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Blazingly fast retained layout engine for Bevy entities, built around vanilla Bevy ECS. It gives you the ability to make your own custom UI using regular ECS like every other part of your app.

  • Any aspect ratio: Lunex is designed to support ALL window sizes out of the box without deforming. The built in layout types react nicely and intuitively to aspect ratio changes.

  • Optimized: Unlike immediate mode GUI systems, Bevy_Lunex is a retained layout engine. This means the layout is calculated and stored, reducing the need for constant recalculations and offering potential performance benefits, especially for static or infrequently updated UIs.

  • ECS focused: Since it's built with ECS, you can extend or customize the behavior of your UI by simply adding or modifying components. The interactivity is done by regular systems and events.

  • Worldspace UI: One of the features of Bevy_Lunex is its support for both 2D and 3D UI elements, leveraging Bevy's Transform component. This opens up a wide range of possibilities for developers looking to integrate UI elements seamlessly into both flat and spatial environments. Diegetic UI is no problem.

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Try out the live WASM demo on Itch.io (Limited performance & stutter due to running on a single thread). For best experience compile the project natively.

Syntax Example

This is an example of a clickable Button created from scratch using provided components. Thanks to ECS, the syntax is highly modular with strong emphasis on components-per-functionality. As you can see, it is no different from vanilla Bevy ECS.

// Create UI
commands.spawn((
    // Initialize the UI root for 2D
    UiLayoutRoot::new_2d(),
    // Make the UI synchronized with camera viewport size
    UiFetchFromCamera::<0>,
)).with_children(|ui| {

    // Spawn a button in the middle of the screen
    ui.spawn((
        Name::new("My Button"),
        // Specify the position and size of the button
        UiLayout::window().pos(Rl((50.0, 50.0))).size((200.0, 50.0)).pack(),
        // When hovered, it will request the cursor icon to be changed
        OnHoverSetCursor::new(SystemCursorIcon::Pointer),
    )).with_children(|ui| {
        
        // Spawn a child node but with a background
        ui.spawn((
            // You can define layouts for multiple states
            UiLayout::new(vec![
                // The default state, just fill the parent
                (UiBase::id(), UiLayout::window().full()),
                // The hover state, grow to 105% of the parent from center
                (UiHover::id(), UiLayout::window().anchor(Anchor::Center).size(Rl(105.0)))
            ]),
            // Enable the hover state and give it some properties
            UiHover::new().forward_speed(20.0).backward_speed(4.0),
            // You can specify colors for multiple states
            UiColor::new(vec![
                (UiBase::id(), Color::BEVYPUNK_RED.with_alpha(0.15)),
                (UiHover::id(), Color::BEVYPUNK_YELLOW.with_alpha(1.2))
            ]),
            // You can attach any form of rendering to the node, be it sprite, mesh or something custom
            Sprite {
                image: asset_server.load("images/button.png"),
                // Here we enable sprite slicing
                image_mode: SpriteImageMode::Sliced(TextureSlicer { border: BorderRect::square(32.0), ..default() }),
                ..default()
            },
            // Make sure it does not cover the bounding zone of parent
            PickingBehavior::IGNORE,
        )).with_children(|ui| {

            // Spawn a text child node
            ui.spawn((
                // For text we always use window layout to position it. The size is computed at runtime from text bounds
                UiLayout::window().pos((Rh(40.0), Rl(50.0))).anchor(Anchor::CenterLeft).pack(),
                UiColor::new(vec![
                    (UiBase::id(), Color::BEVYPUNK_RED),
                    (UiHover::id(), Color::BEVYPUNK_YELLOW.with_alpha(1.2))
                ]),
                UiHover::new().forward_speed(20.0).backward_speed(4.0),
                // Here we specify the text height proportional to the parent node
                UiTextSize::from(Rh(60.0)),
                // You can attach text like this
                Text2d::new("Click me!"),
                TextFont {
                    font: asset_server.load("fonts/semibold.ttf"),
                    font_size: 64.0,
                    ..default()
                },
                // Make sure it does not cover the bounding zone of parent
                PickingBehavior::IGNORE,
            ));
        });
    })
    // Utility observers that enable the hover state on trigger
    .observe(hover_set::<Pointer<Over>, true>)
    .observe(hover_set::<Pointer<Out>, false>)
    // Interactivity is done through observers, you can query anything here
    .observe(|_: Trigger<Pointer<Click>>| {
        // ... Do something on click
    });
});

Documentation

Contributing

Any contribution submitted by you will be dual licensed as mentioned below, without any additional terms or conditions. If you have the need to discuss this, please contact me.

Licensing

Released under both APACHE and MIT licenses. Pick one that suits you the most!