There are a variety of widgets you can use to build your UIs. These widgets include buttons, checkboxes, sliders, textboxes and selection menus. Widgets can only be printed or added to a panel once. The following sections illustrate the basic functionality, look, and feel of the widgets. See the Style section for more information on styling your widgets. The following examples simply print() the widgets to the console. For details on adding widgets to panels, see the Panels and Layouts page.


Labels are simply areas in which text is displayed. For example, the following code prints a label:

var label = ui.Label('Cool label!');

Which looks something like:



A button is an interactive UI widget that can be clicked. You can specify a function to be called (the "callback" function) when a user clicks the button. (For more information on event handling with callback functions, see the Events page). The following example prints the map's current center when the button is clicked:

var button = ui.Button({
  label: 'Get Map Center',
  onClick: function() {

Which looks something like:



A checkbox is a widget that let's a user check (or uncheck) a box. When the checkbox's state changes, callbacks registered to the widget are passed a boolean value indicating whether the checkbox is now checked. For example:

var checkbox = ui.Checkbox('Show SRTM layer', true);

checkbox.onChange(function(checked) {
  // Shows or hides the first map layer based on the checkbox's value.


The printed checkbox should look something like:


Note that checking the box turns on a layer displayed on the map. As with other UI components, the Map of the Code Editor can be manipulated programmatically. Learn more about the Map object on the Panels and Layouts page.


A slider is a widget that lets a user adjust a slider to get a number within the slider range. Configure the range using either the constructor or by setting properties of the slider. The following example uses the slider to set the opacity of the first layer on the Map:

var slider = ui.Slider();

slider.setValue(0.9);  // Set a default value.
slider.onChange(function(value) {

Map.addLayer(ee.Image(255), {palette: 'blue'});

The slider should look something like:


Note that the slider value is shown to the right of the slider.


A textbox is a place to collect user-entered text. For example:

var textbox = ui.Textbox({
  placeholder: 'Enter text here...',
  onChange: function(text) {
    print('So what you are saying is ' + text + '?');

The textbox should look something like:


Note that the callback only gets fired when the user has finished entering text (and pressed return), or the user clicks away from the textbox.


The select widget represents a drop-down menu of choices from which the user can choose one. The following example illustrates a drop-down menu to allow a user to select a location:

var places = {
  MTV: [-122.0849, 37.3887],
  PEK: [116.4056, 39.9097],
  ZRH: [8.536, 47.376]

var select = ui.Select({
  items: Object.keys(places),
  onChange: function(key) {
    Map.setCenter(places[key][0], places[key][1]);

// Set a place holder.
select.setPlaceholder('Choose a location...');


The select widget should look something like:



The charts in the ui.Chart package behave similarly to charts in the Chart package. Specifically, a ui.Chart is a thin shell around an instance of the Google Visualization API's ChartWrapper. For more information on manipulating ChartWrapper objects, see this reference. For more information on the chart helper functions in Earth Engine, see the Charts docs.


The thumbnail widget can be used to display a portion of an ee.Image. As with ee.Image's getThumbURL(), you can specify parameters to control the format and dimensions of the thumbnail:

// Create a box around an area in the Brazilian Amazon.
var box = ee.Geometry.Polygon([[
  [-62.9564, 2.5596], [-62.9550, 2.4313],
  [-62.8294, 2.4327], [-62.8294, 2.5596]

// Visualize the image in RGB.
var image = ee.Image('LANDSAT/LT5_SR/LT52330581989212').visualize({
  bands: ['B3', 'B2', 'B1'],
  min: 0,
  max: 1200,
  gamma: [1.3, 1.3, 1]

// Print a thumbnail to the console.
  image: image,
  params: {
    dimensions: '256x256',
    region: box.toGeoJSON(),
    format: 'png'
  style: {height: '300px', width: '300px'}

The thumbnail should look something like:



A ui.Map is a map widget. (In fact, the default Code Editor Map is an instance of this class). Like other widgets, you can print a map to the console. Manipulate the content of the map by clearing, getting or setting individual layers. The following example prints a map to the console that shows the bounds of the Code Editor Map:

// Make a little map.
var map = ui.Map();

// Make the little map display an inset of the big map.
var createInset = function() {
  var bounds = ee.Geometry.Rectangle(Map.getBounds());

// Run it once to initialize.

// Get a new inset map whenever you click on the big map.

// Display the inset map in the console.

The inset map should look something like:


In this example, the user needs to click the big map to get the inset to draw in the little map.

You can also manipulate layers on the map by calling layers() on the map instance. The layers() returns a ui.data.ActiveList, an array-like object. When it is changed, the layers on the map change, too. Learn more in the ui.Map.Layer section.


A layer is not a styleable widget like a ui.Button. It is just a data representation of the layer on the map. The following example demonstrates updating a map by creating a layer and updating the layer's properties based on user input:

var consoleMap = ui.Map({
  lon: -2.0174,
  lat: 48.6474,
  zoom: 13

// Create a Layer from this Sentinel-2 image
var image = ee.Image('COPERNICUS/S2/20150821T111616_20160314T094808_T30UWU');
var visParams = {bands: ['B4', 'B3', 'B2'], max: 2048, gamma: 1};
var layer = ui.Map.Layer(image, visParams);

// Update the map by updating the layers list.
var layers = consoleMap.layers();

// Make a textbox to accept a gamma value.
// Update the layer when the gamma value is entered.
var gammaBox = ui.Textbox({
  value: 1,
  onChange: function(value) {
    // visParams is NOT an ActiveDictionary, so set it again.
    visParams.gamma = value;

print(ui.Label('Enter a gamma value:'));


Like a layer, a linker is not a styleable widget. It is a behind-the-scenes utility that can be used to synchronize the movement of multiple ui.Map instances:

// Add two maps to the screen.
var left = ui.Map();
var right = ui.Map();

// Link the "change-bounds" event for the maps.
// When the user drags one map, the other will be moved in sync.
ui.Map.Linker([left, right], 'change-bounds');

Styling Widgets

The style of a widget is controlled by the widget's dictionary of style properties. You can get access to the dictionary by calling style() on the widget. The object returned by style() is an instance of ui.data.ActiveDictionary. That means that setting properties of the style dictionary automatically updates the way the widget is displayed. The allowable keys for each widget's style dictionary are detailed in the widget's reference docs for the style() call.

The styles of the widget can be set with the constructor, by calling style().set() or by calling style() with a dictionary argument. For example:

var redLabel = ui.Label('Big, Red Label');

redLabel.style().set('color', 'red');
redLabel.style().set('fontWeight', 'bold');
  fontSize: '32px',
  padding: '10px'


Note that in this example, the label is styled first by calling style().set() with key and value arguments, then by calling style().set() with a dictionary argument. The second call does not override the first; it adds and replaces individual style properties rather than replacing the entire style dictionary.

For more information on the styling options for widgets, see this Cascading Style Sheet (CSS) reference for the styles listed in the style() docs for each widget. Note that the styles allowable for Earth Engine widgets differ from CSS styles in several places, notably fontSize and fontWeight for font-style and font-weight, respectively.

The styles dictionary also contains keys that control the position of the widget. See the Panels and Layouts page for more information on how to use positional properties.

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