# Objective Make the coordinate systems of screen-space items (cursor position, UI, viewports, etc.) consistent. ## Solution Remove the weird double inversion of the cursor position's Y origin. Once in bevy_winit to the bottom and then again in bevy_ui back to the top. This leaves the origin at the top left like it is in every other popular app framework. Update the `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d` methods to flip the Y origin (as they should since the viewport coordinates were always relative to the top left). ## Migration Guide `Window::cursor_position` now returns the position of the cursor relative to the top left instead of the bottom left. This now matches other screen-space coordinates like `RelativeCursorPosition`, UI, and viewports. The `world_to_viewport`, `viewport_to_world`, and `viewport_to_world_2d` methods on `Camera` now return/take the viewport position relative to the top left instead of the bottom left. If you were using `world_to_viewport` to position a UI node the returned `y` value should now be passed into the `top` field on `Style` instead of the `bottom` field. Note that this might shift the position of the UI node as it is now anchored at the top. If you were passing `Window::cursor_position` to `viewport_to_world` or `viewport_to_world_2d` no change is necessary.
		
			
				
	
	
		
			201 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			201 lines
		
	
	
		
			6.1 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 bevy::{input::keyboard::KeyboardInput, prelude::*};
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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_received_character_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(Camera2dBundle::default());
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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 {
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                value: "IME Enabled: ".to_string(),
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                style: TextStyle {
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                    font: font.clone_weak(),
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                    font_size: 20.0,
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                    color: Color::WHITE,
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                },
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            },
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            TextSection {
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                value: "false\n".to_string(),
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                style: TextStyle {
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                    font: font.clone_weak(),
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                    font_size: 30.0,
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                    color: Color::WHITE,
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                },
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            },
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            TextSection {
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                value: "IME Active: ".to_string(),
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                style: TextStyle {
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                    font: font.clone_weak(),
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                    font_size: 20.0,
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                    color: Color::WHITE,
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                },
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            },
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            TextSection {
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                value: "false\n".to_string(),
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                style: TextStyle {
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                    font: font.clone_weak(),
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                    font_size: 30.0,
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                    color: Color::WHITE,
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                },
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            },
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            TextSection {
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                value: "click to toggle IME, press return to start a new line\n\n".to_string(),
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                style: TextStyle {
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                    font: font.clone_weak(),
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                    font_size: 18.0,
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                    color: Color::WHITE,
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                },
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            },
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            TextSection {
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                value: "".to_string(),
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                style: TextStyle {
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                    font,
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                    font_size: 25.0,
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                    color: Color::WHITE,
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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(10.0),
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            left: Val::Px(10.0),
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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: asset_server.load("fonts/FiraMono-Medium.ttf"),
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                font_size: 100.0,
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                color: Color::WHITE,
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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<Input<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[1].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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#[derive(Component)]
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struct ImePreedit;
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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.iter() {
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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[5].value = format!("IME buffer: {value}");
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            }
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            Ime::Preedit { cursor, .. } if cursor.is_none() => {
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                status_text.single_mut().sections[5].value = "".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[3].value = "true\n".to_string();
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            }
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            Ime::Disabled { .. } => {
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                status_text.single_mut().sections[3].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_received_character_events(
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    mut events: EventReader<ReceivedCharacter>,
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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.iter() {
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        edit_text.single_mut().sections[0].value.push(event.char);
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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<(Entity, &mut Text), (Without<Node>, Without<Bubble>)>,
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) {
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    for event in events.iter() {
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        match event.key_code {
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            Some(KeyCode::Return) => {
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                let (entity, text) = edit_text.single();
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                commands.entity(entity).insert(Bubble {
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                    timer: Timer::from_seconds(5.0, TimerMode::Once),
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                });
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                commands.spawn(Text2dBundle {
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                    text: Text::from_section("".to_string(), text.sections[0].style.clone()),
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                    ..default()
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                });
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            }
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            Some(KeyCode::Back) => {
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                edit_text.single_mut().1.sections[0].value.pop();
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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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