Build bevy_ui
design in pseudo Html. Keep your logic in bevy, while iterating fast on design
with hot reloading. Create reusable templates in the style of Web Components.
prep_showcase.mp4
- In build support for conditional styles and transitions. Hover animations by default!
- Any value can be a dynamic property and injected into a template at runtime. (recursive!)
- Simple but effective event system. Register any bevy system via function binding and use it
in your templates
on_press="start_game"
. - No widgets, no themes. Just bevy UI serialized with all the tools necessary to build anything in a reusable manor.
Like most crates, don't forget to register the plugin!
app.add_plugins((
HuiPlugin,
// Optional auto loading. Any template this folder will register as custom component
// using the file name.
HuiAutoLoadPlugin::new(&["components"]),
));
Getting Started (Bevy html syntax Cheatsheet)
Create your first component template with external properties!
<!-- /assets/my_button.html-->
<template>
<property name="action">greet</property>
<property name="text">Press me</property>
<property name="primary">#123</property>
<property name="secondary">#503</property>
<node padding="10px">
<button
id="button"
padding="5px"
background="{primary}"
border_color="{primary}"
delay="0.2s"
ease="cubic_in"
height="80px"
width="210px"
border="10px"
border_radius="30px"
hover:height="100px"
hover:background="{secondary}"
hover:border_color="{secondary}"
hover:width="230px"
on_press="{action}"
>
<text
watch="button"
font_size="20"
font_color="#FFF"
hover:font_color="#752"
>
{text}
</text>
</button>
</node>
</template>
To use your new component in any other templates, we have to register it first.
You can either use the HuiAutoLoadPlugin
feature (experimental), which
is great for simple components or register the component yourself in a startup system.
This also allows for custom spawning functions. With is great if you need to add custom components as well!
fn startup(
server: Res<AssetServer>,
mut html_comps: HtmlComponents,
mut html_funcs: HtmlFunctions,
) {
// simple register
html_comps.register("my_button", server.load("my_button.html"));
// advanced register, with spawn functions
html_comps.register_with_spawn_fn("my_button", server.load("my_button.html"), |mut entity_commands| {
entity_commands.insert(MyCustomComponent);
})
// create a system binding that will change the game state.
// any (one-shot) system with `In<Entity>` is valid!
// the entity represents the node, the function is called on
html_funcs.register("start_game", |In(entity): In<Entity>, mut state : ResMut<NextState<GameState>> |{
state.set(GameState::Play);
});
Time to be creative. Include your component in the next template.
<!-- menu.html -->
<template>
<property name="title">My Game</property>
...
<image
display="grid"
grid_template_columns="(2, auto)"
src="ui_panel.png"
image_scale_mode="10px tile(1) tile(1) 4"
>
<my_button
text="Start Game"
action="start_game"
/>
<my_button
text="Settings"
action="to_settings"
/>
<my_button
text="Credits"
action="to_credits"
/>
<my_button
text="Exit"
action="quit_game"
/>
</image>
...
</template>
Required components make it super simple.
fn setup(
mut cmd: Commands,
server: Res<AssetServer>,
) {
cmd.spawn(Camera2dBundle::default());
cmd.spawn(HtmlNode(server.load("menu.html"));
}
Experimental widget crate:
In addition to the base crate there is also the bevy_hui_widgets
crate. It offers some basic
widgets functionality without providing a template. Each Widget requires some kind of setup/hierarchy
to work, but the user is in full control over the Template and can style and extend it however they see
fit.
Imagine html <select>
, but you provide the template and style of the underlying buttons and containers.
Checkout the widget example.
# basic menu demo
cargo run -p example --bin ui
# using the widget helper crate to make some basic widgets like sliders, inputs, selections
cargo run -p example --bin widgets
I do not plan to offer any widgets on the templating side, but I would like to have common components and system for a general reusable widget toolkit like sliders, drop downs, draggable and so on.
Checkout the examples, if you come up with some really cool widgets, I would be happy
to include them into the upcoming bevy_hui_widgets
crate.
I am not the greatest designer. I am actively looking for some really fancy and cool examples, using this crate to include in the example crate.
- Any manual changes to bevy's styling components will be overwritten
- Do not recursive import. [mem stonks, bug]
- One root node per component.
- Reloading a component template sometimes breaks logic on a higher level template. Simply reloading the higher level template fixes this for now. Needs further investigation.