Bufferedaction
Represents a queued player action with target, position, and callback handling for the action system.
Represents a queued player action with target, position, and callback handling for the action system.
Provides a UI screen for players to submit bug reports by entering descriptive text and sending it to the game's bug reporting system.
Base class for interactive UI buttons, handling input, focus, state management, and visual feedback.
Displays a localized UI tip indicating how to press and hold the cancel button to disconnect from a session.
Handles player text input for chat and slash commands, supporting both keyboard and console input with whisper/say mode toggling.
Manages the UI layout and input handling for the lobby chat sidebar, including the chat message input box, chat message history display, and player list panel.
Renders a scrollable history of past console commands for user selection and completion.
Manages the controller-specific UI overlay for the vote dialog, handling input focus and integration with HUD scaling and dialog lifecycle events.
Manages the player HUD, input feedback, map UI, crafting menu, and wheel-based controls for all player interactions in Don't Starve Together.
Manages the pinned recipe display and navigation UI for the crafting menu HUD, including page switching, focus handling, and prototype status indicators.
This module defines a comprehensive set of debug key bindings, console command wrappers, and development utilities for manipulating world state, player attributes, entity components, and simulation parameters in the Don't Starve Together simulation, including mouse actions and farming nutrient controls.
Manages the UI system, including screen stack, fading, input routing, help text, and debug tools in Don't Starve Together.
Defines static configuration tables for haptic and audio feedback effects used by the game's input and visual systems.
A UI widget that displays an image and responds to user interaction states such as focus, press, disable, and selection, with support for per-state texture and color customization.
Central input management component that handles keyboard, mouse, and controller input events for the game.
Provides a modal or non-modal screen for entering and submitting user text input via a text field and button controls.
Provides a reusable modal or non-modal dialog screen for capturing single-line text input from the user.
Renders and manages the interactive mystery box opening animation and item reveal flow, including animations, sound playback, and player input handling.
Renders and manages the interactive UI screen for the Kitcoon pet game, including UI layout, input handling, and profile-based state updates.
Manages the display and scrolling of lobby chat history in the Redux UI, handling message insertion, pagination, and input focus redirection.
Manages the player's map interface, including minimap rendering, zoom controls, map decorations, and interaction handling via map actions.
Manages scripted dialogue and cutscenes for Maxwell, handling speech synchronization, input skipping, player control disable/enable, and camera control during narrative events.
Manages a dynamic collection of interactive menu items with keyboard and controller focus navigation, layout, and styling support.
Tracks mouse movement relative to a joystick widget and triggers direction-specific animations for UI interaction.
Manages the UI dialog for creating or editing custom preset names and descriptions in the World Customization menu.
A UI widget for selecting integer values within a specified range, supporting both spinner buttons and direct text input.
Manages the options UI screen for configuring game settings, input controls, and display options.
Manages game options UI, including graphics, audio, input mapping, language, and settings, with full dirty-state tracking, platform-aware configuration, and network-safe persistence.
Determines valid player actions based on context (mouse position, target, held item, and modifiers).
Manages player input, locomotion prediction, targeting, placement, and combat actions for the player entity in Don't Starve Together.
Manages a group of radio button widgets for UI selection controls, supporting horizontal/vertical layouts and data-based selection.
Provides a UI button and input handling for triggering character resurrection via an effigy or grave.
Manages the visual targeting reticule for controller-based items, handling position updates, validity checks, and twin-stick aiming modes.
A UI screen that displays a confirmation dialog for rift-related actions, extending PopupDialogScreen with custom controller input handling to prevent accidental cancellation.
A UI screen that allows players to interactively decorate snowmen by placing decorative items onto snowball stacks using keyboard/controller input.
A UI widget that displays and allows selection from a list of options using arrow buttons, supporting both keyboard/controller input and programmatic control.
Manages strafing input and facing direction for player entities during movement, integrating with locomotion and player controller systems.
Manages text completion and suggestion behavior for console-style input, supporting both Lua code autocompletion and word-suggestion modes.
A UI widget for displaying and editing text input with keyboard/controller support, formatting, and word prediction.
A UI widget for text input that supports virtual keyboard editing, word prediction, text formatting, and keyboard/controller control handling.
A text input widget that links to adjacent text boxes to enable multi-box text entry flow, such as for password or code entry fields.
Manages a circular UI menu for selecting actions or items, supporting both keyboard/mouse and gamepad navigation.
Renders a UI widget for word prediction in the console, supporting keyboard and mouse navigation through prediction suggestions.
Manages word prediction for text input by scanning dictionaries and returning matching completions based on user-typed prefixes.
Manages the in-game text input interface for writing to writeable objects (e.g., signs, notebooks), handling UI rendering, input processing, and communication with the networked writeable component.