bevy/examples/input/text_input.rs
UkoeHB c2c19e5ae4
Text rework (#15591)
**Ready for review. Examples migration progress: 100%.**

# Objective

- Implement https://github.com/bevyengine/bevy/discussions/15014

## Solution

This implements [cart's
proposal](https://github.com/bevyengine/bevy/discussions/15014#discussioncomment-10574459)
faithfully except for one change. I separated `TextSpan` from
`TextSpan2d` because `TextSpan` needs to require the `GhostNode`
component, which is a `bevy_ui` component only usable by UI.

Extra changes:
- Added `EntityCommands::commands_mut` that returns a mutable reference.
This is a blocker for extension methods that return something other than
`self`. Note that `sickle_ui`'s `UiBuilder::commands` returns a mutable
reference for this reason.

## Testing

- [x] Text examples all work.

---

## Showcase

TODO: showcase-worthy

## Migration Guide

TODO: very breaking

### Accessing text spans by index

Text sections are now text sections on different entities in a
hierarchy, Use the new `TextReader` and `TextWriter` system parameters
to access spans by index.

Before:
```rust
fn refresh_text(mut query: Query<&mut Text, With<TimeText>>, time: Res<Time>) {
    let text = query.single_mut();
    text.sections[1].value = format_time(time.elapsed());
}
```

After:
```rust
fn refresh_text(
    query: Query<Entity, With<TimeText>>,
    mut writer: UiTextWriter,
    time: Res<Time>
) {
    let entity = query.single();
    *writer.text(entity, 1) = format_time(time.elapsed());
}
```

### Iterating text spans

Text spans are now entities in a hierarchy, so the new `UiTextReader`
and `UiTextWriter` system parameters provide ways to iterate that
hierarchy. The `UiTextReader::iter` method will give you a normal
iterator over spans, and `UiTextWriter::for_each` lets you visit each of
the spans.

---------

Co-authored-by: ickshonpe <david.curthoys@googlemail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-10-09 18:35:36 +00:00

177 lines
5.2 KiB
Rust

//! Simple text input support
//!
//! Return creates a new line, backspace removes the last character.
//! Clicking toggle IME (Input Method Editor) support, but the font used as limited support of characters.
//! You should change the provided font with another one to test other languages input.
use std::mem;
use bevy::{
input::keyboard::{Key, KeyboardInput},
prelude::*,
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.add_systems(
Update,
(
toggle_ime,
listen_ime_events,
listen_keyboard_input_events,
bubbling_text,
),
)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2d);
// The default font has a limited number of glyphs, so use the full version for
// sections that will hold text input.
let font = asset_server.load("fonts/FiraMono-Medium.ttf");
commands
.spawn((
Text::default(),
Style {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
))
.with_children(|p| {
p.spawn(TextSpan::new(
"Click to toggle IME. Press return to start a new line.\n\n",
));
p.spawn(TextSpan::new("IME Enabled: "));
p.spawn(TextSpan::new("false\n"));
p.spawn(TextSpan::new("IME Active: "));
p.spawn(TextSpan::new("false\n"));
p.spawn(TextSpan::new("IME Buffer: "));
p.spawn((
TextSpan::new("\n"),
TextStyle {
font: font.clone(),
..default()
},
));
});
commands.spawn((
Text2d::new(""),
TextStyle {
font,
font_size: 100.0,
..default()
},
));
}
fn toggle_ime(
input: Res<ButtonInput<MouseButton>>,
mut windows: Query<&mut Window>,
status_text: Query<Entity, (With<Node>, With<Text>)>,
mut ui_writer: UiTextWriter,
) {
if input.just_pressed(MouseButton::Left) {
let mut window = windows.single_mut();
window.ime_position = window.cursor_position().unwrap();
window.ime_enabled = !window.ime_enabled;
*ui_writer.text(status_text.single(), 3) = format!("{}\n", window.ime_enabled);
}
}
#[derive(Component)]
struct Bubble {
timer: Timer,
}
fn bubbling_text(
mut commands: Commands,
mut bubbles: Query<(Entity, &mut Transform, &mut Bubble)>,
time: Res<Time>,
) {
for (entity, mut transform, mut bubble) in bubbles.iter_mut() {
if bubble.timer.tick(time.delta()).just_finished() {
commands.entity(entity).despawn();
}
transform.translation.y += time.delta_seconds() * 100.0;
}
}
fn listen_ime_events(
mut events: EventReader<Ime>,
status_text: Query<Entity, (With<Node>, With<Text>)>,
mut edit_text: Query<&mut Text2d, (Without<Node>, Without<Bubble>)>,
mut ui_writer: UiTextWriter,
) {
for event in events.read() {
match event {
Ime::Preedit { value, cursor, .. } if !cursor.is_none() => {
*ui_writer.text(status_text.single(), 7) = format!("{value}\n");
}
Ime::Preedit { cursor, .. } if cursor.is_none() => {
*ui_writer.text(status_text.single(), 7) = "\n".to_string();
}
Ime::Commit { value, .. } => {
edit_text.single_mut().push_str(value);
}
Ime::Enabled { .. } => {
*ui_writer.text(status_text.single(), 5) = "true\n".to_string();
}
Ime::Disabled { .. } => {
*ui_writer.text(status_text.single(), 5) = "false\n".to_string();
}
_ => (),
}
}
}
fn listen_keyboard_input_events(
mut commands: Commands,
mut events: EventReader<KeyboardInput>,
mut edit_text: Query<(&mut Text2d, &TextStyle), (Without<Node>, Without<Bubble>)>,
) {
for event in events.read() {
// Only trigger changes when the key is first pressed.
if !event.state.is_pressed() {
continue;
}
match &event.logical_key {
Key::Enter => {
let (mut text, style) = edit_text.single_mut();
if text.is_empty() {
continue;
}
let old_value = mem::take(&mut **text);
commands.spawn((
Text2d::new(old_value),
style.clone(),
Bubble {
timer: Timer::from_seconds(5.0, TimerMode::Once),
},
));
}
Key::Space => {
edit_text.single_mut().0.push(' ');
}
Key::Backspace => {
edit_text.single_mut().0.pop();
}
Key::Character(character) => {
edit_text.single_mut().0.push_str(character);
}
_ => continue,
}
}
}