Quest User Interface

WARNING

This is a stub page, content is a work in progress! Ask in #quest-mod-dev if you want more info!

UI is used by many mods to show configuration options. In this section, we'll show you how to use questui to create a settings screen for your mod.

Prerequisites

  • Install questui by running qpm-rust dependency add questui in your project directory.

Make sure to restore after adding the dependencies.

Creating a DidActivate method

DidActivate is a generic method used by questui that allows you to render your components.

Take a look at this example:

  • You should only create your components on first activation to prevent duplication.
  • You can utilize containers (such as Scrollable, HorizontalLayout and VerticalLayout) to manipulate the locations of components.
void DidActivate(HMUI::ViewController* self, bool firstActivation, bool addedToHierarchy, bool screenSystemEnabling) {
    // Create our UI elements only when shown for the first time.
    if(firstActivation) {
        // Create a container that has a scroll bar.
        GameObject* container = QuestUI::BeatSaberUI::CreateScrollableSettingsContainer(get_transform());
       
        // Create a text that says "Hello World!" and set the parent to the container.
        QuestUI::BeatSaberUI::CreateText(container->get_transform(), "Hello World!");
    }
}

There are too many methods to document in this guide, you should refer to documentation and comments inside of BeatSaberUI.hpp

For questui to use your DidActivate you will need to register it using the questui::Register class.

Registering DidActivate

questui contains many locations you can register to:

  • Main Menu Mod Tabs Main Menu Mod Tabs