3 unstable releases
0.2.1 | Dec 1, 2023 |
---|---|
0.2.0 | Nov 30, 2023 |
0.1.0 | Nov 19, 2023 |
#2514 in Game dev
635KB
5K
SLoC
Bevy AoUI Widgets
UI, events and dsl for the bevy_aoui
crate.
This crate does not have a stable API and subject to change.
Event System
Since AoUI presumably sits on top of the bevy app, we provide an event system for detecting cursor activity exclusively for AoUI widgets. Cursor events not catched by our system can be handled by other systems.
We offer a component insertion based core event system for library developers as well as a oneshot system based event handler system for end users.
Widgets
We currently offer a few simple widgets.
Shape
: a vector shape renderer usingbevy_prototype_lyon
.InputBox
: a single line text input.Button
: a widget that provides click detection and propagation.
DSL
We offer a DSL for streamlining widget construction.
Before you start, always import the prelude for syntax consistancy.
use bevy_aoui_widgets::dsl::prelude::*;
Each "widget" has a struct and its corresponding macro.
sprite! ((commands, ..) {
dim: [400, 400],
sprite: assets.load("Ferris.png"),
});
This translates to
Sprite {
dim: [400, 400].dinto(),
sprite: assets.load("Ferris.png").dinto(),
..Default::default(),
}.spawn_with(&mut commands);
Where dinto
is our own Into
, DslInto
,
where all the syntax magic happens.
Add children like so, notice you don't need to manually pass in
the context (commands, ..)
sprite! ((commands, ..) {
dim: [400, 400],
sprite: assets.load("Ferris.png"),
child: textbox! {
...
}
});
Check our our book or examples for more info.
Dependencies
~48–88MB
~1.5M SLoC