bevy_lunex
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Blazingly fast path based retained layout engine for Bevy entities, built around vanilla Bevy ECS.
Here are some preliminary thoughts about how to implement hot-reloading. 1. Add extra inner id to widgets. - Widget paths point to widgets with the highest current inner ids (among...
I have been thinking a bit about a DSL syntax for bevy_lunex. This syntax could easily be translated to pure-rust without *too* much additional verbosity, but I wanted to see...
Using multiple cameras is quite common, for example with a HUD or minimap. Currently, this line panics when multiple cameras exist: https://github.com/bytestring-net/bevy-lunex/blob/672d977d793bd215f46bcbc44a8277b3c413d81f/crates/bevy_lunex_ui/src/code/cursor.rs#L64 Perhaps tag the expected camera with a `LunexCamera`...
First of all, thanks for the lovely crate :heart_hands: I haven't seen anything about UI navigation with keyboard or controller input. I don't think it's supported in bevypunk either. So...
## Proposal FillPortion units are a way to specify a portion of the total available space that an element should take up. For example, if you have a container with...
how to replicate: run this code with a release build ```rs use bevy::prelude::*; use bevy_lunex::prelude::*; fn main() { App::new() .add_plugins(( DefaultPlugins, UiDefaultPlugins, )) .run(); } ``` result: error: process didn't...