BusUiActivated
Payload of the engine-published "ui-activated" event: a node on a screen was activated — a click, a tap, Return or Space on the focused node, the pad's uiActivate, or POST /ui/activate.
Screens have no handlers, by design: a screen is a function of its props. This is how the game hears a press instead. It is raised before behaviors' update on the tick after the press, by is null, and unlike "trigger" and "collision" it reaches {@link Behavior.onEvent} as well as on/once, because a menu's owner rarely has anything else to listen to. ts ctx.events.on("ui-activated", (ev) => { if (ev.data.screen === "main-menu" && ev.data.id === "start") ctx.ui.pop() })
Signature
export interface BusUiActivated {
/** The qualified id `GET /ui` reports, with the path of named ancestors: `"main-menu:menu/start"`. */
node: string
/** The screen it is on: `"main-menu"`. Null only for an id with no screen prefix. */
screen: string | null
/** The author's own id, as the screen wrote it: `"start"`. Match on this and `screen`, not on `node`. */
id: string
}
Import: import type { BusUiActivated } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
node | node: string | The qualified id GET /ui reports, with the path of named ancestors: "main-menu:menu/start". |
screen | screen: string | null | The screen it is on: "main-menu". Null only for an id with no screen prefix. |
id | id: string | The author's own id, as the screen wrote it: "start". Match on this and screen, not on node. |
Example
The tested fixture fixtures/recipes/jump-pad-and-elevator/scenes/behaviors/camera-zone.ts.
import type { Behavior } from "@argus/api"
/**
* A trigger volume that retunes the camera while the player is inside it.
*
* The engine has no camera-zone concept and needs none: a volume, a `trigger` component and this.
* Here the player's behaviour owns the camera (it re-sends its params when the view is turned), so
* the zone tells it what to change rather than calling `ctx.camera.set` itself. In a scene where
* nothing else writes the camera, the zone can call `ctx.camera.set(kind, params)` directly.
*/
interface Props {
/** `ctx.camera.set` params to merge in on the way in, and on the way out. */
inside?: Record<string, unknown>
outside?: Record<string, unknown>
}
export default {
onTrigger(ctx, trigger) {
const params = trigger.entering ? ctx.props.inside : ctx.props.outside
if (params) ctx.events.emit("camera-zone", { target: trigger.other.id, params })
},
} satisfies Behavior<Record<string, never>, Props>