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UISurface

Defined in: ui/src/UISurface.ts:38

Mounts a UI tree on an entity: entity.add(new UISurface({...})). Owns the tree’s root UIPanel element (exposed as root) and provides builder methods (.text(), .button(), .panel()) for constructing it. Layout is driven by UILayoutSystem each frame.

  • Component

new UISurface(opts?): UISurface

Defined in: ui/src/UISurface.ts:53

UISurfaceOptions

UISurface

Component.constructor

readonly _anchor: Anchor | undefined

Defined in: ui/src/UISurface.ts:46

Internal


readonly _layer: string | undefined

Defined in: ui/src/UISurface.ts:48

Internal


readonly _offset: object

Defined in: ui/src/UISurface.ts:47

Internal

x: number

y: number


readonly _positioning: "anchor" | "transform"

Defined in: ui/src/UISurface.ts:49

Internal


entity: Entity

Defined in: core/dist/index.d.ts:4116

Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.

Component.entity


readonly root: UIPanel

Defined in: ui/src/UISurface.ts:45

Root element of the mounted UI tree — a UIPanel created with this component and destroyed by it in onDestroy. Same instance for the component’s whole lifetime; after onDestroy it is destroyed (its destroy() is idempotent) and must not be re-added elsewhere.


static optional inspectExclude?: readonly string[]

Defined in: core/dist/index.d.ts:4338

Own fields and getters the Inspector leaves out of this component’s reflected state. Use it for bulk data that is not worth a diagnostic copy — a parsed tilemap, a large lookup table. Lists merge down the class chain, so a subclass adds to its base class’s exclusions.

class TilemapComponent extends VisualComponent {
static inspectExclude = ["data"];
}

Component.inspectExclude


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:4325

Class-level default for updatePriority: every instance runs at this priority unless its own updatePriority is written. Undeclared = 0. Subclasses inherit their base class’s value unless they declare their own. Declare it on a component whose behavior depends on running after (or before) a sibling, so the entity that adds it does not have to control the add order.

class BoundsClamp extends Component {
static updatePriority = 10; // after the follow that moves the camera
}

Component.updatePriority

get container(): DisplayContainer

Defined in: ui/src/UISurface.ts:92

The PixiJS Container of the root panel.

DisplayContainer


get context(): EngineContext

Defined in: core/dist/index.d.ts:4171

Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.

EngineContext

Component.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:4141

Whether the component is actually running: enabled, on an active entity, and past onAdd. This is the state onEnable and onDisable track — read it when a method has to behave one way live and another way dormant.

boolean

Component.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:4133

Whether this component runs. Disabled components are skipped by ComponentUpdateSystem.

Writing this fires onEnable / onDisable when the effective state changes — enabled && entity.isActive. A component disabled here stays disabled through a setActive(false) / setActive(true) cycle on its entity.

boolean

set enabled(value): void

Defined in: core/dist/index.d.ts:4134

boolean

void

Component.enabled


get focusScope(): UIFocusScope | null

Defined in: ui/src/UISurface.ts:101

The scope UISurfaceOptions.focus asks for, or null when the surface carries none. It is the root panel’s scope: surface.root.focusScope is the same object.

UIFocusScope | null


get offset(): Readonly<{ x: number; y: number; }>

Defined in: ui/src/UISurface.ts:87

The offset the tree is drawn at.

Readonly<{ x: number; y: number; }>


get scene(): Scene

Defined in: core/dist/index.d.ts:4166

Access the entity’s scene. Throws if the entity is not in a scene. Prefer this over threading through this.entity.scene in component code.

Scene

Component.scene


get updatePriority(): number

Defined in: core/dist/index.d.ts:4159

Where this component runs among its siblings. ComponentUpdateSystem calls update / fixedUpdate on an entity’s components in ascending priority; equal priorities run in add order. Undeclared = 0, so a negative value runs before siblings that keep the default and a positive value runs after them. Writable at any time, before or after add(). Defaults to the class’s static updatePriority.

class Player extends Entity {
setup() {
this.add(new Mover());
this.add(new Brain()).updatePriority = -1; // decides before Mover moves
}
}

number

set updatePriority(value): void

Defined in: core/dist/index.d.ts:4160

number

void

Component.updatePriority


get visible(): boolean

Defined in: ui/src/UISurface.ts:169

Whether the mounted UI tree is visible. Reads back what you set, even while the entity is dormant and the tree is hidden.

boolean

set visible(v): void

Defined in: ui/src/UISurface.ts:173

boolean

void

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:4273

Internal

Force an effective-enabled transition, firing the hook on a flip. Used by Entity for teardown, where enabled and the entity’s activeness both still read true.

boolean

void

Component._applyEnabled


_isTornDown(): boolean

Defined in: core/dist/index.d.ts:4254

Internal

Internal: true once this component has been removed or its entity destroyed. Components are terminal — Entity.add uses this to reject re-attaching an instance whose cleanups and onDestroy already ran.

boolean

Component._isTornDown


_markTornDown(): void

Defined in: core/dist/index.d.ts:4260

Internal

Internal: mark this component torn down. Called by Entity.remove() and Entity._performDestroy() after onDestroy runs.

void

Component._markTornDown


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:4266

Internal

Recompute effective enabled-ness from enabled and the entity’s activeness, firing the hook on a flip.

void

Component._refreshEnabled


_runCleanups(onError?): void

Defined in: core/dist/index.d.ts:4241

Internal

Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onDestroy.

(error) => void

void

Component._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:4229

Register a cleanup function to run when this component is removed or destroyed, before onDestroy. Use it for what listen, listenScene and listenBus do not cover, such as an unsubscribe from a custom emitter.

() => void

void

Component.addCleanup


addElement(child): void

Defined in: ui/src/UISurface.ts:148

Append an arbitrary UIElement (e.g. UIImage, UIProgressBar, UICheckbox) as the last child. Prefer the .text(), .button(), and .panel() builders for those element types — they’re shorter.

UIElement

void


button(label, opts): UIButton

Defined in: ui/src/UISurface.ts:129

Add a button element.

string

Omit<UIButtonProps, "children">

UIButton


destroy(): void

Defined in: core/dist/index.d.ts:4247

End this component’s life on its own — the same as entity.remove(SomeClass), without having to name its own class from inside itself, which breaks under subclassing.

void

Component.destroy


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:4310

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

Fixed timestep in seconds, scaled by scene and entity timeScale.

void

Component.fixedUpdate


insertElementBefore(child, before): void

Defined in: ui/src/UISurface.ts:161

Insert child immediately before before in the root panel’s child list. Falls back to append if before isn’t a current child.

UIElement

UIElement

void


protected listen<T>(source, token, handler): void

Defined in: core/dist/index.d.ts:4211

Subscribe to events from an entity or a state machine, auto-unsubscribe on removal.

this.listen(this.entity, Hurt, ({ dir }) => this.knockback(dir));
this.listen(brain.mode, brain.mode.events.entered, ({ state }) =>
this.anim.play(state),
);

T

EventSource

EventToken<T>

(data) => void

void

Component.listen


protected listenBus<K>(event, handler): void

Defined in: core/dist/index.d.ts:4222

Subscribe to an engine EventBus event, auto-unsubscribe on removal. Throws when the entity is not in a scene, like listenScene.

K extends keyof EngineEvents

K

(data) => void

void

Component.listenBus


protected listenScene<T>(token, handler): void

Defined in: core/dist/index.d.ts:4217

Subscribe to scene-level events, auto-unsubscribe on removal. Handlers fire for bubbled entity events (entity = source) and scene.emit events (entity = undefined).

T

EventToken<T>

(data, entity?) => void

void

Component.listenScene


onAdd(): void

Defined in: ui/src/UISurface.ts:186

Called when the component is added to an entity. Validate dependencies here — a service, a sibling component, a render layer — and throw when one is missing. The throw is attributed to this component, recorded in Inspector.getErrors().callbackErrors, and rethrown, so it reaches the caller of entity.add() unchanged.

void

Component.onAdd


onDestroy(): void

Defined in: ui/src/UISurface.ts:231

Called when the component is destroyed (entity destroyed or component removed).

void

Component.onDestroy


onDisable(): void

Defined in: ui/src/UISurface.ts:182

Called when the component stops being effectively enabled — enabled went false, the entity (or an ancestor) was deactivated, or the component is being removed or destroyed. Put live resources to sleep here; the component is reused afterwards, so do not free anything onEnable cannot rebuild.

void

Component.onDisable


onEnable(): void

Defined in: ui/src/UISurface.ts:178

Called when the component becomes effectively enabled — enabled is true and the entity is active. Fires right after onAdd() for a component added to an active entity, and again on every later flip. Bring live resources back online here (unpause a sound, show a display object, re-enable a physics body). Game-state reset does not belong here: the hook sees whatever state the component held while dormant.

void

Component.onEnable


panel(opts?): UIPanel

Defined in: ui/src/UISurface.ts:134

Add a nested child panel.

UIPanelProps

UIPanel


removeElement(child): void

Defined in: ui/src/UISurface.ts:153

Remove a previously added element. No-op if the element isn’t a child.

UIElement

void


scrollView(opts?): UIScrollView

Defined in: ui/src/UISurface.ts:139

Add a nested scrollable viewport.

UIScrollViewProps

UIScrollView


protected service<T>(key): T

Defined in: core/dist/index.d.ts:4188

Lazy proxy-based service resolution. Can be used at field-declaration time:

readonly input = this.service(InputManagerKey);

The actual resolution is deferred until first property access.

T extends object

ServiceKey<T>

T

Component.service


setOffset(x, y): void

Defined in: ui/src/UISurface.ts:79

Move the whole tree by a screen-space offset, on top of whatever its anchor or transform positioning resolves to. Animating a sliding panel is a setOffset per frame.

number

number

void


setPointerHandlers(handlers): void

Defined in: ui/src/UISurface.ts:115

Set the root panel’s pointer / hover handlers (onHover, onPointerOver, onPointerOut) after construction — forwarded to root. (update() can’t double as the prop setter here: on a Component it’s the per-frame lifecycle hook the engine calls.) Like the element update, a present key replaces that handler and an absent key leaves it intact, so a partial setPointerHandlers({ onHover }) won’t drop the others. Handy for wiring attachTooltip: surface.setPointerHandlers({ onHover: tip.setActive }).

PointerEventProps

void


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:4199

Lazy proxy-based sibling component resolution. Can be used at field-declaration time:

readonly anim = this.sibling(AnimatedSpriteComponent);

The actual resolution is deferred until first property access. The reference passes instanceof cls before it resolves, so an engine API that checks the type of what it is handed (camera.follow(this.transform)) accepts it.

C extends Component

ComponentClass<C>

C

Component.sibling


protected stateMachine<S>(states, initial, options?): StateMachine<S>

Defined in: core/dist/index.d.ts:4235

Create a state machine whose hooks and event handlers are attributed to this component when they throw. The machine can be declared as a field because service lookup waits until a hook runs.

S extends string

StateDefinitions<S>

NoInfer<S>

StateMachineOptions

StateMachine<S>

Component.stateMachine


text(content, style?, opts?): UIText

Defined in: ui/src/UISurface.ts:120

Add a text element. See UIPanel.text for opts.

string

Partial<TextStyleOptions>

UITextBuilderProps

UIText


optional update(dt): void

Defined in: core/dist/index.d.ts:4305

Called every frame by the built-in ComponentUpdateSystem.

number

Frame delta in seconds, scaled by scene and entity timeScale.

void

Component.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:4179

Resolve a service by key, cached after first lookup. Scene-scoped values (registered via scene._registerScoped) take precedence over engine scope. A key declared with scope: "scene" that falls back to engine scope emits a one-shot dev warning — almost always signals a missed beforeEnter hook.

T

ServiceKey<T>

T

Component.use

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