Bevy inside the terminal!
Uses bevy headless rendering, ratatui, and ratatui_image to print your bevy application's rendered frames to the terminal.
examples/cube.rs, bevy many_foxes example, sponza test scene
Use bevy_ratatui for setting ratatui up and receiving terminal events (keyboard, focus, mouse, paste, resize) inside bevy.
Important
This crate was renamed from bevy_ratatui_render
to bevy_ratatui_camera
.
cargo add bevy_ratatui_camera bevy_ratatui
fn main() {
App::new()
.add_plugins((
// disable WinitPlugin as it panics in environments without a display server.
// disable LogPlugin as it interferes with terminal output.
DefaultPlugins.build()
.disable::<WinitPlugin>()
.disable::<LogPlugin>(),
// create windowless loop and set its frame rate.
ScheduleRunnerPlugin::run_loop(Duration::from_secs_f64(1. / 60.)),
// set up the Ratatui context and forward terminal input events.
RatatuiPlugins::default(),
// add the ratatui camera plugin.
RatatuiCameraPlugin,
))
.add_systems(Startup, setup_scene_system)
.add_systems(PostUpdate, draw_scene_system.map(error));
}
// add RatatuiCamera to your scene's camera.
fn setup_scene_system(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
RatatuiCamera::default(),
));
}
// a RatatuiCameraWidget component will be available in your camera entity.
fn draw_scene_system(
mut ratatui: ResMut<RatatuiContext>,
camera_widget: Query<&RatatuiCameraWidget>,
) -> std::io::Result<()> {
ratatui.draw(|frame| {
frame.render_widget(camera_widget.single(), frame.area());
})?;
Ok(())
}
As shown above, when RatatuiCameraPlugin
is added to your application, any
bevy camera entities that you add a RatatuiCamera
component to, will have
a RatatuiCameraWidget
inserted that you can query for. Each
RatatuiCameraWidget
is a ratatui widget that when drawn will print the most
recent frame rendered by the associated bevy camera, as unicode characters.
The method by which the rendered image is converted into unicode characters
depends on the RatatuiCameraStrategy
that you choose. Insert a variant of the
component alongside the RatatuiCamera
to change the behavior from the
default. Refer to the RatatuiCameraStrategy
documentation for descriptions of
each variant.
For example, to use the "Luminance" strategy:
commands.spawn((
Camera3d::default(),
RatatuiCamera::default(),
RatatuiCameraStrategy::Luminance(LuminanceConfig::default()),
));
By default, the size of the texture the camera renders to will stay constant,
and when rendered to the ratatui buffer it will retain its aspect ratio. If you
set the autoresize
attribute to true, the render texture will be resized to
fit the terminal window, including its aspect ratio.
You can also supply an optional autoresize_function
that converts the
terminal dimensions to the dimensions that will be used for resizing. This is
useful for situations when you want to maintain a specific aspect ratio or
resize to some fraction of the terminal window.
RatatuiCamera {
autoresize: true,
autoresize_fn: |(w, h)| (w * 4, h * 3),
..default()
}
When using the RatatuiCameraStrategy::Luminance
strategy and a 3d camera, you
can also optionally insert a RatatuiCameraEdgeDetection
component into your
camera in order to add an edge detection step in the render graph. When
printing to the ratatui buffer, special characters and an override color can be
used based on the detected edges and their directions. This can be useful for
certain visual effects, and distinguishing detail when the text rendering
causes edges to blend together.
Set edge_characters
to EdgeCharacters::Single(..)
for a single dedicated
edge character, or set it to EdgeCharacters::Directional { .. }
to set
different characters based on the "direction" of the edge, for example using
'―', '|', '/', and '\' characters to draw edge "lines". Detecting the correct
edge direction is a bit fuzzy, so you may need to experiment with
color/depth/normal thresholds for good results.
RatatuiCameraEdgeDetection {
thickness: 1.4,
edge_characters: Self::Directional {
vertical: '|',
horizontal: '―',
forward_diagonal: '/',
backward_diagonal: '\\',
},
edge_color: Some(ratatui::style::Color::Magenta),
..default()
}
RatatuiCamera
can be added to multiple camera entities. To access the correct
render, use marker components on your cameras to use when querying
RatatuiCameraWidget
.
If you need multiple cameras to render to one image, create one RatatuiCamera
main camera that will define the dimensions, strategy, etcetera, and then create
additional RatatuiSubcamera
cameras that point to the main camera.
Printing to terminal relies on the terminal supporting 24-bit color. I've personally tested and confirmed that the following terminals display correctly:
- Alacritty
- Kitty
- iTerm
- WezTerm
- Rio
- Ghostty
...but any terminal with 24-bit color support should work fine, if its performance is adequate.
bevy | bevy_ratatui_camera |
---|---|
0.15 | 0.8 |
0.14 | 0.6 |