Expand description
§Pixel-widgets
pixel-widgets is a component based user interface library focused on integratability in graphical applications.
§Features
- Very compact and easy API
- API agnostic rendering
Component
based workflow- CSS like styling
- Many built in widgets
- wgpu based renderer included
§Overview
User interfaces in pixel-widgets are composed of Component
s. These components manage their own state, and generate ui elements when that state is mutated. Each component implements some methods:
view
- this method renders the ui elements for the current component state. When the state is updated, the view will be rendered again. method:update
- ui elements generate messages that will be passed to the update method. In here, a component will update it’s internal state based on these messages.
§Quick start
This example shows how to define a component and run it in the included sandbox. More work is required if you want to use pixel-widgets in your own game engine.
use pixel_widgets::prelude::*;
// The main component for our simple application
struct Counter {
initial_value: i32,
}
Then, we have to define a message type. The message type should be able to tell us what happend in the ui.
// The message type that will be used in our `Counter` component.
#[derive(Clone)]
enum Message {
UpPressed,
DownPressed,
}
And finally, we must implement Component
use pixel_widgets::prelude::*;
// The main component for our simple application
#[derive(Default)]
struct Counter {
initial_value: i32,
}
// The message type that will be used in our `Counter` component.
#[derive(Clone)]
enum Message {
UpPressed,
DownPressed,
}
impl Component for Counter {
type State = i32;
type Message = Message;
type Output = ();
// Creates the state of our component when it's first constructed.
fn mount(&self) -> Self::State {
self.initial_value
}
// Generates the widgets for this component, based on the current state.
fn view<'a>(&'a self, state: &'a i32) -> Node<'a, Message> {
// You can build the view using declarative syntax with the view! macro,
// but you can also construct widgets using normal rust code.
view! {
Column => {
Button { text: "Up", on_clicked: Message::UpPressed }
Text { val: format!("Count: {}", *state) }
Button { text: "Down", on_clicked: Message::DownPressed }
}
}
}
// Updates the component state based on a message.
fn update(&self, message: Message, mut state: State<i32>, _context: Context<Message, ()>) {
match message {
Message::UpPressed => *state += 1,
Message::DownPressed => *state -= 1,
}
}
}
#[tokio::main]
async fn main() {
use winit::window::WindowBuilder;
Sandbox::new(
Counter { initial_value: 15 },
StyleBuilder::default(),
WindowBuilder::new()
.with_title("Counter")
.with_inner_size(winit::dpi::LogicalSize::new(240, 240))
)
.await
.expect("failed to load style")
.run()
.await;
}
§Examples
If you want more examples, check out the examples directory in the git repository.
Modules§
- backend
- Backend specific code
- cache
- Texture cache for styles and text
- component
- The component trait.
- draw
- Primitives used for drawing
- event
- User input events
- graphics
- Graphics loader
- layout
- Primitives used for layouts
- node
- User interface building blocks
- prelude
- Prelude module for pixel-widgets.
- sandbox
- Simple windowing system for those who want to render just widgets.
- style
- Styling system Style in pixel-widgets is either defined in .pwss (pixel-widgets stylesheets) files or in code. The file variant uses a format that is syntactically similar to CSS.
- text
- Primitives for rendering text
- tracker
- Utility for tracking state conveniently.
- widget
- User interface widgets
Widgets are defined using the
Widget
trait. You can choose to implement widgets yourself, or you can use the built in widgets defined in this module.
Macros§
- view
- The
view!
macro
Structs§
- Ui
- Entry point for the user interface.