use bevy::{prelude::*, ui::FocusPolicy};
use bevy_simple_text_input::{
TextInput, TextInputInactive, TextInputPlaceholder, TextInputPlugin, TextInputSystem,
TextInputTextColor, TextInputTextFont,
};
const BORDER_COLOR_ACTIVE: Color = Color::srgb(0.75, 0.52, 0.99);
const BORDER_COLOR_INACTIVE: Color = Color::srgb(0.25, 0.25, 0.25);
const TEXT_COLOR: Color = Color::srgb(0.9, 0.9, 0.9);
const BACKGROUND_COLOR: Color = Color::srgb(0.15, 0.15, 0.15);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugins(TextInputPlugin)
.add_systems(Startup, setup)
.add_systems(Update, focus.before(TextInputSystem))
.run();
}
fn setup(mut commands: Commands) {
commands.spawn(Camera2d);
commands
.spawn((
Node {
width: Val::Percent(100.0),
height: Val::Percent(100.0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
..default()
},
Interaction::None,
))
.with_children(|parent| {
parent.spawn((
Node {
width: Val::Px(200.0),
border: UiRect::all(Val::Px(5.0)),
padding: UiRect::all(Val::Px(5.0)),
..default()
},
BorderColor(BORDER_COLOR_INACTIVE),
BackgroundColor(BACKGROUND_COLOR),
FocusPolicy::Block,
TextInput,
TextInputTextFont(TextFont {
font_size: 34.,
..default()
}),
TextInputTextColor(TextColor(TEXT_COLOR)),
TextInputPlaceholder {
value: "Click Me".to_string(),
..default()
},
TextInputInactive(true),
));
});
}
fn focus(
query: Query<(Entity, &Interaction), Changed<Interaction>>,
mut text_input_query: Query<(Entity, &mut TextInputInactive, &mut BorderColor)>,
) {
for (interaction_entity, interaction) in &query {
if *interaction == Interaction::Pressed {
for (entity, mut inactive, mut border_color) in &mut text_input_query {
if entity == interaction_entity {
inactive.0 = false;
*border_color = BORDER_COLOR_ACTIVE.into();
} else {
inactive.0 = true;
*border_color = BORDER_COLOR_INACTIVE.into();
}
}
}
}
}