
# Objective Contributes to #18238 Updates the `text_input` and `virtual_time` examples to use the `children!` macro. I wanted to keep the PR small but chose to do two examples since they both included only a single `with_children` call. ## Solution Updates examples to use the Improved Spawning API merged in https://github.com/bevyengine/bevy/pull/17521 ## Testing - Did you test these changes? If so, how? - Opened the examples before and after and verified the same behavior was observed. I did this on Ubuntu 24.04.2 LTS using `--features wayland`. - Are there any parts that need more testing? - Other OS's and features can't hurt, but this is such a small change it shouldn't be a problem. - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the examples yourself with and without these changes. - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - see above --- ## Showcase n/a ## Migration Guide n/a
183 lines
5.5 KiB
Rust
183 lines
5.5 KiB
Rust
//! Simple text input support
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//!
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//! Return creates a new line, backspace removes the last character.
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//! Clicking toggle IME (Input Method Editor) support, but the font used as limited support of characters.
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//! You should change the provided font with another one to test other languages input.
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use std::mem;
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use bevy::{
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input::keyboard::{Key, KeyboardInput},
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prelude::*,
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};
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup_scene)
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.add_systems(
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Update,
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(
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toggle_ime,
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listen_ime_events,
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listen_keyboard_input_events,
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bubbling_text,
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),
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)
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.run();
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}
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fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
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commands.spawn(Camera2d);
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// The default font has a limited number of glyphs, so use the full version for
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// sections that will hold text input.
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let font = asset_server.load("fonts/FiraMono-Medium.ttf");
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commands.spawn((
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Text::default(),
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Node {
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position_type: PositionType::Absolute,
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top: Val::Px(12.0),
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left: Val::Px(12.0),
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..default()
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},
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children![
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TextSpan::new("Click to toggle IME. Press return to start a new line.\n\n",),
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TextSpan::new("IME Enabled: "),
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TextSpan::new("false\n"),
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TextSpan::new("IME Active: "),
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TextSpan::new("false\n"),
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TextSpan::new("IME Buffer: "),
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(
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TextSpan::new("\n"),
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TextFont {
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font: font.clone(),
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..default()
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},
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),
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],
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));
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commands.spawn((
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Text2d::new(""),
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TextFont {
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font,
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font_size: 100.0,
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..default()
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},
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));
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}
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fn toggle_ime(
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input: Res<ButtonInput<MouseButton>>,
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mut window: Single<&mut Window>,
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status_text: Single<Entity, (With<Node>, With<Text>)>,
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mut ui_writer: TextUiWriter,
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) {
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if input.just_pressed(MouseButton::Left) {
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window.ime_position = window.cursor_position().unwrap();
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window.ime_enabled = !window.ime_enabled;
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*ui_writer.text(*status_text, 3) = format!("{}\n", window.ime_enabled);
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}
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}
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#[derive(Component)]
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struct Bubble {
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timer: Timer,
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}
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fn bubbling_text(
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mut commands: Commands,
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mut bubbles: Query<(Entity, &mut Transform, &mut Bubble)>,
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time: Res<Time>,
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) {
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for (entity, mut transform, mut bubble) in bubbles.iter_mut() {
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if bubble.timer.tick(time.delta()).just_finished() {
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commands.entity(entity).despawn();
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}
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transform.translation.y += time.delta_secs() * 100.0;
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}
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}
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fn listen_ime_events(
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mut events: EventReader<Ime>,
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status_text: Single<Entity, (With<Node>, With<Text>)>,
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mut edit_text: Single<&mut Text2d, (Without<Node>, Without<Bubble>)>,
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mut ui_writer: TextUiWriter,
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) {
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for event in events.read() {
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match event {
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Ime::Preedit { value, cursor, .. } if !cursor.is_none() => {
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*ui_writer.text(*status_text, 7) = format!("{value}\n");
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}
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Ime::Preedit { cursor, .. } if cursor.is_none() => {
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*ui_writer.text(*status_text, 7) = "\n".to_string();
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}
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Ime::Commit { value, .. } => {
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edit_text.push_str(value);
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}
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Ime::Enabled { .. } => {
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*ui_writer.text(*status_text, 5) = "true\n".to_string();
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}
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Ime::Disabled { .. } => {
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*ui_writer.text(*status_text, 5) = "false\n".to_string();
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}
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_ => (),
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}
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}
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}
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fn listen_keyboard_input_events(
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mut commands: Commands,
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mut events: EventReader<KeyboardInput>,
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edit_text: Single<(&mut Text2d, &TextFont), (Without<Node>, Without<Bubble>)>,
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) {
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let (mut text, style) = edit_text.into_inner();
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for event in events.read() {
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// Only trigger changes when the key is first pressed.
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if !event.state.is_pressed() {
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continue;
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}
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match (&event.logical_key, &event.text) {
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(Key::Enter, _) => {
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if text.is_empty() {
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continue;
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}
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let old_value = mem::take(&mut **text);
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commands.spawn((
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Text2d::new(old_value),
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style.clone(),
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Bubble {
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timer: Timer::from_seconds(5.0, TimerMode::Once),
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},
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));
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}
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(Key::Backspace, _) => {
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text.pop();
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}
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(_, Some(inserted_text)) => {
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// Make sure the text doesn't have any control characters,
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// which can happen when keys like Escape are pressed
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if inserted_text.chars().all(is_printable_char) {
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text.push_str(inserted_text);
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}
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}
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_ => continue,
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}
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}
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}
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// this logic is taken from egui-winit:
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// https://github.com/emilk/egui/blob/adfc0bebfc6be14cee2068dee758412a5e0648dc/crates/egui-winit/src/lib.rs#L1014-L1024
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fn is_printable_char(chr: char) -> bool {
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let is_in_private_use_area = ('\u{e000}'..='\u{f8ff}').contains(&chr)
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|| ('\u{f0000}'..='\u{ffffd}').contains(&chr)
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|| ('\u{100000}'..='\u{10fffd}').contains(&chr);
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!is_in_private_use_area && !chr.is_ascii_control()
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}
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