# Objective Yet another PR for migrating stuff to required components. This time, cameras! ## Solution As per the [selected proposal](https://hackmd.io/tsYID4CGRiWxzsgawzxG_g#Combined-Proposal-1-Selected), deprecate `Camera2dBundle` and `Camera3dBundle` in favor of `Camera2d` and `Camera3d`. Adding a `Camera` without `Camera2d` or `Camera3d` now logs a warning, as suggested by Cart [on Discord](https://discord.com/channels/691052431525675048/1264881140007702558/1291506402832945273). I would personally like cameras to work a bit differently and be split into a few more components, to avoid some footguns and confusing semantics, but that is more controversial, and shouldn't block this core migration. ## Testing I ran a few 2D and 3D examples, and tried cameras with and without render graphs. --- ## Migration Guide `Camera2dBundle` and `Camera3dBundle` have been deprecated in favor of `Camera2d` and `Camera3d`. Inserting them will now also insert the other components required by them automatically.
		
			
				
	
	
		
			177 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			177 lines
		
	
	
		
			5.3 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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        TextBundle::from_sections([
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            TextSection::from("Click to toggle IME. Press return to start a new line.\n\n"),
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            TextSection::from("IME Enabled: "),
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            TextSection::from("false\n"),
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            TextSection::from("IME Active:  "),
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            TextSection::from("false\n"),
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            TextSection::from("IME Buffer:  "),
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            TextSection {
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                value: "\n".to_string(),
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                style: TextStyle {
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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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        .with_style(Style {
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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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    );
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    commands.spawn(Text2dBundle {
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        text: Text::from_section(
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            "".to_string(),
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            TextStyle {
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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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        ..default()
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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 windows: Query<&mut Window>,
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    mut text: Query<&mut Text, With<Node>>,
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) {
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    if input.just_pressed(MouseButton::Left) {
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        let mut window = windows.single_mut();
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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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        let mut text = text.single_mut();
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        text.sections[2].value = 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_seconds() * 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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    mut status_text: Query<&mut Text, With<Node>>,
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    mut edit_text: Query<&mut Text, (Without<Node>, Without<Bubble>)>,
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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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                status_text.single_mut().sections[6].value = format!("{value}\n");
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            }
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            Ime::Preedit { cursor, .. } if cursor.is_none() => {
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                status_text.single_mut().sections[6].value = "\n".to_string();
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            }
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            Ime::Commit { value, .. } => {
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                edit_text.single_mut().sections[0].value.push_str(value);
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            }
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            Ime::Enabled { .. } => {
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                status_text.single_mut().sections[4].value = "true\n".to_string();
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            }
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            Ime::Disabled { .. } => {
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                status_text.single_mut().sections[4].value = "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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    mut edit_text: Query<&mut Text, (Without<Node>, Without<Bubble>)>,
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) {
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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 {
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            Key::Enter => {
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                let mut text = edit_text.single_mut();
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                if text.sections[0].value.is_empty() {
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                    continue;
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                }
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                let old_value = mem::take(&mut text.sections[0].value);
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                commands.spawn((
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                    Text2dBundle {
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                        text: Text::from_section(old_value, text.sections[0].style.clone()),
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                        ..default()
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                    },
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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::Space => {
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                edit_text.single_mut().sections[0].value.push(' ');
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            }
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            Key::Backspace => {
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                edit_text.single_mut().sections[0].value.pop();
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            }
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            Key::Character(character) => {
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                edit_text.single_mut().sections[0].value.push_str(character);
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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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