--- id: kw-ui name: ui category: structure kind: keyword tokens: ui sig: ui { panel { … } } tip: Declare a retained widget tree as data; the engine lays it out and draws it. order: 50 --- A ui block declares a retained widget tree as data — panels, labels and buttons — and hands layout, drawing and keyboard focus to the engine, so you describe the interface once instead of repainting it every frame. Widget types are `panel` (a container with optional skin/background/border), `col`/`row` (pure stacks), `label`, `button` (focusable), `image` and `spacer`, and their props are evaluated at build time, so `font: title_font` reads a value the program set first. Each `id: Name` mints a `UI_Name` handle you drive from handlers: call `Ui.build()` then `Ui.open(UI_MainMenu)` at start, `Ui.tick(Input.key())` each update to move focus and activate, and `Ui.clicked(UI_Name)` to react. Draw it during `Render` with `Ui.render()` between `Screen.clear` and `Screen.show()`. ```ludic program TitleScreen { var title_font: int = 0 ui MainMenu { panel id: Root w: 288 pad: 16 gap: 6 bg: 0x1a1a2c align: center { label text: "CHRONO RIFT" font: title_font size: 26 fg: 0xffe060 align: center button id: NewGame text: "New Game" font: title_font size: 16 w: 236 button id: Quit text: "Quit" font: title_font size: 16 w: 236 } } handler Boot phase Start { title_font = Font.load("/System/Library/Fonts/Supplemental/Arial.ttf") Ui.build() Ui.open(UI_MainMenu) } handler Navigate phase Update { Ui.tick(Input.key()) if Ui.clicked(UI_Quit) { quit() } } handler DrawWorld phase Render { Screen.clear(Color.MidnightBlue) Ui.render() Screen.show() } } ```