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https://github.com/bevyengine/bevy
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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
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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 {
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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::Space => {
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text.push(' ');
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}
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Key::Backspace => {
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text.pop();
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}
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Key::Character(character) => {
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text.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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