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//! This crate provides a set of standard widgets for Bevy UI, such as buttons, checkboxes, and sliders.
//! These widgets have no inherent styling, it's the responsibility of the user to add styling
//! appropriate for their game or application.
//!
//! ## Warning: Experimental
//!
//! This crate is currently experimental and under active development.
//! The API is likely to change substantially: be prepared to migrate your code.
//!
//! We are actively seeking feedback on the design and implementation of this crate, so please
//! file issues or create PRs if you have any comments or suggestions.
//!
//! ## State Management
//!
//! Most of the widgets use external state management: this means that the widgets do not
//! automatically update their own internal state, but instead rely on the app to update the widget
//! state (as well as any other related game state) in response to a change event emitted by the
//! widget. The primary motivation for this is to avoid two-way data binding in scenarios where the
//! user interface is showing a live view of dynamic data coming from deeper within the game engine.
//!
//! ## Best practices for event propagation
//!
//! Generally, when a widget handles an event,
//! propagation of that event to parent entities should be stopped.
//! This is important when writing your custom widgets, and understanding the behavior of existing widgets.
//!
//! For more guidance on this, see the documentation for [`EntityEvent`].
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
use ;
use ;
use cratePopoverPlugin;
/// A plugin group that registers the observers for all of the widgets in this crate. If you don't want to
/// use all of the widgets, you can import the individual widget plugins instead.
;
/// Notification sent by a button or menu item.
/// Notification sent by a widget that edits a scalar value.