mirror of
https://github.com/bevyengine/bevy
synced 2024-11-26 06:30:19 +00:00
659860dfe5
# Objective Minor cosmetic improvements and code cleanup for this example ## Solution - Use the default font and shorter constructor where the the full font is not needed - Use 12px padding for instruction text to match other examples - Clean up formatting of instruction text - Fix one instance of a font handle not being reused <details> <summary>Before / After</summary> *Question mark boxes are expected. We don't include a font with the glyphs I'm testing the IME with* <img width="1280" alt="Screenshot 2024-09-02 at 11 14 17 AM" src="https://github.com/user-attachments/assets/e0a904a3-c01b-4c18-b71f-41fbc1d09169"> <img width="1280" alt="Screenshot 2024-09-02 at 11 13 14 AM" src="https://github.com/user-attachments/assets/4b2a2d31-6b9f-4b9a-a245-4258a6aa9519"> </details> ## Testing Tested all functionality of the example (macOS)
176 lines
5.3 KiB
Rust
176 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(Camera2dBundle::default());
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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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