bevy/examples/input/text_input.rs
ira 585baf0a66
Consistent screen-space coordinates (#8306)
# 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.
2023-04-05 22:32:36 +00:00

200 lines
6.1 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 bevy::{input::keyboard::KeyboardInput, prelude::*};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_systems(Startup, setup_scene)
.add_systems(
Update,
(
toggle_ime,
listen_ime_events,
listen_received_character_events,
listen_keyboard_input_events,
bubbling_text,
),
)
.run();
}
fn setup_scene(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.spawn(Camera2dBundle::default());
let font = asset_server.load("fonts/FiraMono-Medium.ttf");
commands.spawn(
TextBundle::from_sections([
TextSection {
value: "IME Enabled: ".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 20.0,
color: Color::WHITE,
},
},
TextSection {
value: "false\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 30.0,
color: Color::WHITE,
},
},
TextSection {
value: "IME Active: ".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 20.0,
color: Color::WHITE,
},
},
TextSection {
value: "false\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 30.0,
color: Color::WHITE,
},
},
TextSection {
value: "click to toggle IME, press return to start a new line\n\n".to_string(),
style: TextStyle {
font: font.clone_weak(),
font_size: 18.0,
color: Color::WHITE,
},
},
TextSection {
value: "".to_string(),
style: TextStyle {
font,
font_size: 25.0,
color: Color::WHITE,
},
},
])
.with_style(Style {
position_type: PositionType::Absolute,
top: Val::Px(10.0),
left: Val::Px(10.0),
..default()
}),
);
commands.spawn(Text2dBundle {
text: Text::from_section(
"".to_string(),
TextStyle {
font: asset_server.load("fonts/FiraMono-Medium.ttf"),
font_size: 100.0,
color: Color::WHITE,
},
),
..default()
});
}
fn toggle_ime(
input: Res<Input<MouseButton>>,
mut windows: Query<&mut Window>,
mut text: Query<&mut Text, With<Node>>,
) {
if input.just_pressed(MouseButton::Left) {
let mut window = windows.single_mut();
window.ime_position = window.cursor_position().unwrap();
window.ime_enabled = !window.ime_enabled;
let mut text = text.single_mut();
text.sections[1].value = format!("{}\n", window.ime_enabled);
}
}
#[derive(Component)]
struct Bubble {
timer: Timer,
}
#[derive(Component)]
struct ImePreedit;
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_seconds() * 100.0;
}
}
fn listen_ime_events(
mut events: EventReader<Ime>,
mut status_text: Query<&mut Text, With<Node>>,
mut edit_text: Query<&mut Text, (Without<Node>, Without<Bubble>)>,
) {
for event in events.iter() {
match event {
Ime::Preedit { value, cursor, .. } if !cursor.is_none() => {
status_text.single_mut().sections[5].value = format!("IME buffer: {value}");
}
Ime::Preedit { cursor, .. } if cursor.is_none() => {
status_text.single_mut().sections[5].value = "".to_string();
}
Ime::Commit { value, .. } => {
edit_text.single_mut().sections[0].value.push_str(value);
}
Ime::Enabled { .. } => {
status_text.single_mut().sections[3].value = "true\n".to_string();
}
Ime::Disabled { .. } => {
status_text.single_mut().sections[3].value = "false\n".to_string();
}
_ => (),
}
}
}
fn listen_received_character_events(
mut events: EventReader<ReceivedCharacter>,
mut edit_text: Query<&mut Text, (Without<Node>, Without<Bubble>)>,
) {
for event in events.iter() {
edit_text.single_mut().sections[0].value.push(event.char);
}
}
fn listen_keyboard_input_events(
mut commands: Commands,
mut events: EventReader<KeyboardInput>,
mut edit_text: Query<(Entity, &mut Text), (Without<Node>, Without<Bubble>)>,
) {
for event in events.iter() {
match event.key_code {
Some(KeyCode::Return) => {
let (entity, text) = edit_text.single();
commands.entity(entity).insert(Bubble {
timer: Timer::from_seconds(5.0, TimerMode::Once),
});
commands.spawn(Text2dBundle {
text: Text::from_section("".to_string(), text.sections[0].style.clone()),
..default()
});
}
Some(KeyCode::Back) => {
edit_text.single_mut().1.sections[0].value.pop();
}
_ => continue,
}
}
}