The Inv library allows the use of inventory menus, providing tools to create or send fake inventories.
To create an inventory menu using the Inv library, follow these steps:
Handle Player Packets: inv requires you to use the RedirectPlayerPackets on player join which makes it possible for the library to handle incoming player packets, mostly use to handle container closing.
// The 'conf' variable represents the server config.
conf.Listeners = intercept.WrapListeners(conf.Listeners)Create Menu Submittable: Your menu requires a menu submittable, here's an example:
type MySubmittable struct{}
func (m MySubmittable) Submit(p *player.Player, it item.Stack) {
fmt.Println("Submitted", it)
}
func (m MySubmittable) Close(p *player.Player) {
fmt.Println("Closed")
}Create Menu: Use the inv.NewMenu to create a new inventory menu.
m := inv.NewMenu(MySubmittable{}, "test", inv.ContainerTypeChest)Populate Menu Slots: Provide the menu with a item.Stack slice:
var stacks = make([]item.Stack, 27)
for i := 0; i < 27; i++ {
stacks[i] = item.NewStack(block.StainedGlass{Colour: item.ColourRed()}, 1)
}
m = m.WithStacks(stacks...)Sending the Menu to a Player To display the inventory menu to a player, use the inv.SendMenu function. Here's an example:
// The 'p' variable represents the targeted player.
inv.SendMenu(p, m)This code sends the inventory menu to the specified player.
Form inventories use Bedrock menu forms rendered as a chest by the bundled resource pack. Add the pack to your Dragonfly server config before creating the server:
import "github.com/bedrock-gophers/inv/forminv"
if err := forminv.AddToConfig(&conf); err != nil {
log.Fatalln(err)
}
conf.ResourcesRequired = trueRegister the bundled pack once. It overrides Bedrock server-form UI definitions so menus created by forminv render as chest grids while preserving normal form submission.
Create and send a form inventory menu with the forminv package:
import (
"github.com/bedrock-gophers/inv/forminv"
"github.com/df-mc/dragonfly/server/player"
)
type MyFormMenu struct{}
func (MyFormMenu) Submit(p *player.Player, slot forminv.Slot) {
fmt.Println("Submitted", slot.Button.Text)
}
func (MyFormMenu) Close(p *player.Player) {
fmt.Println("Closed")
}
m := forminv.NewMenu(MyFormMenu{}, "test", forminv.LargeChest).WithSlots(
forminv.NewSlot(4, "Nodebuff", "textures/items/diamond_sword", "nodebuff"),
forminv.NewSlot(22, "Settings", "textures/ui/icon_setting", "settings"),
)
forminv.SendMenu(p, m)Use NewSlot or slot.At(index) to place a slot at a specific index. Unpositioned slots fill the first open slot, and empty slots are rendered as placeholders. Use WithSlots when you want to bind a submitted value that is separate from the rendered button.
The Zeno fork provides inv.OpenChestMenu(p, title, stacks, keepOpen, submit).
Pass exactly 27, 45 or 54 stacks; submit(p, slot) receives the original slot index,
or -1 when the client closes. Inventory transfers are rejected before Dragonfly
processes them. Callbacks run synchronously on the player's world owner. Do not
retain the callback player or transaction for later work.
Calling OpenChestMenu again with the same size during a click refreshes the contents and title without reopening. Slots in keepOpen remain open; unchanged menus close after other actions. Use the same size consistently for smooth navigation.
Wrap listeners with intercept.WrapListeners and call intercept.Start(server). Call inv.CloseChestMenu from your teleport handler and before world transfers, and inv.Forget from HandleQuit. For optional form presentation, register inv.HandleForm(p, handler) and route application form sends through inv.SendForm. Returning false from the handler closes the chest and sends a normal form. Direct Player.SendForm calls do not use this adapter.
This API uses the library's version-sensitive reflection/linkname bridge to upstream Dragonfly internals. It requires no engine fork or additional resource pack for 27/54 slots; keep the pinned Dragonfly version until compatibility is verified.
Pass inv.CompactChestSlots stacks to OpenChestMenu. This creates a real
45-slot read-only inventory on a private invisible actor, using the method
from InventoryUI. Install and require
InventoryUIResourcePack.
The actor name uses its five-row, non-scrolling selector. The library registers
the actor identifier through its existing intercept hook. No patched engine is
required. The 27/54-slot paths continue to use their existing virtual blocks.
Initial opens queue the actor, link, open and contents synchronously, without
a timer or artificial delay. Refreshing preserves the window and actor; closing
unlinks and removes the actor. Teleport and quit integrations must still call
CloseChestMenu / Forget inside their transaction as documented above.
The resource pack preserves native chest controls and inventory interactions.