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Core concepts

The model behind Tick UI. These pages explain what each part does and why, for the parts every other section depends on. Read them once, then treat them as reference.

The pages, in suggested reading order:

  • Architecture: the partial UI class, how files split, where each subsystem lives.
  • Frame lifecycle: BeginFrame, EndFrame, and what runs between.
  • Stacks: the rect, clip, ID, animation, and panel stacks Tick UI maintains for you each frame.
  • State: why widget state lives in Tick UI, keyed by ID, and what stays in your application.
  • IDs: the identity model that ties widget state to your UI code.
  • Coordinate spaces: layout space, screen space, and the conversion helpers.
  • Input and focus: hovered-panel resolution, focus tracking, and the rules for routing pointer and keyboard input.
  • Configuration: the Configuration struct that drives layout-to-screen scaling and holds the input bindings.

Each topic-specific section (Layout, Widgets, Panels, Drawing, and so on) explains how to apply the model these pages establish.