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bevy-ui-theming

该 Skill 面向 Bevy 0.20+,说明如何用一个 UiPalette 资源统一设置 BackgroundColor、BorderColor、BoxShadow 和 BackgroundGradient,并通过链式系统切换明暗主题;同时区分 WindowTheme 的 OS 窗口外观与游戏 HUD 皮肤。

thedivergentai
热度 0.00
最近更新 2026-10-19 07:27:14
分类:开发依赖:纯提示词应用场景:代码生成

安装技能

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执行命令安装此 skill: npx secure-skills-cli add thedivergentai/game-dev-agentic-skills/bevy-ui-theming
Metadata
name
bevy-ui-theming
description
Theme a Bevy HUD from one palette resource copied onto BackgroundColor, BorderColor, BoxShadow, and BackgroundGradient. Use when many nodes share colors or a marker such as Danger picks a different fill. WindowTheme is OS chrome only. Keywords: Bevy, UI theme, UiPalette, BackgroundColor, BorderColor, BackgroundGradient, feathers.

Bevy UI theming

When to use

Load this when many nodes should share colors or a widget style. Store the palette in one resource and copy it onto each node's color components.

ECS shape

  • Per-node colors: BackgroundColor, BorderColor, BorderRadius, BoxShadow, BackgroundGradient.
  • Editor widgets: bevy::feathers is a collection of styled widgets for editors and inspectors. Game HUDs use Node plus the color components below.
  • Window chrome: WindowTheme on Window picks the OS window variant (Light or Dark). That is window chrome, not a UI skin.
  • Systems: one system writes the color components from the palette resource. A second system, chained before it, swaps the palette.

A panel carries fill, border, radius, and one drop shadow. The palette is the only color source.

#[derive(Component)]
struct Panel;

#[derive(Resource, Clone)]
struct UiPalette {
    panel: Color,
    border: Color,
    shadow: Color,
}

fn dark_palette() -> UiPalette {
    UiPalette {
        panel: Color::srgb(0.12, 0.13, 0.16),
        border: Color::srgb(0.35, 0.38, 0.45),
        shadow: Color::srgba(0.0, 0.0, 0.0, 0.45),
    }
}

fn spawn_panel(mut commands: Commands) {
    let palette = dark_palette();
    commands.spawn((
        Panel,
        Node {
            width: Val::Px(280.0),
            height: Val::Px(160.0),
            border: UiRect::all(Val::Px(2.0)),
            border_radius: BorderRadius::all(CornerRadius::circular(Val::Px(8.0))),
            ..default()
        },
        BackgroundColor(palette.panel),
        BorderColor::all(palette.border),
        BoxShadow::new(
            palette.shadow,
            Val::Px(0.0),
            Val::Px(4.0),
            Val::Px(0.0),
            Val::Px(12.0),
        ),
    ));
    commands.insert_resource(palette);
}

A danger marker is a type variation: same panel shape, different fill. The two queries are disjoint, so one system may own every BackgroundColor write.

#[derive(Component)]
struct Panel;

#[derive(Component)]
struct Danger;

#[derive(Resource)]
struct UiPalette {
    panel: Color,
}

fn paint_panels(
    palette: Res<UiPalette>,
    mut panels: Query<&mut BackgroundColor, (With<Panel>, Without<Danger>)>,
    mut danger: Query<&mut BackgroundColor, (With<Panel>, With<Danger>)>,
) {
    let danger_fill = Color::srgb(0.55, 0.15, 0.15);
    for mut color in &mut panels {
        color.0 = palette.panel;
    }
    for mut color in &mut danger {
        color.0 = danger_fill;
    }
}

Swap the whole palette, then let paint_panels copy it. The chain keeps the writer after the swap.

#[derive(Resource, Clone, Copy, PartialEq, Eq, Default)]
enum ThemeKind {
    #[default]
    Dark,
    Light,
}

#[derive(Component)]
struct Panel;

#[derive(Component)]
struct Danger;

#[derive(Resource, Clone)]
struct UiPalette {
    panel: Color,
    border: Color,
    shadow: Color,
}

fn dark_palette() -> UiPalette {
    UiPalette {
        panel: Color::srgb(0.12, 0.13, 0.16),
        border: Color::srgb(0.35, 0.38, 0.45),
        shadow: Color::srgba(0.0, 0.0, 0.0, 0.45),
    }
}

fn light_palette() -> UiPalette {
    UiPalette {
        panel: Color::srgb(0.93, 0.94, 0.96),
        border: Color::srgb(0.55, 0.58, 0.64),
        shadow: Color::srgba(0.0, 0.0, 0.0, 0.18),
    }
}

fn paint_panels(
    palette: Res<UiPalette>,
    mut panels: Query<&mut BackgroundColor, (With<Panel>, Without<Danger>)>,
    mut danger: Query<&mut BackgroundColor, (With<Panel>, With<Danger>)>,
) {
    let danger_fill = Color::srgb(0.55, 0.15, 0.15);
    for mut color in &mut panels {
        color.0 = palette.panel;
    }
    for mut color in &mut danger {
        color.0 = danger_fill;
    }
}

fn toggle_theme(
    keys: Res<ButtonInput<KeyCode>>,
    mut kind: ResMut<ThemeKind>,
    mut palette: ResMut<UiPalette>,
) {
    if keys.just_pressed(KeyCode::F5) {
        *kind = match *kind {
            ThemeKind::Dark => ThemeKind::Light,
            ThemeKind::Light => ThemeKind::Dark,
        };
        *palette = match *kind {
            ThemeKind::Dark => dark_palette(),
            ThemeKind::Light => light_palette(),
        };
    }
}

pub struct ThemePlugin;

impl Plugin for ThemePlugin {
    fn build(&self, app: &mut App) {
        app.insert_resource(dark_palette())
            .init_resource::<ThemeKind>()
            .add_systems(Update, (toggle_theme, paint_panels).chain());
    }
}

A header uses a linear gradient instead of a flat fill. Stops are automatic, so they space evenly from top to bottom.

fn spawn_header(mut commands: Commands) {
    let gradient = LinearGradient::to_bottom(vec![
        ColorStop::auto(Color::srgb(0.15, 0.25, 0.45)),
        ColorStop::auto(Color::srgb(0.08, 0.1, 0.16)),
    ]);
    commands.spawn((
        Node {
            width: Val::Percent(100.0),
            height: Val::Px(72.0),
            ..default()
        },
        BackgroundGradient(vec![Gradient::Linear(gradient)]),
    ));
}

WindowTheme is OS chrome. It does not recolor Node entities.

use bevy::window::WindowTheme;

fn spawn_window(mut commands: Commands) {
    commands.spawn(Window {
        title: "Game".into(),
        window_theme: Some(WindowTheme::Dark),
        ..default()
    });
}

Scope

  • Theme colors, borders, radius, shadow, and gradients are components you set from your palette.
  • bevy::feathers skins editor widgets. It does not replace the palette resource on a game HUD.

Expert Knowledge Delta

Target: Bevy 0.20+.

Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.

Who owns state

Piece Owner Who may mutate Schedule
Data on one entity Component One system via Query Update or FixedMain
One value for the whole app Resource One system Startup to insert, then the schedule that reads it
Spawn Commands The spawning system Startup for the initial world; later schedules for runtime spawn
Order that must not race .chain() The chained systems only Same schedule
Plugin boundary Plugin build registers systems and resources Before the app runs

Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.

Decision

If you need Do this Do not
Per-entity data Component + Query A free-floating struct outside the World
App-wide config or clock Resource Copy the value onto every entity
Stable simulation step FixedMain and the Fixed clock Tie simulation to raw frame Update
Startup spawn Commands in Startup Spawn from a render system
Cross-system notice that is not shared state Message or observer slot in bevy-events-messaging A new event type invented in this file
Shared UI colors UiPalette plus one paint system A new color written in every spawn system
A header wash BackgroundGradient with LinearGradient A second BackgroundColor on the same node
Editor chrome bevy::feathers widgets Reusing feathers as the game HUD skin

Load references/ecs-ownership.md for the ownership table.

NEVER

  • Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
  • Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
  • Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
  • Do not treat WindowTheme as a HUD skin. WHY: it only selects OS window chrome (Light or Dark).
  • No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.

Reference

The library pin on bevy-master stays 0.20.

Official Documentation

  • Assets - Official asset catalog.
  • Examples - Example tree on the latest branch.
  • ECS - Component, systems, Query, Startup, Update, and .chain().
  • Plugins - Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.
  • UI examples - Nodes, colors, and widget samples.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • None yet.

Master