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UIComponents

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A front-end framework for Unity's UIToolkit, powered by source generation.

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About

UIComponents is a collection of source generators, runtime components and Roslyn analyzers. Its goal is to ease the creation of reusable components when working with UI Toolkit. Its primary use case is complex editor extensions, but it can be used for runtime UI as well. It's able to load assets for you, set up listeners, queries and traits. There is a simple dependency injection system available for those that need one, too.

Example

using UnityEngine.UIElements;
using UIComponents;

[UxmlName("Counter")] // A UxmlFactory implementation is generated.
[Layout("CounterComponent/CounterComponent")]
[Stylesheet("CounterComponent/CounterComponent.style")]
[Stylesheet("Common")]
[Dependency(typeof(ICounterService), provide: typeof(CounterService))]
public partial class CounterComponent : UIComponent, IOnAttachToPanel
{
    // The layout and stylesheets are loaded automatically.
    // They are retrieved from Resources by default,
    // hence the lack of file extensions.
    
    // An UxmlTraits implementation is generated automatically for this class.
    [UxmlTrait]
    public string IncrementText = "Increment";
    
    // Queries are made after all assets have loaded.
    // The query calls are generated automatically for you.
    [Query("count-label")]
    public Label CountLabel;
    
    [Query("increment-button")]
    public Button IncrementButton;
    
    // An instance of CounterService is injected into this field
    // in the inherited constructor.
    [Provide]
    private ICounterService _counterService;
    
    // The OnInit method is called after all assets have loaded.
    // Any operations related to the DOM and stylesheets should
    // be done here.
    public override void OnInit()
    {
        CountLabel.text = _counterService.Count.ToString();
        IncrementButton.text = IncrementText;
    }
    
    // Event handlers are registered after all assets have loaded.
    // To listen for events, all you need to do is implement
    // a supported interface.
    public void OnAttachToPanel(AttachToPanelEvent evt)
    {
        CountLabel.text = _counterService.Count.ToString();
    }
}

Instantiation in code:

var container = new VisualElement();
container.Add(new CounterComponent() { IncrementText = "+1" });

Instantiation in UXML:

<Counter increment-text="+1" />

UIComponents are VisualElements with protected virtual methods which are overridden via source generation. Those virtual methods are called when the UIComponent is first attached to a panel.

Those looking for a real-world example may feast their eyes on this component from my UnityGit project. It is a header element used for Git repositories.

Testing

The UIComponents package has been designed with testability in mind. The UIComponents.Testing assembly contains the TestBed<T> helper class.

using UIComponents;
using UIComponents.Testing;
using NUnit.Framework;
using UnityEngine.TestTools;

[TestFixture]
public class CounterComponentTests
{
    private TestBed<CounterComponent> _testBed;
    private ICounterService _counterService;
    
    [SetUp]
    public void SetUp()
    {
        // A mocking framework like NSubstitute is recommended.
        // Here we don't use a mock at all.
        _counterService = new CounterService();
        _testBed = new TestBed<CounterComponent>()
            .WithSingleton<ICounterService>(_counterService);
    }
    
    [UnityTest]
    public IEnumerator It_Initializes_Count_Label_On_Init()
    {
        _counterService.Count = 42;

        var component = _testBed.Instantiate();
        // UIComponents start their initialization when they are first attached to a panel.
        // We can force the initialization by calling Initialize() manually.
        component.Initialize();
        // Wait until the component's assets have been loaded.
        yield return component.WaitForInitializationEnumerator();
        Assert.That(component.CountLabel.text, Is.EqualTo("42"));
    }
}

Requirements

UIComponents officially supports Unity 2021.3 or newer. Unity's com.unity.roslyn package can be used to enable source generation in Unity 2020. Refer to the Installation section below for more information.

Installation

With OpenUPM (recommended)

openupm add io.savolainen.uicomponents

Alternatively, merge this snippet to your Packages/manifest.json file:

{
    "scopedRegistries": [
        {
            "name": "package.openupm.com",
            "url": "https://package.openupm.com",
            "scopes": [
                "io.savolainen.uicomponents"
            ]
        }
    ],
    "dependencies": {
        "io.savolainen.uicomponents": "1.0.0-beta.9"
    }
}

With Git

Add this under dependencies in your Packages/manifest.json file:

"io.savolainen.uicomponents": "https://github.com/jonisavo/uicomponents.git#upm/v1.0.0-beta.9"

This will install version 1.0.0-beta.9.

To update, change upm/v1.0.0-beta.9 to point to the latest version.

With .unitypackage

Download the latest .unitypackage from the releases page.

To update, remove the existing files and extract the new .unitypackage.

For Unity 2020

After installing UIComponents, install the com.unity.roslyn package. This enables source generation in Unity 2020.

Add this under dependencies in your Packages/manifest.json file:

"com.unity.roslyn": "0.2.2-preview"

You may need to restart Unity.

Documentation

Refer to the wiki for documentation.

  • UxmlFactory & UxmlTraits generation: see how you can use the [UxmlName] and [UxmlTrait] attributes to generate UxmlFactory and UxmlTraits implementations for your VisualElements.
  • Layouts and stylesheets: see how UIComponents loads layouts and stylesheets automatically, and how you can use [Query] to query for elements.
  • Asset loading: UIComponents loads assets from Resources by default. See how you can use different methods.
  • Dependency injection: UIComponents comes with a simple dependency injection system. See how you can use it to decouple your UI code from other logic.
  • Event interfaces: a list of interfaces whose methods will be automatically registered as event callbacks.
  • Logging: for when you want to use something other than Debug.Log.
  • Experimental features: new features that are subject to change.