Add plugin TextEditPlugin
to the app and define which states it will run in:
#[derive(Clone, Debug, Default, Eq, PartialEq, Hash, States)]
enum GameState {
#[default]
Menu,
}
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Add the plugin
.add_plugins(TextEditPlugin::new(vec![GameState::Menu]))
.run;
}
If you don't care to game state and want to always run input text, use TextEditPluginNoState
:
fn main() {
App::new()
.add_plugins(DefaultPlugins)
// Add the plugin
.add_plugins(TextEditPluginNoState)
.add_systems(Startup, setup)
.run();
}
Insert component TextEditable
and Interaction
into any text entity that needs to be editable:
commands.spawn((
TextEditable, // Mark text is editable
Interaction::None, // Mark entity is interactable
TextBundle::from_section(
"Input Text 1",
TextStyle {
font_size: 20.,
..default()
},
),
));
Only text that is focused by clicking gets keyboard input.
Please see LICENSE.
bevy | bevy_text_edit |
---|---|
0.14 | 0.1, branch master |
0.13 | 0.0.1-0.0.5 |