Crate bevy_ui

Source
Expand description

This crate contains Bevy’s UI system, which can be used to create UI for both 2D and 3D games

§Basic usage

Spawn UI elements with widget::Button, ImageNode, Text and Node This UI is laid out with the Flexbox and CSS Grid layout models (see https://cssreference.io/flexbox/)

Re-exports§

Modules§

  • Box shadows rendering
  • Experimental features are not yet stable and may change or be removed in the future.
  • This module contains basic node bundles used to build UIs
  • picking_backendbevy_ui_picking_backend
    A picking backend for UI nodes.
  • The UI prelude.
  • The values here should match the values for the constants in ui.wgsl
  • Z offsets of “extracted nodes” for a given entity. These exist to allow rendering multiple “extracted nodes” for a given source entity (ex: render both a background color and a custom material for a given node).
  • This module contains systems that update the UI when something changes
  • This module contains the basic building blocks of Bevy’s UI

Structs§

Enums§

  • Used to control how items are distributed.
  • Used to control how each individual item is aligned by default within the space they’re given.
  • Used to control how the specified item is aligned within the space it’s given.
  • Defines the layout model used by this node.
  • Defines how flexbox items are ordered within a flexbox
  • Defines if flexbox items appear on a single line or on multiple lines
  • Describes whether the node should block interactions with lower nodes
  • Controls whether grid items are placed row-wise or column-wise as well as whether the sparse or dense packing algorithm is used.
  • Errors that occur when setting constraints for a GridPlacement
  • How many times to repeat a repeated grid track
  • Describes what type of input interaction has occurred for a UI node.
  • Used to control how items are distributed.
  • Used to control how each individual item is aligned by default within the space they’re given.
  • Used to control how the specified item is aligned within the space it’s given.
  • The type of UI node. This is used to determine how to render the UI node.
  • Whether to show or hide overflowing items
  • Used to determine the bounds of the visible area when a UI node is clipped.
  • The strategy used to position this node
  • Marker for controlling whether Ui is rendered with or without anti-aliasing in a camera. By default, Ui is always anti-aliased.
  • The label enum labeling the types of systems in the Bevy UI
  • Represents the possible value types for layout properties.

Constants§

Functions§

Type Aliases§