
# Objective
Allow handling of dead keys on some keyboard layouts.
In some cases, dead keys were impossible to get using the
`KeyboardInput` event. This information is already present in the
underlying winit `KeyEvent`, but it wasn't exposed.
## Solution
Expose the `text` field from winit's `KeyEvent` in `KeyboardInput`.
This logic is inspired egui's implementation here:
adfc0bebfc/crates/egui-winit/src/lib.rs (L790-L807)
## Testing
This is a new field, so it shouldn't break any existing functionality. I
tested that this change works by running the modified `text_input`
example on different keyboard layouts.
## Example
Using a Portuguese/ABNT2 keyboard layout on windows and pressing
<kbd>\~</kbd> followed by
<kbd>a</kbd>/<kbd>Space</kbd>/<kbd>d</kbd>/<kbd>\~</kbd> now generates
the following events:
```
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyA, logical_key: Character("ã"), state: Pressed, text: Some("ã"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Space, logical_key: Space, state: Pressed, text: Some("~"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: KeyD, logical_key: Character("d"), state: Pressed, text: Some("~d"), repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: None, repeat: false, window: 0v1#4294967296 }
KeyboardInput { key_code: Quote, logical_key: Dead(Some('~')), state: Pressed, text: Some("~~"), repeat: false, window: 0v1#4294967296 }
```
The logic for getting an input is pretty simple: check if `text` is
`Some`. If it is, this is actual input text, otherwise it isn't.
There's a small caveat: certain keys generate control characters in the
input text, which needs to be filtered out:
```
KeyboardInput { key_code: Escape, logical_key: Escape, state: Pressed, text: Some("\u{1b}"), repeat: false, window: 0v1#4294967296 }
```
I've updated the text_input example to include egui's solution to this,
which works well.
## Migration Guide
The `KeyboardInput` event now has a new `text` field.
186 lines
5.6 KiB
Rust
186 lines
5.6 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
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.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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))
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.with_children(|p| {
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p.spawn(TextSpan::new(
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"Click to toggle IME. Press return to start a new line.\n\n",
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));
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p.spawn(TextSpan::new("IME Enabled: "));
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p.spawn(TextSpan::new("false\n"));
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p.spawn(TextSpan::new("IME Active: "));
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p.spawn(TextSpan::new("false\n"));
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p.spawn(TextSpan::new("IME Buffer: "));
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p.spawn((
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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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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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