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Controls Reference

Kenny Lasyone edited this page Sep 30, 2026 · 3 revisions

Controls reference

Drag a control from the Toolbox onto the canvas, or double-click it to add it at the top left. Every control has an Id (lowercase, unique on the screen), a position and size in GUI pixels, and the shared appearance and behavior settings described in Properties and appearance.

Control What it is Main properties Events
Button A clickable button. Text, colors or a PNG skin, corner radius click
Label Text. Can show variables with ${name}. Text, font, alignment, optional background fill –
Image A PNG from your project or a Minecraft resource. Transparent parts of the PNG stay see-through; new Image controls have Fill enabled off, turn it on only if you want a colored box behind the picture. Texture –
Text Box A single-line text field. Value (the starting text) text_changed, submit (Enter)
Checkbox An on/off box. Value (true/false), Text checked, unchecked
Slider Drag to pick a number. Value, Minimum, Maximum value_changed
Progress Bar A bar showing a value in a range. Value, Minimum, Maximum, Foreground (bar color) –
Dropdown Pick one option from a list. In Minecraft, clicking cycles through the options. Options (separated by |), Value (zero-based index) value_changed
Panel A rectangle that can hold other controls. Use it for backgrounds and sections. Background, border, radius, PNG skin –
Scroll Panel A panel whose contents scroll when they're taller than it. Same as Panel –
Item Icon A Minecraft item's icon, including modded items. Item (namespace:item_id) –
Sprite A sprite sheet: frames of the same size in one image, played as named clips. Double-click it for the [[Sprite sheet editor Pixel-Art-and-Sprites]]. Texture, FrameWidth, FrameHeight, Clips (idle: 0; run: 1-6 @12; jump: 7,8,9 @8 once), Playing
Shape Rectangle, circle/oval, triangle, diamond, hexagon or star, filled with a colour or texture. Stretch it for ovals and rectangles. Shape stamps are in the Toolbox under Shapes. Shape, fill, border click
Sound Plays a sound. It has no picture: it only shows in Layers. Autoplay starts it Delay ms after the screen opens (0 = straight away); otherwise set its value to play or stop. Volume 0–1, Repeat (play × times) and Loop. Sound, Autoplay, Delay, Volume, Repeat, Loop –
Tilemap (web & desktop) A grid of tiles from one tile sheet — a floor, walls, a level. Double-click it for the Tile painter. See [[Advanced tools Advanced-Tools]]. Texture (the sheet), TileWidth/TileHeight, Columns/Rows, Solid
Collider (web & desktop) An invisible physics wall or area. See [[Advanced tools Advanced-Tools]]. Collider, points, trigger
Item List A scrollable list of items with optional row buttons. Value (JSON rows), RowHeight, PrimaryLabel, SecondaryLabel, ShowItemId, Reusable row template item_click, item_primary, item_secondary
Item Slots (Minecraft) Real inventory slots: players drag, shift-click and split stacks as in any Minecraft inventory, and the server moves the items. Stamps are in the Toolbox under Item slots · Minecraft. Holds (player inventory, storage, crafting grid, crafting result), Columns, Rows, First slot –
Texture Region Part of a larger image (sprite-sheet style). Texture, TextureX/Y (where the region starts), TextureWidth/Height (full image size) –

Every control also has three hover events: hover, mouse_enter and mouse_leave. They run client actions only, at most four times a second.

Notes on specific controls

Button and Panel skins: choose a PNG in Appearance to replace the solid color. Transparency in the PNG is kept, and Radius rounds the corners. See Assets and items.

Label backgrounds: labels can have a fill that covers their whole box, or no fill for plain text on whatever is behind.

Text Box in Minecraft supports typing at the end of the text, Backspace, paste and Enter to submit. It isn't a full desktop text editor.

Scroll Panel: set other controls' Parent panel to the scroll panel (see Panels and parenting). Contents below the bottom edge scroll into view with the mouse wheel. Scroll panels can be nested; the wheel scrolls the innermost one first.

Item Icon shows an item exactly as it looks in an inventory: flat items as their sprite, and blocks as a small 3D cube (the editor draws full blocks like bricks or logs as that cube too; other blocks show their texture as a preview). The icon is scaled to fit the control. Use it for inventories, shops, rewards and recipes, not as a background or wall texture: for a brick wall, add an Image (or a Panel skin) with a Minecraft texture such as minecraft:textures/block/bricks.png. See Assets and items for the item picker.

Item Slots (Minecraft only) turn the screen into a real inventory screen, so items can be dragged, shift-clicked, split and crafted exactly as in the game. The server moves every item, so nothing can be duplicated from the client.

  • Crafting table (Toolbox stamp): a 3 × 3 crafting grid, its result, and the player's inventory and hotbar below, laid out like Minecraft's crafting table. Recipes are the game's own, including modded ones.
  • Holds decides what the slots are. Player inventory shows part of the player's own inventory from First slot (0–8 is the hotbar, 9–35 the rest; the usual layout is 9 × 3 from 9 and a 9 × 1 hotbar from 0). Storage is temporary. Crafting grid is up to 3 × 3, and Crafting result is its output slot.
  • When the screen closes, anything left in storage or the crafting grid goes back to the player (or drops at their feet if their inventory is full).
  • Each slot is 18 GUI pixels; the control sizes itself from Columns × Rows. A screen has at most one crafting grid and one result. Slot screens use a fixed layout, not Responsive layout, and slots can't go inside a scroll panel.
  • Hiding or disabling a slots control (visibility rules) hides or locks its slots too.
  • Web and desktop apps leave item slots out.

Item List has its own page: Item lists and row templates.

Values and binding

  • ${name} in Text, Tooltip and similar fields is replaced with the screen variable name. For example, a label with text Altitude: ${altitude} shows the current altitude value.
  • A Checkbox's Value is true or false. A Slider's and Progress Bar's are numbers. A Dropdown's is the selected option's index, starting at 0.
  • Scripts and actions change values at runtime; see Events and actions.

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