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Conceptual overview of chat components
It seems like there is a big gap in understanding with a lot of users new to adventure, who have trouble with the concepts of chat components, having only been familiar with the legacy section-symbol system. It would be helpful to explain what components are and some of their key characteristics, ideally with some graphics. Here's a rough outline of what I'm imagining:
- What is a component?
- structured representation: the text form represents the data structure, rather than being marked-up text
- different types of content
- tree structure: see style
- appending: children in the tree (visual here?)
- Where did components come from?/Why do we want to use components?
- history: 1.7.2 introduction, 1.13 most of the server converted to use them, 1.16 client text renderer converted
- originally: a way to be more explicit about links and other rich styling
- references:
- https://gist.github.com/Dinnerbone/5631634
- https://gist.github.com/Dinnerbone/6488256
- https://bugs.mojang.com/browse/MC-190605?focusedCommentId=993040
- examples of quirks/limitations of legacy text, and how chat components resolve those issues
- Style in components
- tree style
- [visual] show a component tree with styles, show how they're inherited, and piecewise overridden
- attributes can exist together, no 'magical' reseting like legacy strings had
- more attributes can be added -- see
fontor RGB colour
- Examples
- Some side-by-side tables of json, adventure representation, and in-game visuals?
- History of components (can it be merged with 2?)
- version-by-version breakdown of what has been added/changed
Migrated from https://github.com/KyoriPowered/adventure-docs/issues/49
I will note that a similar set of misunderstands occured over the command system and we had a fair amount of good results with adding a lot of pretty diagrams, etc; to explain basic trees