-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
KeyCode::key_char #10689
KeyCode::key_char #10689
Conversation
@Vrixyz how compatible is this with the upcoming |
I'd say the concept is compatible with the winit update, it's a helper function over our KeyCode, owned by bevy_input and not bevy_winit. If this PR is accepted, winit PR will have to rewrite most of its KeyCode mappings due to their changes, but it would be a minor conversion. |
That being said, such conversions are highly "debugging level", I'm curious why provide mapping over shift modifier, and not alt/ctrl ? I'm curious of a practical use case which wouldn't be covered by Debug (or a simpler key_char mapping without shift, where the user has to combine with shift modifier afterwards |
Is there a non-naive conversion? What would it look like? Do we want to have it? Just want to make sure we aren't introducing a bad practice here, which would break code for users with different keyboard layouts. edit: (see below) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
-
I suggest to rename
KeyCode::key_char()
to something that reflects the fact that it works in specific keyboard layout (for example,KeyCode::in_us_layout()
). -
Please add documentation that clarifies, for all the people who have
Res<Input<KeyCode>>
in their code and want to get actual (layout-dependent) symbol typed by the user, how to change their code to do so. Otherwise, they are going to use this method and do the wrong thing.
This wouldn't be 100% correct, but OK.
I can do small improvement like this PR, or I can abandon this PR if you think this is not improvement. I cannot afford to spend hours researching this topic.
In my subjective opinion, being able to do somewhat incorrect thing is better than not being able to do it at all. |
35fd650
to
f397809
Compare
Renamed. |
f397809
to
517be9c
Compare
keyboard event from winit 0.29 is https://docs.rs/winit/0.29.3/winit/event/struct.KeyEvent.html |
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (rust-windowing/winit#2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: emilk/egui#1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (#10702 (comment)) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to rust-windowing/winit#2945 - (windows) Window content doesn't refresh at all when resizing. By reading rust-windowing/winit#2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait rust-windowing/winit#3215 ;⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (#10702 (comment)) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: rust-windowing/winit#3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput #10702 (review) - #9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` #10702 (comment) - remove `instant` dependency, [replaced by](rust-windowing/winit#2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](#8745 (comment)) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](#8745 (comment)) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - #10689 (comment) ## Migration Guide This PR should have one.
# Objective - Update winit dependency to 0.29 ## Changelog ### KeyCode changes - Removed `ScanCode`, as it was [replaced by KeyCode](https://github.com/rust-windowing/winit/blob/master/CHANGELOG.md#0292). - `ReceivedCharacter.char` is now a `SmolStr`, [relevant doc](https://docs.rs/winit/latest/winit/event/struct.KeyEvent.html#structfield.text). - Changed most `KeyCode` values, and added more. KeyCode has changed meaning. With this PR, it refers to physical position on keyboard rather than the printed letter on keyboard keys. In practice this means: - On QWERTY keyboard layouts, nothing changes - On any other keyboard layout, `KeyCode` no longer reflects the label on key. - This is "good". In bevy 0.12, when you used WASD for movement, users with non-QWERTY keyboards couldn't play your game! This was especially bad for non-latin keyboards. Now, WASD represents the physical keys. A French player will press the ZQSD keys, which are near each other, Kyrgyz players will use "Цфыв". - This is "bad" as well. You can't know in advance what the label of the key for input is. Your UI says "press WASD to move", even if in reality, they should be pressing "ZQSD" or "Цфыв". You also no longer can use `KeyCode` for text inputs. In any case, it was a pretty bad API for text input. You should use `ReceivedCharacter` now instead. ### Other changes - Use `web-time` rather than `instant` crate. (rust-windowing/winit#2836) - winit did split `run_return` in `run_onDemand` and `pump_events`, I did the same change in bevy_winit and used `pump_events`. - Removed `return_from_run` from `WinitSettings` as `winit::run` now returns on supported platforms. - I left the example "return_after_run" as I think it's still useful. - This winit change is done partly to allow to create a new window after quitting all windows: emilk/egui#1918 ; this PR doesn't address. - added `width` and `height` properties in the `canvas` from wasm example (bevyengine/bevy#10702 (comment)) ## Known regressions (important follow ups?) - Provide an API for reacting when a specific key from current layout was released. - possible solutions: use winit::Key from winit::KeyEvent ; mapping between KeyCode and Key ; or . - We don't receive characters through alt+numpad (e.g. alt + 151 = "ù") anymore ; reproduced on winit example "ime". maybe related to rust-windowing/winit#2945 - (windows) Window content doesn't refresh at all when resizing. By reading rust-windowing/winit#2900 ; I suspect we should just fire a `window.request_redraw();` from `AboutToWait`, and handle actual redrawing within `RedrawRequested`. I'm not sure how to move all that code so I'd appreciate it to be a follow up. - (windows) unreleased winit fix for using set_control_flow in AboutToWait rust-windowing/winit#3215 ;⚠️ I'm not sure what the implications are, but that feels bad 🤔 ## Follow up I'd like to avoid bloating this PR, here are a few follow up tasks worthy of a separate PR, or new issue to track them once this PR is closed, as they would either complicate reviews, or at risk of being controversial: - remove CanvasParentResizePlugin (bevyengine/bevy#10702 (comment)) - avoid mentionning explicitly winit in docs from bevy_window ? - NamedKey integration on bevy_input: rust-windowing/winit#3143 introduced a new NamedKey variant. I implemented it only on the converters but we'd benefit making the same changes to bevy_input. - Add more info in KeyboardInput bevyengine/bevy#10702 (review) - bevyengine/bevy#9905 added a workaround on a bug allegedly fixed by winit 0.29. We should check if it's still necessary. - update to raw_window_handle 0.6 - blocked by wgpu - Rename `KeyCode` to `PhysicalKeyCode` bevyengine/bevy#10702 (comment) - remove `instant` dependency, [replaced by](rust-windowing/winit#2836) `web_time`), we'd need to update to : - fastrand >= 2.0 - [`async-executor`](https://github.com/smol-rs/async-executor) >= 1.7 - [`futures-lite`](https://github.com/smol-rs/futures-lite) >= 2.0 - Verify license, see [discussion](bevyengine/bevy#8745 (comment)) - we might be missing a short notice or description of changes made - Consider using https://github.com/rust-windowing/cursor-icon directly rather than vendoring it in bevy. - investigate [this unwrap](bevyengine/bevy#8745 (comment)) (`winit_window.canvas().unwrap();`) - Use more good things about winit's update - bevyengine/bevy#10689 (comment) ## Migration Guide This PR should have one.
Objective
To implement basic (e.g. self-debugging) text input using bevy without extensions, some code is needed to convert keys to text.
Solution
KeyCode::key_char
does naive conversion of keys to chars, for example forKeyCode::Key1
without shift it returns'1'
without shift and'!'
with shift.Changelog
Added
KeyCode::key_char
function to map from keycode to Rustchar