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UI Button Events

Handle button events on UI entities.

To make a button in your UI, create a Button UI element with the following properties:

  • value: A string with the text to display on the button.

  • onMouseDown: A callback function that runs every time the user pushes the pointer button on the entity.

  • uiTransform: Positioning properties of the UI element.

The following example shows how to create a clickable UI button.

ui.tsx file:

import { Button } from '@dcl/sdk/react-ecs'

export const uiMenu = () => (
	<Button
		value="Click me"
		uiTransform={{ width: 100, height: 100 }}
		onMouseDown={() => {
			console.log('Clicked on the UI')
		}}
	/>
)

index.ts file:

import { ReactEcsRenderer } from '@dcl/sdk/react-ecs'
import { uiMenu } from './ui'

export function main() {
    ReactEcsRenderer.setUiRenderer(uiMenu)
}

You can also write the function that is executed by the click outside the UI definition, and reference it by name. This helps keep the UI code more readable, and is also useful if multiple clickable UI entities need to call the same function.

The following fields can be added to a Button UI element:

  • onMouseDown: A callback function that runs every time the user pushes the pointer button on the entity.

  • onMouseUp: A callback function that runs every the pointer button is raised while pointing at the entity.

  • onMouseEnter: A callback function that runs every time the pointer starts hovering over the button.

  • onMouseLeave: A callback function that runs every time the pointer stops hovering over the button.

  • color: Color of the text on the button.

  • font: Font of the text on the button.

  • textAlign: Alignment of the text inside the button

  • uiTransform: Positioning properties of the UI element.

  • uiBackground: Set the color or texture of the UI element.

  • variant: Use this property to set the style of the button as one of the defaults. primary and secondary are available.

  • disabled: Boolean to set a button disabled. When disabled is set to true, the onMouseDown and onMouseUp actions are no longer called, and the button stops advertising any pointer interaction. The button is also drawn "grayed-out": both the text and the background are rendered at half their alpha value. This is a display change only. The Color4 values your scene passes in are never modified, so you can safely reuse a shared palette object across many elements.

Button styling

Set the variant to primary or secondary to take advantage of the default styling options for buttons. primary makes your button red with white text, secondary makes your button white with red text.

You're also free to use all of the properties on background freely. You can also set a variant and then override some of its properties. This example uses the primary variant, but overrides the color to be green:

Togglable buttons

A common use case is to make a button toggle between two states, like a switch. The example below switches between two colors each time the button is pressed:

Note that in the example above, the color depends on a buttonEnabled variable. Whenever this variable's value changes, it inmediately affects the background color.

Hover Feedback

Another common use case is to display some kind of visual hint when hovering over a button, to clarify that this is interactible, or even to display a hover hint explaining what this button does. Use the onMouseEnter and onMouseLeave callbacks to detect when the player's cursor is on the button, and react accordingly.

Making other elements clickable

Any element in the UI can be made clickable by adding an onMouseDown property to it, it works identically to a button. The following example adds onMouseDown properties to background images and text.

Pointer blocking

All UI entities are non-pointer blocking by default, meaning that players's clicks will go through them and interact with objects in the 3D world space behind them. If an entity has an onMouseDown callback, then it becomes pointer blocking, so player's clicks don't affect what's behind that UI entity.

You can change this default behavior by changing the value of the pointerFilter property on the uiTransform component on any UI entity. For example to set an entity that has no onMouseDown to be pointer blocking.

The supported values for pointerFilter are:

  • block: The UI element is pointer blocking, players can't click on anything behind this UI element.

  • none: The UI element is non-pointer blocking. The element is not clickable and anything behind it can be clicked.

Below is a simple UI that doesn't have an onMouseDown, but that overrides the default behavior of not being pointer-blocking by setting pointerFilter to block.

Blocking follows the layout box, not the visible pixels

A blocking element captures clicks across its whole rectangle, whether or not anything is drawn there. A fully transparent background makes no difference.

Attach handlers to the smallest element that needs them: the panel, the button, the row. Layout wrappers stay handler-free.

There are two cases where a full-screen blocking element is the right thing, and both are deliberate:

  • A modal backdrop, which is meant to swallow clicks, and which you only render while the modal is open.

  • A drag-release catcher, which only exists while a drag is in progress. See Drag interactions below.

If clicking stops working anywhere in your scene, this is the first thing to check.

Drag interactions

UI pointer handlers (onMouseDown, onMouseUp, onMouseEnter, onMouseLeave) take no parameters. They fire as simple () => void callbacks with no position or coordinate data. There is no onMouseDrag or onMouseMove handler in the UI system.

To build drag-based UI (sliders, scrub bars, drag handles), use PrimaryPointerInfo.screenDelta from @dcl/sdk/ecs. This gives the mouse movement in pixels since the last frame, updated every frame regardless of what the cursor is over.

The pattern works as follows:

  1. onMouseDown on the drag target starts the drag and records the initial value.

  2. A system reads screenDelta each frame and accumulates it into the value while the drag is active.

  3. A full-screen invisible overlay with pointerFilter: 'block' catches the mouse release, so letting go outside the narrow target still ends the drag.

Tip: Always divide screenDelta by the UI scale factor, or the drag will over- or under-shoot on screens whose resolution differs from your virtual size.

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