#bevy-ui #widgets #ui #bevy #event-system

bevy_aoui_widgets

UI, events and dsl for the bevy_aoui crate

3 unstable releases

0.2.1 Dec 1, 2023
0.2.0 Nov 30, 2023
0.1.0 Nov 19, 2023

#1619 in Game dev

Download history 6/week @ 2024-02-19 5/week @ 2024-02-26 71/week @ 2024-04-01

71 downloads per month

MIT/Apache

635KB
5K SLoC

Bevy AoUI Widgets

Crates.io Docs

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 using bevy_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