bevy/examples/input/text_input.rs
krunchington f68ed878e5
Update text_input and virtual_time examples to use Improved Spawning API (#18249)
# 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
2025-03-11 05:47:56 +00:00

183 lines
5.5 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(),
Node {
position_type: PositionType::Absolute,
top: Val::Px(12.0),
left: Val::Px(12.0),
..default()
},
children![
TextSpan::new("Click to toggle IME. Press return to start a new line.\n\n",),
TextSpan::new("IME Enabled: "),
TextSpan::new("false\n"),
TextSpan::new("IME Active: "),
TextSpan::new("false\n"),
TextSpan::new("IME Buffer: "),
(
TextSpan::new("\n"),
TextFont {
font: font.clone(),
..default()
},
),
],
));
commands.spawn((
Text2d::new(""),
TextFont {
font,
font_size: 100.0,
..default()
},
));
}
fn toggle_ime(
input: Res<ButtonInput<MouseButton>>,
mut window: Single<&mut Window>,
status_text: Single<Entity, (With<Node>, With<Text>)>,
mut ui_writer: TextUiWriter,
) {
if input.just_pressed(MouseButton::Left) {
window.ime_position = window.cursor_position().unwrap();
window.ime_enabled = !window.ime_enabled;
*ui_writer.text(*status_text, 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_secs() * 100.0;
}
}
fn listen_ime_events(
mut events: EventReader<Ime>,
status_text: Single<Entity, (With<Node>, With<Text>)>,
mut edit_text: Single<&mut Text2d, (Without<Node>, Without<Bubble>)>,
mut ui_writer: TextUiWriter,
) {
for event in events.read() {
match event {
Ime::Preedit { value, cursor, .. } if !cursor.is_none() => {
*ui_writer.text(*status_text, 7) = format!("{value}\n");
}
Ime::Preedit { cursor, .. } if cursor.is_none() => {
*ui_writer.text(*status_text, 7) = "\n".to_string();
}
Ime::Commit { value, .. } => {
edit_text.push_str(value);
}
Ime::Enabled { .. } => {
*ui_writer.text(*status_text, 5) = "true\n".to_string();
}
Ime::Disabled { .. } => {
*ui_writer.text(*status_text, 5) = "false\n".to_string();
}
_ => (),
}
}
}
fn listen_keyboard_input_events(
mut commands: Commands,
mut events: EventReader<KeyboardInput>,
edit_text: Single<(&mut Text2d, &TextFont), (Without<Node>, Without<Bubble>)>,
) {
let (mut text, style) = edit_text.into_inner();
for event in events.read() {
// Only trigger changes when the key is first pressed.
if !event.state.is_pressed() {
continue;
}
match (&event.logical_key, &event.text) {
(Key::Enter, _) => {
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::Backspace, _) => {
text.pop();
}
(_, Some(inserted_text)) => {
// Make sure the text doesn't have any control characters,
// which can happen when keys like Escape are pressed
if inserted_text.chars().all(is_printable_char) {
text.push_str(inserted_text);
}
}
_ => continue,
}
}
}
// this logic is taken from egui-winit:
// https://github.com/emilk/egui/blob/adfc0bebfc6be14cee2068dee758412a5e0648dc/crates/egui-winit/src/lib.rs#L1014-L1024
fn is_printable_char(chr: char) -> bool {
let is_in_private_use_area = ('\u{e000}'..='\u{f8ff}').contains(&chr)
|| ('\u{f0000}'..='\u{ffffd}').contains(&chr)
|| ('\u{100000}'..='\u{10fffd}').contains(&chr);
!is_in_private_use_area && !chr.is_ascii_control()
}