1 unstable release
0.1.0 | Jul 20, 2024 |
---|
#170 in #ui-framework
Used in bevy_cobweb_ui
3KB
Bevy Cobweb UI
Provides a framework for building UI and managing assets in a Bevy app. Built on bevy_cobweb, sickle_ui, and standard bevy_ui
/bevy_assets
/etc.
Features
- Custom asset format for specifying scenes and loading commands to be applied on startup, with seamless fine-grained hot reloading and thorough error handling.
- Integration with sickle_ui so widgets and themes can be specified in cobweb asset files then easily overridden/customized. Also includes various reactivity extensions for
UiBuilder
, including UI interactions (e.g..on_pressed(your_system)
). - Standardized API for accessing fonts with families, weights, styles, and widths (e.g.
Fira Sans + Bold + Italic + Condensed
). - Robust localization support for text, fonts, images, and audio, with extensibility to other assets.
- Asset manager resources that keep track of asset handles, take care of localization automatically, and are easily populated using asset manifests specified in cobweb asset files.
- Wrappers around
bevy_ui
for loading UI into scenes via cobweb asset files. - Built-in UI widgets, color palettes, and assets (e.g. fonts). Note that the
widgets
,colors
, andassets
features are enabled by default.
Getting Started
To get started, you need three things.
- Add
CobwebUiPlugin
. - Load a CAF file if you have one. Usually these are stored in your assets directory.
- Wait until in state
LoadState::Done
before loading UI. This avoids jank while loading CAF files and other assets. You can build UI in-code before then without a problem, as long as you don't reference not-yet-loaded assets.
app
.add_plugins(bevy::DefaultPlugins)
.add_plugins(CobwebUiPlugin)
.load("main.caf.json")
.add_systems(OnEnter(LoadState::Done), build_ui);
Check the loading
module for how to write CAF files.
Check the repository examples for how to build different kinds of UI.
Examples
hello_world
: Bare-bones hello world.counter
: Simple counter button. Shows howControlRoot
andControlLabel
can be used to transfer interactions within a widget. Also demonstrates updating text dynamically on the code side.counter_widget
: Widget-ified counter that can be configured. Uses scene 'specs' to make the widget scene data parameterized, enabling customization within asset files.help_text
: Help text that appears on hover. ShowcasesPropagateOpacity
, which allows controlling (and animating) the opacity of entire node trees, and even layering multiplePropagateOpacity
within a single tree.radio_buttons
: A set of buttons where only one is selected at a time. Uses the built-in radio button widget.localization
: Showcases localized text and font.calculator
: A minimalistic code-only calculator. Shows how to mix normalsickle_ui
UI construction withbevy_cobweb_ui
convenience tools for interactions.game_menu
: A simple game menu with settings page. Showcases multiple uses of built-in radio buttons, localization, non-interactive animations, integration withsickle_ui
built-in widgets (a slider and drop-down), and how to manage localized image assets using CAF files as manifests.
NOTICE
You may encounter a compiler diagnostic bug when using LoadedScene
with nested closures/functions. Check out the game_menu
example for how to manage the lifetimes properly. The bug is fixed on nightly so if you compile with +nightly
or add nightly to your build toolchain then it will error properly instead of panicking.
bevy
compatability
bevy |
bevy_cobweb_ui |
---|---|
0.14 | 0.1.0 - master |
Dependencies
~235–670KB
~16K SLoC