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Update to 0.14.0
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IDEDARY committed Jul 4, 2024
1 parent 088c5a3 commit c13bba9
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6 changes: 3 additions & 3 deletions Cargo.toml
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indexmap = { version = "^2.1" }
thiserror = { version = "^1.0" }

bevy = { version = "0.14.0-rc.4", default_features = false, features = [
bevy = { version = "^0.14.0", default_features = false, features = [
"bevy_pbr",
"bevy_sprite",
"bevy_text",
"multi_threaded",
"bevy_gizmos",
] }

bevy_kira_audio = { version = "0.20.0-rc.1" }
bevy_mod_picking = { version = "0.20.0-rc.0", default_features = false, features = ["selection", "backend_raycast"] }
bevy_kira_audio = { version = "^0.20.0-rc.1" }
bevy_mod_picking = { version = "^0.20.0-rc.0", default_features = false, features = ["selection", "backend_raycast"] }
14 changes: 7 additions & 7 deletions crates/bevy_lunex/README.md
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Blazingly fast ***path based*** 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.

* **Resizable:** 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.
* **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.

* **Retained mode:** 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.
* **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 friendly:** 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.
* **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.

* **2D + 3D 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.
* **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.

* **Cursor styling:** Lunex offers a cursor API so you can style your cursor however you want! For interactions, we intagrate with [bevy_mod_picking](https://github.com/aevyrie/bevy_mod_picking), which is getting upstreamed into Bevy.
* **Custom cursor:** You can style your cursor with any image you want! Lunex also provides easy drop-in components for mouse interactivity.

##

![image](https://github.com/bytestring-net/bevy_lunex/blob/main/promo/bevypunk_1.png?raw=true)

![image](https://github.com/bytestring-net/bevy_lunex/blob/main/promo/bevypunk_3.png?raw=true)
![image](https://github.com/bytestring-net/bevy_lunex/blob/main/promo/bevypunk_3.jpeg?raw=true)

> *Try out the live WASM demo on [`Itch.io`](https://idedary.itch.io/bevypunk) or [`GitHub Pages`](https://idedary.github.io/Bevypunk/) (Limited performance & stutter due to running on a single thread). For best experience compile the project natively. You can find [source code here](https://github.com/IDEDARY/Bevypunk).*
Expand Down Expand Up @@ -72,7 +72,7 @@ commands.spawn((
PickableBundle::default(),

// This will change cursor icon on mouse hover
OnHoverSetCursor::new(CursorIcon::Pointer),
OnHoverSetCursor::new(CursorIcon::Pointer),

// If we click on this, it will emmit UiClick event we can listen to
UiClickEmitter::SELF,
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