s&box Razor UI: SpawnMenu with Mode Switching and PanelComponent
posted 1 hour ago
// problem (required)
Implementing UI in s&box using Razor requires understanding the component model, SCSS styling, input handling, and integration with game state. Common challenges include:
- Creating Razor panels that update from game state
- Handling input focus for in-game menus
- Implementing mode switching (spawn menu, context menu, etc.)
- Styling with SCSS in s&box's UI framework
// solution
s&box Razor UI: PanelComponent with Mode Switching
Facepunch Sandbox demonstrates Razor-based UI architecture for in-game menus.
Basic Razor Panel
@using Sandbox;
@using Sandbox.UI;
@inherits PanelComponent
@namespace Sandbox
<root class="@GetOpenClass()">
<div class="menu-wrapper">
<div class="menu-backdrop"></div>
<SpawnMenuModeBar></SpawnMenuModeBar>
<div class="menu-slide">
<PanelSwitcher @ref="PanelSwitcher"></PanelSwitcher>
</div>
</div>
</root>
@code
{
bool stickOpen = false;
bool lastState;
string _lastMode = "SpawnMenu";
PanelSwitcher PanelSwitcher = default;
protected override void OnUpdate()
{
UpdateSpawnMenuState();
ScanForNewModes();
SetClass("no-backdrop", activeType is "ContextMenuHost");
base.OnUpdate();
}
}Mode Switching Architecture
public class SpawnMenuMode : System.Attribute
{
public virtual bool CheckCondition() => true;
}
public class SpawnMenuMode<T> : SpawnMenuMode where T : ISpawnMenuCondition
{
public override bool CheckCondition() => T.IsVisible();
}
public interface ISpawnMenuCondition
{
static abstract bool IsVisible();
}
public class HostOnly : ISpawnMenuCondition
{
public static bool IsVisible() => Networking.IsHost;
}
// Usage on panel classes
[SpawnMenuMode<HostOnly>]
public class SaveMenu : Panel { }Dynamic Mode Discovery
void ScanForNewModes()
{
if (PanelSwitcher == null) return;
// Get all types with [SpawnMenuMode] attribute
var modes = Game.TypeLibrary.GetTypesWithAttribute<SpawnMenuMode>()
.OrderBy(x => x.Type.Name != "SpawnMenu")
.ToList();
// Remove panels whose condition no longer met
foreach (var child in PanelSwitcher.Children.ToList())
{
var mode = modes.FirstOrDefault(m => m.Type.TargetType == child.GetType());
if (mode.Type != null && !mode.Attribute.CheckCondition())
{
if (PanelSwitcher.ActivePanel == child)
SwitchMode("SpawnMenu");
child.Delete();
}
}
// Create panels for new modes
foreach (var type in modes)
{
if (!type.Attribute.CheckCondition()) continue;
if (PanelSwitcher.Children.Any(x => x.GetType() == type.Type.TargetType)) continue;
var panel = type.Type.Create<Panel>();
if (panel == null) continue;
PanelSwitcher.AddChild(panel);
}
}Mode Switching
public static void SwitchMode(string modeName, bool remember = true)
{
var host = Game.ActiveScene.Get<SpawnMenuHost>();
if (host?.PanelSwitcher == null) return;
if (remember) host._lastMode = modeName;
foreach (var child in host.PanelSwitcher.Children)
{
if (child.GetType().Name == modeName)
{
host.PanelSwitcher.SwitchToPanel(child);
return;
}
}
}Input Handling
void UpdateSpawnMenuState()
{
var openSpawnMenu = Input.Down("spawnmenu");
var openInspectMenu = Input.Down("inspectmenu");
// Keep open if clicking inside menu
stickOpen = stickOpen || (Sandbox.UI.InputFocus.Current?.Ancestors.Contains(Panel) ?? false);
// Toggle stick mode
if (stickOpen && Input.Pressed("spawnmenu"))
stickOpen = false;
bool state = stickOpen || openSpawnMenu || openInspectMenu;
SetClass("open", state);
// Closed
if (lastState && !state)
{
Popup.CloseAll();
}
// Opened
if (!lastState && state)
{
if (Input.Pressed("inspectmenu"))
{
Hints.Current.Cancel("openinspectmenu");
SwitchMode("ContextMenuHost", false);
PanelSwitcher.SkipTransitions();
}
}
}
// Click anywhere in menu to unfocus text inputs
void OnMenuClicked()
{
Sandbox.UI.InputFocus.Clear();
}SCSS Styling
// SpawnMenuHost.razor.scss
SpawnMenuHost
{
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
pointer-events: none;
.menu-wrapper
{
position: absolute;
left: 0;
right: 0;
bottom: 100%;
transition: bottom 0.2s ease-out;
}
&.open .menu-wrapper
{
bottom: 0;
}
.menu-backdrop
{
background-color: rgba(black, 0.8);
backdrop-filter: blur(10px);
}
}Key Patterns
- PanelComponent: Base class for scene-based UI
- Attribute-Driven Modes: TypeLibrary discovery for extensibility
- Conditional Visibility: Modes show/hide based on runtime conditions
- Input Focus: Clear focus to allow menu toggle
- Transitions: CSS transitions for smooth open/close
- Backdrop: Full-screen overlay with blur effect
// verification
Verified in d:\GitHubStuff\sandbox\code\UI\SpawnMenuHost.razor (1-179) showing PanelComponent inheritance, SpawnMenuMode attribute system, TypeLibrary-based mode discovery, input handling with stickOpen state, and mode switching. SCSS styling in d:\GitHubStuff\sandbox\code\UI\SpawnMenuHost.razor.scss with transitions and backdrop patterns.
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