feat: keyboard input and input region

This commit is contained in:
Naman Agrawal
2025-08-22 15:52:48 +05:30
parent 93b879c937
commit b368d43531
10 changed files with 1020 additions and 89 deletions
+180 -6
View File
@@ -1,18 +1,192 @@
use bevy::{prelude::*, winit::WinitPlugin};
use bevy_wayland::{layer_shell::LayerShellWindow, WaylandPlugin};
use std::time::Duration;
use bevy::{
color::palettes::basic::*,
prelude::*,
window::{WindowCreated, WindowResolution},
winit::WinitPlugin,
};
use bevy_wayland::{layer_shell::LayerShellSettings, WaylandPlugin};
use smithay_client_toolkit::shell::wlr_layer::{Anchor, Layer};
const NORMAL_BUTTON: Color = Color::srgb(0.15, 0.15, 0.15);
const HOVERED_BUTTON: Color = Color::srgb(0.25, 0.25, 0.25);
const PRESSED_BUTTON: Color = Color::srgb(0.35, 0.75, 0.35);
fn main() {
App::new()
.add_plugins((
DefaultPlugins.build().disable::<WinitPlugin>(),
DefaultPlugins
.build()
.disable::<WinitPlugin>()
.set(WindowPlugin {
primary_window: Some(Window {
resolution: WindowResolution::new(400.0, 400.0),
..Default::default()
}),
..Default::default()
}),
WaylandPlugin,
))
.init_resource::<NewWindowInfo>()
.add_systems(Startup, setup)
.add_systems(Update, (button_system, setup_new_window, spawn_window))
.run();
}
fn setup(mut commands: Commands, windows: Query<Entity, With<Window>>) {
for entity in &windows {
commands.entity(entity).insert(LayerShellWindow::default());
#[allow(clippy::type_complexity)]
fn button_system(
mut interaction_query: Query<
(
&Interaction,
&mut BackgroundColor,
&mut BorderColor,
&Children,
),
(Changed<Interaction>, With<Button>),
>,
mut text_query: Query<&mut Text>,
) {
for (interaction, mut color, mut border_color, children) in &mut interaction_query {
let mut text = text_query.get_mut(children[0]).unwrap();
match *interaction {
Interaction::Pressed => {
**text = "Press".to_string();
*color = PRESSED_BUTTON.into();
border_color.0 = RED.into();
}
Interaction::Hovered => {
**text = "Hover".to_string();
*color = HOVERED_BUTTON.into();
border_color.0 = Color::WHITE;
}
Interaction::None => {
**text = "Button".to_string();
*color = NORMAL_BUTTON.into();
border_color.0 = Color::BLACK;
}
}
}
}
#[derive(Component, Deref, DerefMut)]
struct WindowTimer(Timer);
fn setup(mut commands: Commands, assets: Res<AssetServer>, windows: Query<Entity, With<Window>>) {
for entity in &windows {
commands.entity(entity).insert((
LayerShellSettings {
anchor: Anchor::all(),
layer: Layer::Bottom,
..Default::default()
},
WindowTimer(Timer::new(Duration::from_secs(5), TimerMode::Once)),
));
}
// ui camera
commands.spawn(Camera2d);
commands.spawn(button(&assets));
}
fn spawn_window(
mut commands: Commands,
mut windows: Query<(Entity, &mut WindowTimer)>,
mut new_window_info: ResMut<NewWindowInfo>,
time: Res<Time>,
) {
for (entity, mut timer) in &mut windows {
timer.tick(time.delta());
if timer.finished() {
commands.entity(entity).remove::<WindowTimer>();
let new_window_entity = commands
.spawn((
Window {
title: "UI Only Window".to_string(),
resolution: (400., 50.).into(),
..default()
},
LayerShellSettings {
layer: Layer::Top,
anchor: Anchor::TOP | Anchor::LEFT,
..default()
},
WindowTimer(Timer::new(Duration::from_secs(5), TimerMode::Once)),
))
.id();
new_window_info.entity = Some(new_window_entity);
new_window_info.is_setup_pending = true;
}
}
}
#[derive(Resource, Default)]
struct NewWindowInfo {
entity: Option<Entity>,
is_setup_pending: bool,
}
fn setup_new_window(
mut commands: Commands,
mut window_created_events: EventReader<WindowCreated>,
mut new_window_info: ResMut<NewWindowInfo>,
asset_server: Res<AssetServer>, // For fonts
) {
for event in window_created_events.read() {
if Some(event.window) == new_window_info.entity && new_window_info.is_setup_pending {
info!(
"New UI window created (ID: {:?}), setting up its camera and UI.",
event.window
);
commands.spawn((
Camera {
target: bevy::render::camera::RenderTarget::Window(
bevy::window::WindowRef::Entity(event.window),
),
clear_color: ClearColorConfig::Custom(Color::default()),
..default()
},
Camera2d,
));
new_window_info.is_setup_pending = false; // Mark as setup complete
}
}
}
fn button(asset_server: &AssetServer) -> impl Bundle + use<> {
(
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
children![(
Button,
Node {
width: Val::Px(150.0),
height: Val::Px(65.0),
border: UiRect::all(Val::Px(5.0)),
// horizontally center child text
justify_content: JustifyContent::Center,
// vertically center child text
align_items: AlignItems::Center,
..default()
},
BorderColor(Color::BLACK),
BorderRadius::MAX,
BackgroundColor(NORMAL_BUTTON),
children![(
Text::new("Button"),
TextFont {
font: asset_server.load("fonts/FiraSans-Bold.ttf"),
font_size: 33.0,
..default()
},
TextColor(Color::srgb(0.9, 0.9, 0.9)),
TextShadow::default(),
)]
)],
)
}