Intro to JSON UI
Introduction
WARNING
JSON UI is being deprecated in favor of Ore UI. Note that any add-ons using JSON UI will eventually break in the coming years. Unlike JSON UI, Ore UI is hardcoded and cannot be modified by resource packs.
TIP
This page is outlined with information containing the basics of JSON UI. For a more detailed documentation, you may check the JSON UI Documentation page instead.
The game's user interface is data-driven and can be modified. It allows us to modify how certain user interfaces would render and, to some extent, behave. To get started, all vanilla UI files are stored in RP/ui/...
folder.
JSON UI may contain the following files:
System files
These are built-in files used in JSON UI:
_global_variables.json
- used for denoting default variables for later use_ui_defs.json
- for referencing the files used on the UI
Screens
These are files which contains elements that are called to render a screen:
hud_screen.json
- shows the main gameplay screen where in-game features such as the hotbar is renderedinventory_screen.json
- shows the player's inventory screen- etc.
Templates
These are files which stores JSON UI elements to be used by other namespaces, such as screens:
ui_common.json
- contains elements such as the button which is referenced on most other namespaces such buttons for the settings screenui_template_*.json
- contains elements that are neatly organized to be used by other namespaces
UI Defs
The _ui_defs.json
file references all JSON UI files in an array.
You can make new files, for example we'll add RP/ui/button.json
and RP/my_ui/main_menu.json
. In the file, we would list them as such:
{
"ui_defs": ["ui/button.json", "my_ui/main_menu.json"]
}
- Make sure to append the full filepath of the UI you are referencing - including the file extension (e.g.
*.json
), from the resource pack root folder! - Only reference new UI files you have added in your pack. You don't need to reference vanilla files nor other third-party JSON UI files, as it automatically gets merged with other packs.
- You may use custom file paths outside the
RP/ui/...
folder, or reference files in a sub-folder within theRP/ui/...
folder. - You may append custom file extensions other than
*.json
- so long as the file contents are valid and written in JSON.
Global Variables
We can denote a variable "$info_text_color"
and its value of [0.8, 0.8, 0.8]
within the _global_variables.json
file as such:
{
"$info_text_color": [0.8, 0.8, 0.8]
}
Other elements in different JSON UI files can then reference this variable to be used for later:
{
"some_info": {
...
"text": "Hey",
"color": "$info_text_color"
}
}
{
"info": {
...
"text": "Information",
"color": "$info_text_color"
}
}
- You can add more variables with their values in place, separated in a comma, within the
_global_variables.json
file. - Variables stored in this file are constant and one-sided. And therefore, you cannot modify the default variable in one namespace to be then used by the other.
Namespaces
Namespaces are identifiers for the UI files. They are used to access elements in some files across all other files. When adding a new namespace, it must have a unique name.
For instance, we have an element foobar
in the namespace one
:
{
"namespace": "one",
"foobar": {...}
}
We can then reference the same element above into a different namespace two
:
{
"namespace": "two",
"fizzbuzz@one.foobar": {...}
}
When referencing elements from different namespaces, it must have the following format:
"[element_name]@[namespace_reference].[element_name_reference]"
Screens
Screen files contain user interfaces which are called upon in appropriate situations, such as for instance the inventory_screen.json
file for rendering the player's inventory screen. Within these files contains a root element which the game directly accesses data from.
Screens are special in that it can only access data, where other screens may not.
Elements
A JSON UI element is the basic form of data within JSON UI. Elements must have a unique name for each namespace so as to not have a conflict with other elements of the same name yet may have different functions.
Here the element type
is label
so it will render a text of Hello World
when called:
{
"test_element": {
"type": "label",
"text": "Hello World"
}
}
Types
The following are some of the element types, which are possible values for the type
property:
label
- for creating text objectsimage
- for rendering images from a filepath providedbutton
- for creating interactive and clickable elementspanel
- an empty container where you can store all other elements that may overlap to each otherstack_panel
- an empty container where you can store all other elements in a stack that doesn't overlap to each othergrid
- uses another element as a template, and then renders it repeatedly in multiple rows and columnsfactory
- renders an element based off of another element, is capable of calling hardcoded values and variablescustom
- is paired with another propertyrenderer
which renders hardcoded JSON UI elementsscreen
- elements that are called by the game directly, usually root panel elements
Animations
When using the anim_type
property in place of the type
property, you can create animations to animate other elements.
Animation elements can then be referenced on other non-animation element types, such as label
and panel
.
{
"namespace": "example_nm",
"anim_size": {
"anim_type": "size",
"easing": "linear",
"from": [ "100%", 27 ],
"to": [ "100% + 3px", 30 ],
"duration": 1.25
},
"anim_alpha": {
"anim_type": "alpha",
"easing": "linear",
"from": 1,
"to": 0.5,
"duration": 2
},
"test_animated_element": {
...
"anims": [
"@example_nm.anim_size",
"@example_nm.anim_alpha"
]
}
}
Types
The following are the list of element types, which are possible values for the anim_type
property:
alpha
- accepts float values, animates the opacity of the elementoffset
- accepts an array, animates the position of the element relative to its anchorsize
- accepts an array, animates the size in ( width, height )flip_book
- accepts integer values, animates the image in flipbook texture or frame by frameuv
- accepts an array, animates the image depending on the UV texturecolor
- accepts float RGB values from 0.0 to 1.0, animates the color of the elementwait
- accepts number values, used for waiting/staying purposesaseprite_flip_book
- like aflip_book
animation, uses sprite sheets. More info hereclip
Using Operators
You can use operators in JSON UI, along with $variables
and #bindings
into common properties such as size
and offset
. Here's a list of properties you can use:
Operator Name | Operator | Examples |
---|---|---|
Addition | + | "100% + 420px" ($text + ' my') ($index + 2) ('#' + $bdg_nm + '_name') |
Subtraction | - | "100% - 69px" ($text - ' my') ($index - 13) |
Multiplication | * | ($var * 9) (#value * 5) |
Division | / | ($var / 12) (#value / 2) |
Equal to | = | ($var = 12) ($var = 'this_text') (#name = 'Wither') |
Greater than | > | (#value > 13) |
Less than | < | ($var < 4) |
Greater or equal than | > or = | (#value > 2 or #value = 2) |
Less or equal than | < or = | (#value < 2 or #value = 2) |
Logical AND | and | ($is_school and $is_open) |
Logical OR | or | ($is_cool or $is_awesome) |
Logical NOT | not | (not #name) (not (#name = 'text')) (not $name) |
Variables
Variables are not only limited to the _global_variables.json
file. Instead, it can be used and denoted directly within other namespaces as well to carry data from one element to the other.
Defining variables
The symbol $
is added at the beginning of each string to denote it as a variable. Variables can store integers, floats, booleans, strings, and arrays.
{
"test_element": {
...
// Define variables
"$array_variable": [ 10, 10 ],
"$string_variable": "foobar",
"$float_variable": 1.0,
"$string_variable2": "my_button.template_button",
// Use variables
"size": "$array_variable",
"text": "$string_variable",
"alpha": "$float_variable",
// You can also use variables to reference another element as a child element
"controls": [
{ "foobar@$string_variable2": {} }
]
}
}
Deriving variables
You can also derive variables from another element as such:
{
"foobar": {
...
"$cool_variable": 1,
"$rad_variable": false
},
// Element "fizzbuzz" extends "foobar"
// and replaces the `$cool_variable` value with 2
// while `$rad_variable` remains unchanged.
"fizzbuzz@foobar": {
"$cool_variable": 2
}
}
Any property to the derived element will be completely overwritten when changed.
Bindings
Bindings are used to bind hardcoded values to the element and use it for processing elements. Here's an example of a label using a hardcoded text:
The text
property value is #hardtext
. By using bindings
, I can get the value of the hardcoded variable #hardtext
so the text
property can use it. Here it's directly assigning the #hardtext
value to the text
property.
{
"label": {
"type": "label",
"text": "#hardtext",
"bindings": [
{
"binding_name": "#hardtext"
}
]
}
}
Or alternatively, it may sometimes look like as follows:
{
"label": {
"type": "label",
"text": "#text",
"bindings": [
{
"binding_name": "#hardtext",
"binding_name_override": "#text"
}
]
}
}
In this case, the #hardtext
value is assigned to the #text
binding property name that will then be assigned to the text
property.
This happens a lot with the visible
and enabled
properties. Here's an example with both of them:
{
"send_button": {
"bindings": [
{
"binding_name": "#using_touch",
"binding_name_override": "#visible"
}
]
},
"play_button": {
"bindings": [
{
"binding_name": "#play_button_enabled",
"binding_name_override": "#enabled"
}
]
}
}
#using_touch
and #play_button_enabled
in this case store boolean values. If you're playing on a touch device, #using_touch
will be true
else false.
#play_button_enabled
is used in the Add External Server
screen. So, in this case, it will be true
if all text fields (server name
, server ip
and server_port
) have text inside them.
So the #using_touch
value will override the #visible
binding property value, which, in this case, is also a property (#visible
is used inside property_bag
, which would be the same as setting visible
to something). And #play_button_enabled
will override the #enabled
binding property value, which will then set its value to enabled
property.
Let's say you want to show a panel with some content when a specific toggle is selected/checked. You'll need a different type of binding structure. We have to tell the source element where the value will come from, tell which property of that source element we want to get the value from and which property we want to override its value.
{
"panel": {
...
"bindings": [
{
"binding_type": "view",
"source_control_name": "my_toggle", // the name of the source element
"source_property_name": "#toggle_state", // We want this property value which tells in which state the toggle is in
"target_property_name": "#visible" // the target property to be overridden
}
]
},
"my_toggle": {
...
}
}
When the toggle is checked, the #toggle_state
will be checked (1
or true
), and it will override the visible
property value of the element to true. When you uncheck, it will be unchecked (0
or false
) and once again override the visible
value.
Conditional Rendering
It is challenging to manipulate Bedrock's current UI system when things are visible on-screen using standard properties. However, variables and bindings are exceptional in JSON UI because they contain data coming directly from the Bedrock Engine. Using a couple of clever UI techniques, it is possible to have complete control over the conditions in which a UI control is rendered. The methods are split into two categories: conditional rendering with variables and conditional rendering with bindings.
Conditional Rendering with Variables
Variables can be used to render UI controls conditionally. Recall that UI variables are properties with $
in front of them. An example of a variable that carries engine data in hud_screen.json
is $actionbar_text
. Looking at hud_actionbar_text
, we can see that $actionbar_text
is used to display the actionbar text.
{
...
"hud_actionbar_text": {
"type": "image",
"size": [ "100%c + 12px", "100%c + 5px" ],
"offset": [ 0, "50%-68px" ],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_actionbar_text_background_alpha_out",
"controls": [
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 1,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out"
}
}
]
}
...
}
The visible
property is used to conditionally render a UI control when working with variables that carry bedrock engine data. Consider the below example. A copy is made of the $actionbar_text
variable to allow us to modify and perform comparisons on it (cannot be done with the hardcoded variable directly). The copy variable $atext
is then used in the added visible
property, which says "make the text label visible if the actionbar text is not equal to hello world
".
{
...
"hud_actionbar_text": {
"type": "image",
"size": ["100%c + 12px", "100%c + 5px"],
"offset": [0, "50%-68px"],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_actionbar_text_background_alpha_out",
"controls": [
{
"actionbar_message": {
"type": "label",
"anchor_from": "center",
"anchor_to": "center",
"color": "$tool_tip_text",
"layer": 1,
"text": "$actionbar_text",
"localize": false,
"alpha": "@hud.anim_actionbar_text_alpha_out",
// Ignore the text label if the actionbar text is equal to "hello world"
"$atext": "$actionbar_text",
"visible": "(not ($atext = 'hello world'))"
}
}
]
}
...
}
Modifying the above JSON into an unobtrusive UI file used in a resource pack should look identical to this:
{
"hud_actionbar_text/actionbar_message": {
"$atext": "$actionbar_text",
"visible": "(not ($atext = 'hello world'))"
}
}
When you log into a world with the resource pack enabled, try executing /title @s actionbar hello world
. You should notice that no message appears! Running any other actionbar title should show the other messages. You can also remove /actionbar_message
in the code above if you wish for the actionbar text and its background to disappear. The background is contained in hud_actionbar_text
, and making it invisible also makes its child elements (actionbar_message
) invisible.
Here's a more complicated example of conditional rendering with variables. In this case, it is necessary to use the actionbar factory. Factories are element generators, and there are some with specific names such as hud_actionbar_text_factory
which have hardcoded properties. This factory generates/resets the element inside its control_id
whenever the actionbar command is run in addition to passing us some useful variables such as $actionbar_text
, $tool_tip_text
, etc., data which is only accessible through the factory.
{
"black_conditional_image": {
"type": "image",
"texture": "textures/ui/Black",
"size": [16, 16],
"layer": 10,
"$atext": "$actionbar_text",
"visible": "($atext = 'hello world')"
},
"black_conditional_image_factory": {
"type": "panel",
"factory": {
"name": "hud_actionbar_text_factory",
"control_ids": {
"hud_actionbar_text": "black_conditional_image@hud.black_conditional_image"
}
}
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": {
"black_conditional_image_factory@hud.black_conditional_image_factory": {}
}
}
]
}
}
The above example shows a 16x16 black square on the HUD screen when the actionbar text string is equal to hello world
. You may also apply animations to your image to make it more dynamic. Conditional rendering with variables is not limited to images and labels. You may use any object type in conditional rendering with variables. You can imagine pairing your UI code with the actionbar text allows for a high degree of manipulation of JSON UI (at least in hud_screen.json
). The visible
property has support for UI operators, so you have even more control. Anywhere where there is a variable that carries bedrock engine data allows for conditional rendering with variables.
Conditional Rendering with Bindings
Following the above example with the actionbar, you might logically assume that the title also uses variables. This is not the case. The title uses bindings for its data, as shown below.
{
...
"hud_title_text": {
"type": "stack_panel",
"orientation": "vertical",
"offset": [ 0, -19 ],
"layer": 1,
"alpha": "@hud.anim_title_text_alpha_in",
"propagate_alpha": true,
"controls": [
{
"title_frame": {
"type": "panel",
"size": [ "100%", "100%cm" ],
"controls": [
{
"title_background": {
"type": "image",
"size": [ "100%sm + 30px", "100%sm + 6px" ],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_title_background_alpha_in"
}
},
{
"title": {
"type": "label",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"color": "$title_command_text_color",
"text": "#text",
"layer": 1,
"localize": false,
"font_size": "extra_large",
"variables": [
{
"requires": "(not $title_shadow)",
"$show_shadow": false
},
{
"requires": "$title_shadow",
"$show_shadow": true
}
],
"shadow": "$show_shadow",
"text_alignment": "center",
"offset": [ 0, 6 ],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}
]
}
}
]
}
}
]
}
...
}
You will need to add another binding object to the text to control its visibility. Recall that #visible
contains the visibility of the thing directly through bindings. The following example will not render the title string hello world
but will render all other strings. Try typing /title @s title hello world
to see it in-game.
{
...
"hud_title_text": {
"type": "stack_panel",
"orientation": "vertical",
"offset": [ 0, -19 ],
"layer": 1,
"alpha": "@hud.anim_title_text_alpha_in",
"propagate_alpha": true,
"controls": [
{
"title_frame": {
"type": "panel",
"size": [ "100%", "100%cm" ],
"controls": [
{
"title_background": {
"type": "image",
"size": [ "100%sm + 30px", "100%sm + 6px" ],
"texture": "textures/ui/hud_tip_text_background",
"alpha": "@hud.anim_title_background_alpha_in"
}
},
{
"title": {
"type": "label",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"color": "$title_command_text_color",
"text": "#text",
"layer": 1,
"localize": false,
"font_size": "extra_large",
"variables": [
{
"requires": "(not $title_shadow)",
"$show_shadow": false
},
{
"requires": "$title_shadow",
"$show_shadow": true
}
],
"shadow": "$show_shadow",
"text_alignment": "center",
"offset": [ 0, 6 ],
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
{
"binding_type": "view", // make this a viewing binding
"source_property_name": "(not (#text = 'hello world'))", // detect when the title text string is not equal to "hello world"
"target_property_name": "#visible" // override the #visibility property depending on if "source_property_name" is true or false
}
]
}
}
]
}
}
]
}
...
}
Modifying the above JSON into an unobtrusive UI file used in a resource pack should look identical to this:
{
"hud_title_text/title_frame/title": {
"modifications": [
{
"array_name": "bindings",
"operation": "insert_back",
"value": {
"binding_type": "view",
"source_property_name": "(not (#text = 'hello world'))",
"target_property_name": "#visible"
}
}
]
}
}
Like before, here's a more complicated example of conditional rendering with bindings below. In this case, the 16x16 black image will only render when the title text string equals hello world
. While you don't need to use the title factory in this case, you should if you are going to use UI animations.
{
"black_conditional_image": {
"type": "image",
"texture": "textures/ui/Black",
"size": [16, 16],
"layer": 10,
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string = 'hello world')",
"target_property_name": "#visible"
}
]
},
"black_conditional_image_factory": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "black_conditional_image@hud.black_conditional_image"
}
}
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": {
"black_conditional_image_factory@hud.black_conditional_image_factory": {}
}
}
]
}
}
String Formatting
You can get specific part of a string by using %.#s
format where #
is a number by multiplying it to a string. An example:
{
"label_element": {
"type": "label",
"text": "#text",
"layer": 2,
"bindings": [
{
"binding_type": "global",
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "('%.3s' * #hud_title_text_string)",
"target_property_name": "#text"
}
]
}
}
In the above example we are getting the first 3 characters of the title text. So if the title text is abcdefghi
, the label will only have abc
in it. Another example is where we have a variable: "$var": "abcdefghijklmn"
, '%.5s' * $var
this will return abcde. $var - ('%.7s' * $var)
will return hijklm
.
Remember that the usage of this format is limited.
Buttons Mappings
button_mappings
allows you to modify what would be pressed when a certain control is inputted. This control can either be from a keyboard and mouse, touch, or controller.
Here's an example of a button element with the button_mappings
property:
{
"sample_button@common.button": {
"$pressed_button_name": "button_id",
"button_mappings": [
{
"to_button_id": "$pressed_button_name",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_ok",
"to_button_id": "$pressed_button_name",
"mapping_type": "focused"
},
{
"from_button_id": "button.menu_select",
"to_button_id": "$pressed_button_name",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_up",
"to_button_id": "$pressed_button_name",
"mapping_type": "global"
}
]
}
}
Mapping types
Defines the scope of the specified button mapping:
focused
- means when the button is hovered onto firstpressed
- means when the button is clicked or pressedglobal
- means when the button exists and is called on the screen
As long as the from_button_id
is inputted with it's appropriate mapping_type
, it will meet the conditions and therefore trigger the to_button_id
property:
{
"sample_button@common.button": {
"$pressed_button_name": "button_id",
"button_mappings": [
// Trigger this button only if you're hovering the mouse into it first
{
"from_button_id": "button.menu_ok",
"to_button_id": "$pressed_button_name",
"mapping_type": "focused"
},
// Trigger this button if it's clicked or pressed
{
"from_button_id": "button.menu_select",
"to_button_id": "$pressed_button_name",
"mapping_type": "pressed"
},
// Trigger this button if the `button.menu_up` KEY is pressed from anywhere
{
"from_button_id": "button.menu_up",
"to_button_id": "$pressed_button_name",
"mapping_type": "global"
}
]
}
}
Common button IDs
These are the list of common button IDs you can use in from_button_id
property.
For mouse and keyboard:
Button ID | Description |
---|---|
button.menu_select | Mouse left click |
button.menu_secondary_select | Mouse right click |
button.menu_ok | ENTER key |
button.menu_exit | ESC key |
button.menu_cancel | ESC key |
button.menu_up | UP ARROW key |
button.menu_down | DOWN ARROW key |
button.menu_left | LEFT ARROW key |
button.menu_right | RIGHT ARROW key |
button.menu_autocomplete | TAB key |
For controllers:
Button ID | Description |
---|---|
button.controller_select | X/A button |
button.menu_secondary_select | Y button |
button.menu_exit | B button |
button.menu_cancel | B button |
button.menu_up | UP DPAD key |
button.menu_down | DOWN DPAD key |
button.menu_left | LEFT DPAD key |
button.menu_right | RIGHT DPAD key |
It's a good practice in creating UIs to also add support for various different controls across different platforms with different control methods.
Modifications
To modify JSON UI in a non-intrusive way, you can use the modifications
property to modify previously existing JSON UI elements from other packs (usually vanilla JSON UI files). Doing this makes sure only necessary parts are modified unless otherwise intended, to improve compatibility with other packs that modify the JSON UI.
Modification | Description |
---|---|
insert_back | insert at end of array |
insert_front | insert at start of array |
insert_after | insert after target in array |
insert_before | insert before target in array |
move_back | move target to end of array |
move_front | move target to start of array |
move_after | move target after second target |
move_before | move target before second target |
swap | swap first target with second target |
replace | replace first target with second target |
remove | remove target |
Examples
Front/Back
Modify anchored from the top (start) or to the bottom (end) of the list.
Prefix the new foo
control from the top of the list:
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"foo@example.bar": {}
}
]
}
Append the new foo
control to the bottom of the list:
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"foo@example.bar": {}
}
]
}
Move the existing foo
control to the top of the list:
{
"array_name": "controls",
"operation": "move_front",
"value": [
{
"foo@example.bar": {}
}
]
}
Move the existing foo
control to the bottom of the list:
{
"array_name": "controls",
"operation": "move_back",
"value": [
{
"foo@example.bar": {}
}
]
}
Move the existing #example_binding_2
binding to the top of the list:
{
"array_name": "bindings",
"operation": "move_front",
"where": {
"binding_name": "#example_binding_2"
}
}
Move the existing #example_binding_2
binding to the bottom of the list:
{
"array_name": "bindings",
"operation": "move_back",
"where": {
"binding_name": "#example_binding_1"
}
}
After/Before
Modify anchored below (after) or above (before) an existing control or binding from the list.
Add the new foo
control below the second_target
control from the list:
{
"control_name": "second_target",
"operation": "insert_after",
"value": [
{
"foo@example.bar": {}
}
]
}
Add the new foo
control above the second_target
control from the list:
{
"control_name": "second_target",
"operation": "insert_before",
"value": [
{
"foo@example.bar": {}
}
]
}
Add the new #my_binding_1
binding below the #example_binding_2
binding from the list:
{
"array_name": "bindings",
"operation": "insert_after",
"where": {
"binding_name": "#example_binding_2"
},
"value": [
{
"binding_name": "#my_binding_1"
}
]
}
Add the new #my_binding_1
binding above the #example_binding_2
binding from the list:
{
"array_name": "bindings",
"operation": "insert_before",
"where": {
"binding_name": "#example_binding_2"
},
"value": [
{
"binding_name": "#my_binding_1"
}
]
}
Move the existing foo
control below the second_target
control from the list:
{
"control_name": "second_target",
"operation": "move_after",
"value": [
{
"foo@example.bar": {}
}
]
}
Move the existing foo
control above the second_target
control from the list:
{
"control_name": "second_target",
"operation": "move_before",
"value": [
{
"foo@example.bar": {}
}
]
}
Move the existing #example_binding_1
binding below the #example_binding_2
binding from the list:
{
"array_name": "bindings",
"operation": "move_after",
"where": {
"binding_name": "#example_binding_2"
},
"target": {
"binding_name": "#example_binding_1"
}
}
Move the existing #example_binding_1
binding above the #example_binding_2
binding from the list:
{
"array_name": "bindings",
"operation": "move_before",
"where": {
"binding_name": "#example_binding_1"
},
"target": {
"binding_name": "#example_binding_2"
}
}
Swap/Replace/Remove
Modify anchored to at least one existing controls or bindings:
Swap the position of the existing #example_binding_1
and #example_binding_2
bindings:
{
"array_name": "bindings",
"operation": "swap",
"where": {
"binding_name": "#example_binding_1"
},
"target": {
"binding_name": "#example_binding_2"
}
}
Replace the existing #example_binding_1
binding to the new #replacement_binding
binding:
{
"array_name": "bindings",
"operation": "replace",
"where": {
"binding_name": "#example_binding_1"
},
"value": {
"binding_name": "#replacement_binding"
}
}
Remove the existing #example_binding_1
binding:
{
"array_name": "bindings",
"operation": "remove",
"where": {
"binding_name": "#example_binding_1"
}
}