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Merge pull request #247 from StarArawn/v0.4.0
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V0.4.0
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StarArawn authored Apr 30, 2023
2 parents 4bc6834 + 8c8afab commit 885a3a1
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18 changes: 9 additions & 9 deletions Cargo.toml
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@@ -1,7 +1,7 @@
[package]
name = "kayak_ui"
description = "A UI library built using the bevy game engine!"
version = "0.3.0"
version = "0.4.0"
edition = "2021"
resolver = "2"
authors = ["John Mitchell"]
Expand All @@ -17,21 +17,21 @@ members = ["kayak_ui_macros", "kayak_font"]

[dependencies]
bevy = { version = "0.10", default-features = false, features = ["bevy_render", "bevy_sprite", "bevy_asset", "bevy_winit", "bevy_core_pipeline", "bevy_ui"] }
bevy_svg = { version="0.10.1", default-features = false }
bitflags = "1.3.2"
bytemuck = "1.12"
dashmap = "5.4"
kayak_font = { path = "./kayak_font", version = "0.3" }
morphorm = "0.3"
kayak_ui_macros = { path = "./kayak_ui_macros", version = "0.3" }
fancy-regex = "0.11.0"
indexmap = "1.9"
instant = "0.1"
interpolation = { version = "0.2" }
kayak_font = { path = "./kayak_font", version = "0.4" }
kayak_ui_macros = { path = "./kayak_ui_macros", version = "0.4" }
log = "0.4"
bitflags = "1.3.2"
morphorm = "0.3"
reorder = "2.1"
resources = "1.1"
instant = "0.1"
bevy_svg = { git = "https://github.com/StarArawn/bevy_svg", rev = "9a14eccf680b7fa98f6494fc10e8aaa5931de5c8", default-features = false }
interpolation = { version = "0.2" }
usvg = "0.27"
fancy-regex = "0.11.0"
uuid = { version = "1.3", features = ["v4"] }

[dev-dependencies]
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7 changes: 5 additions & 2 deletions README.md
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Expand Up @@ -36,6 +36,8 @@ Kayak UI is in the very early stages of development. Important features are miss
- Fully integrated into bevy to capture input events, use bevy assets(images, etc).
- Dpi Scaling
- Batched Rendering
- Opacity Layers
- Custom Materials

## Missing features
- More default widgets.
Expand All @@ -48,14 +50,15 @@ Kayak UI is in the very early stages of development. Important features are miss
Use bevy `0.10`! Make sure the version of Kayak you are using uses the same version of bevy.

```rust
kayak_ui = "0.3"
kayak_ui = "0.4"
bevy = "0.10"
```

|bevy|kayak_ui|
|---|---|
|`main`|`bevy-track`|
|0.10|0.3|
|0.10.x|0.4|
|0.10.x|0.3|
|0.9|0.2|
|0.9|0.1|

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2 changes: 1 addition & 1 deletion book/src/chapter_1.md
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Expand Up @@ -2,7 +2,7 @@
Kayak UI is quite easy to setup! First make sure you add it to your cargo.toml file in your project.

```toml
kayak_ui = "0.2"
kayak_ui = "0.4"
```

Once you've added Kayak UI to your bevy project you can now start to use it! In order for you to copy and run this in your own project don't forget to move the `roboto.kayak_font` and the `roboto.png` files to your asset folder. Optionally you can also generate your own font! See: [Chapter 5 - Fonts](./chapter_6.md)
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2 changes: 1 addition & 1 deletion kayak_font/Cargo.toml
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
[package]
name = "kayak_font"
description = "An SDF font renderer for Kayak UI and the Bevy game engine"
version = "0.3.0"
version = "0.4.0"
edition = "2021"
resolver = "2"
authors = ["John Mitchell"]
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2 changes: 1 addition & 1 deletion kayak_ui_macros/Cargo.toml
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
[package]
name = "kayak_ui_macros"
description = "A proc macro library that provides RSX like syntax for Kayak UI."
version = "0.3.0"
version = "0.4.0"
edition = "2021"
resolver = "2"
authors = ["John Mitchell"]
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8 changes: 5 additions & 3 deletions src/widgets/icons/mod.rs
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
use std::path::Path;
use std::path::{Path, PathBuf};

use bevy::{
prelude::{Assets, HandleUntyped, Mesh, Plugin},
Expand All @@ -17,8 +17,10 @@ impl Plugin for IconsPlugin {
fn build(&self, app: &mut bevy::prelude::App) {
let expand_less_bytes = include_bytes!("expand_less.svg");
let expand_more_bytes = include_bytes!("expand_more.svg");
let mut expand_less = Svg::from_bytes(expand_less_bytes, Path::new("")).unwrap();
let mut expand_more = Svg::from_bytes(expand_more_bytes, Path::new("")).unwrap();
let mut expand_less =
Svg::from_bytes(expand_less_bytes, Path::new(""), None::<PathBuf>).unwrap();
let mut expand_more =
Svg::from_bytes(expand_more_bytes, Path::new(""), None::<PathBuf>).unwrap();

let mut meshes = app.world.get_resource_mut::<Assets<Mesh>>().unwrap();
expand_less.mesh = meshes.add(expand_less.tessellate());
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