# ui toolset

> Talos next · Since 0.6

10 tools, about 1396 tokens when enabled.

Enabled with the `tools.enable` tool, or `argus-agent --toolsets ui`. Calling any of its tools also turns it on.

| Tool | Tokens | Description |
|---|---|---|
| `ui.activate` | 159 | [editor (test session)] Press a node by its ui.tree id, as a click would. |
| `ui.focus` | 139 | [editor (test session)] Focus a node by id, or move focus one step up, down, left or right: test gamepad and keyboard navigation without either. |
| `ui.input` | 181 | [editor (test session)] Pointer, key and navigation events straight into the UI, in the logical pixels of ui.tree's bounds.logical (a node's centre needs no arithmetic). |
| `ui.locale` | 120 | Switch the language text keys resolve in, for a screenshot matrix. |
| `ui.pop` | 80 | [editor (test session)] Pop the top screen, as ctx.ui.pop and the player's Escape do. |
| `ui.push` | 143 | [editor (test session)] Push a registered screen (ui.screens lists them) with optional props, as ctx.ui.push does, to look at it without a behaviour. |
| `ui.scale` | 104 | Set the player's UI-scale multiplier, 0.5 to 4, for a screenshot matrix. |
| `ui.schema` | 189 | [editor or disk] Every style property, unit, selector, pseudo-class, role, design token, binding and refusal code the UI supports, from the parser's tables. |
| `ui.theme` | 94 | Switch the UI to a theme the project's stylesheets declare, for a screenshot matrix. |
| `ui.viewport` | 187 | Size the engine's surface in device pixels, 64 to 8192 a side, and lay the UI out at it: a screenshot matrix's resolution axis, on one engine. |
