active: ```teal local dialog = world:spawn( ui.Style({ position = "absolute", width = 440, height = 260, inset = {left = "25%", top = "20%"}, flexDirection = "column", padding = 20, gap = 12, }), ui.FocusScope(), RelativeTransform2D(0, 0, 20), ChildOf(root) ) local cancelButton = world:spawn( ui.Style({width = 120, height = 44}), ui.Interaction({tabIndex = 1}), RelativeTransform2D(), ChildOf(dialog) ) ui.pushFocusScope(world, dialog) ui.focus(world, cancelButton) world:observe( cancelButton, ui.Event, function(event: UiEvent) if event.kind == "activate" then ui.popFocusScope(world, dialog) world:despawn(dialog) end end ) ``` ### Choose deterministic overlap and navigation order ```teal local back = world:spawn( ui.Style({ position = "absolute", width = 160, height = 48, order = 1 }), ui.Interaction({tabIndex = 1, order = 1}), RelativeTransform2D(0, 0, 4), ChildOf(panel) ) local front = world:spawn( ui.Style({ position = "absolute", width = 160, height = 48, order = 2 }), ui.Interaction({tabIndex = 2, order = 2}), RelativeTransform2D(0, 0, 5), ChildOf(panel) ) ``` `Style.style.order` places siblings in layout. `Interaction.order` breaks hit and focus ties. Transform2D Z determines renderer depth. Set all three when two controls intentionally overlap rather than relying on entity creation order. `Interaction.tabIndex` defines the primary navigation order. `Interaction.order` is the explicit authorial tie-breaker for focus and hit testing, while `Style.style.order` controls retained sibling layout order. Equal values fall back to the order in which entities first entered the retained tree, not to entity identity. Give overlapping controls explicit orders when their stacking is meaningful. Read `InteractionState` from an update system to select hover, pressed, and focused colors. Only call `getMut` on the visual component when the selected color actually changes, preserving dirty-gated GPU synchronization. ## Editing and accessibility boundary The current interaction layer stops at semantic activation and dragging. Text editing, selection, IME composition, clipboard commands, controller spatial navigation, and platform accessibility exposure are designed but not yet implemented. In particular, a `Text` drawing entity is not implicitly an edit control, and an `Interaction` does not invent a role or accessible name. Those features will remain composed ECS state: editing state beside a `Text` leaf, platform text input entered only while that entity is focused, controller actions routed through the input layer, and a semantic snapshot bridged from Rust without an FFI callback into Lua. They do not require a DOM, CSS cascade, or parallel widget renderer. ## Run the examples The repository demo shows layout, rectangle and circle materials, text, an asynchronously loaded image, nested clipping, wheel scrolling, pointer capture, bubbling events, and keyboard navigation: ```bash cargo xtask example ui-demo ``` The standalone retained UI example with a centered panel and scrollable controls The smaller [standalone UI example](https://github.com/tecs-dev/tecs/blob/main/docs/examples/ui.tl) is suitable as a project's `main.tl`.