mirror of
https://github.com/bevyengine/bevy
synced 2024-11-22 12:43:34 +00:00
015f2c69ca
# Objective Continue improving the user experience of our UI Node API in the direction specified by [Bevy's Next Generation Scene / UI System](https://github.com/bevyengine/bevy/discussions/14437) ## Solution As specified in the document above, merge `Style` fields into `Node`, and move "computed Node fields" into `ComputedNode` (I chose this name over something like `ComputedNodeLayout` because it currently contains more than just layout info. If we want to break this up / rename these concepts, lets do that in a separate PR). `Style` has been removed. This accomplishes a number of goals: ## Ergonomics wins Specifying both `Node` and `Style` is now no longer required for non-default styles Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` ## Conceptual clarity `Style` was never a comprehensive "style sheet". It only defined "core" style properties that all `Nodes` shared. Any "styled property" that couldn't fit that mold had to be in a separate component. A "real" style system would style properties _across_ components (`Node`, `Button`, etc). We have plans to build a true style system (see the doc linked above). By moving the `Style` fields to `Node`, we fully embrace `Node` as the driving concept and remove the "style system" confusion. ## Next Steps * Consider identifying and splitting out "style properties that aren't core to Node". This should not happen for Bevy 0.15. --- ## Migration Guide Move any fields set on `Style` into `Node` and replace all `Style` component usage with `Node`. Before: ```rust commands.spawn(( Node::default(), Style { width: Val::Px(100.), ..default() }, )); ``` After: ```rust commands.spawn(Node { width: Val::Px(100.), ..default() }); ``` For any usage of the "computed node properties" that used to live on `Node`, use `ComputedNode` instead: Before: ```rust fn system(nodes: Query<&Node>) { for node in &nodes { let computed_size = node.size(); } } ``` After: ```rust fn system(computed_nodes: Query<&ComputedNode>) { for computed_node in &computed_nodes { let computed_size = computed_node.size(); } } ```
174 lines
5 KiB
Rust
174 lines
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()
|
|
},
|
|
))
|
|
.with_children(|p| {
|
|
p.spawn(TextSpan::new(
|
|
"Click to toggle IME. Press return to start a new line.\n\n",
|
|
));
|
|
p.spawn(TextSpan::new("IME Enabled: "));
|
|
p.spawn(TextSpan::new("false\n"));
|
|
p.spawn(TextSpan::new("IME Active: "));
|
|
p.spawn(TextSpan::new("false\n"));
|
|
p.spawn(TextSpan::new("IME Buffer: "));
|
|
p.spawn((
|
|
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 {
|
|
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::Space => {
|
|
text.push(' ');
|
|
}
|
|
Key::Backspace => {
|
|
text.pop();
|
|
}
|
|
Key::Character(character) => {
|
|
text.push_str(character);
|
|
}
|
|
_ => continue,
|
|
}
|
|
}
|
|
}
|