veloren/voxygen/src/hud/mod.rs

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mod bag;
mod buttons;
mod chat;
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mod crafting;
mod esc_menu;
mod group;
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mod hotbar;
mod img_ids;
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mod item_imgs;
mod map;
mod minimap;
mod overhead;
mod overitem;
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mod popup;
mod settings_window;
mod skillbar;
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mod slots;
mod social;
mod spell;
mod util;
use crate::{ecs::comp::HpFloaterList, hud::img_ids::ImgsRot, ui::img_ids::Rotations};
pub use hotbar::{SlotContents as HotbarSlotContents, State as HotbarState};
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pub use settings_window::ScaleChange;
use std::time::Duration;
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use bag::Bag;
use buttons::Buttons;
use chat::Chat;
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use chrono::NaiveTime;
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use crafting::Crafting;
use esc_menu::EscMenu;
use group::Group;
use img_ids::Imgs;
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use item_imgs::ItemImgs;
use map::Map;
use minimap::MiniMap;
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use popup::Popup;
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use serde::{Deserialize, Serialize};
use settings_window::{SettingsTab, SettingsWindow};
use skillbar::Skillbar;
use social::{Social, SocialTab};
use spell::Spell;
use crate::{
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ecs::comp as vcomp,
i18n::{i18n_asset_key, LanguageMetadata, VoxygenLocalization},
render::{AaMode, CloudMode, Consts, FluidMode, Globals, Renderer},
scene::camera::{self, Camera},
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ui::{fonts::ConrodVoxygenFonts, slot, Graphic, Ingameable, ScaleMode, Ui},
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window::{Event as WinEvent, GameInput},
GlobalState,
};
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use client::Client;
use common::{assets::load_expect, comp, sync::Uid, terrain::TerrainChunk, vol::RectRasterableVol};
use conrod_core::{
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text::cursor::Index,
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widget::{self, Button, Image, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget,
};
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use specs::{Join, WorldExt};
use std::{
collections::{HashMap, VecDeque},
time::Instant,
};
use vek::*;
const XP_COLOR: Color = Color::Rgba(0.59, 0.41, 0.67, 1.0);
const TEXT_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0);
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const TEXT_GRAY_COLOR: Color = Color::Rgba(0.5, 0.5, 0.5, 1.0);
const TEXT_DULL_RED_COLOR: Color = Color::Rgba(0.56, 0.2, 0.2, 1.0);
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const TEXT_BG: Color = Color::Rgba(0.0, 0.0, 0.0, 1.0);
const TEXT_COLOR_GREY: Color = Color::Rgba(1.0, 1.0, 1.0, 0.5);
const MENU_BG: Color = Color::Rgba(0.0, 0.0, 0.0, 0.4);
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//const TEXT_COLOR_2: Color = Color::Rgba(0.0, 0.0, 0.0, 1.0);
const TEXT_COLOR_3: Color = Color::Rgba(1.0, 1.0, 1.0, 0.1);
const TEXT_BIND_CONFLICT_COLOR: Color = Color::Rgba(1.0, 0.0, 0.0, 1.0);
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const BLACK: Color = Color::Rgba(0.0, 0.0, 0.0, 1.0);
//const BG_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 0.8);
const HP_COLOR: Color = Color::Rgba(0.33, 0.63, 0.0, 1.0);
const LOW_HP_COLOR: Color = Color::Rgba(0.93, 0.59, 0.03, 1.0);
const CRITICAL_HP_COLOR: Color = Color::Rgba(0.79, 0.19, 0.17, 1.0);
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const MANA_COLOR: Color = Color::Rgba(0.29, 0.62, 0.75, 0.9);
const TRANSPARENT: Color = Color::Rgba(0.0, 0.0, 0.0, 0.0);
//const FOCUS_COLOR: Color = Color::Rgba(1.0, 0.56, 0.04, 1.0);
//const RAGE_COLOR: Color = Color::Rgba(0.5, 0.04, 0.13, 1.0);
// Chat Colors
/// Color for chat command errors (yellow !)
const ERROR_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0);
/// Color for chat command info (blue i)
const INFO_COLOR: Color = Color::Rgba(0.28, 0.83, 0.71, 1.0);
/// Online color
const ONLINE_COLOR: Color = Color::Rgba(0.3, 1.0, 0.3, 1.0);
/// Offline color
const OFFLINE_COLOR: Color = Color::Rgba(1.0, 0.3, 0.3, 1.0);
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/// Color for a private message from another player
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const TELL_COLOR: Color = Color::Rgba(0.98, 0.71, 1.0, 1.0);
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/// Color for local chat
const SAY_COLOR: Color = Color::Rgba(1.0, 0.8, 0.8, 1.0);
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/// Color for group chat
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const GROUP_COLOR: Color = Color::Rgba(0.47, 0.84, 1.0, 1.0);
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/// Color for factional chat
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const FACTION_COLOR: Color = Color::Rgba(0.24, 1.0, 0.48, 1.0);
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/// Color for regional chat
const REGION_COLOR: Color = Color::Rgba(0.8, 1.0, 0.8, 1.0);
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/// Color for death messages
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const KILL_COLOR: Color = Color::Rgba(1.0, 0.17, 0.17, 1.0);
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/// Color for global messages
const WORLD_COLOR: Color = Color::Rgba(0.95, 1.0, 0.95, 1.0);
/// Color for collected loot messages
const LOOT_COLOR: Color = Color::Rgba(0.69, 0.57, 1.0, 1.0);
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//Nametags
const GROUP_MEMBER: Color = Color::Rgba(0.47, 0.84, 1.0, 1.0);
const DEFAULT_NPC: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0);
// UI Color-Theme
const UI_MAIN: Color = Color::Rgba(0.61, 0.70, 0.70, 1.0); // Greenish Blue
//const UI_MAIN: Color = Color::Rgba(0.1, 0.1, 0.1, 0.97); // Dark
const UI_HIGHLIGHT_0: Color = Color::Rgba(0.79, 1.09, 1.09, 1.0);
//const UI_DARK_0: Color = Color::Rgba(0.25, 0.37, 0.37, 1.0);
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/// Distance at which nametags are visible for group members
const NAMETAG_GROUP_RANGE: f32 = 300.0;
/// Distance at which nametags are visible
const NAMETAG_RANGE: f32 = 40.0;
/// Time nametags stay visible after doing damage even if they are out of range
/// in seconds
const NAMETAG_DMG_TIME: f32 = 60.0;
/// Range damaged triggered nametags can be seen
const NAMETAG_DMG_RANGE: f32 = 120.0;
widget_ids! {
struct Ids {
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// Crosshair
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crosshair_inner,
crosshair_outer,
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// SCT
player_scts[],
player_sct_bgs[],
sct_exp_bgs[],
sct_exps[],
sct_lvl_bg,
sct_lvl,
hurt_bg,
death_bg,
sct_bgs[],
scts[],
overheads[],
overitems[],
// Intro Text
intro_bg,
intro_text,
intro_close,
intro_close_2,
intro_close_3,
intro_close_4,
intro_close_5,
intro_check,
intro_check_text,
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// Alpha Disclaimer
alpha_text,
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// Debug
debug_bg,
fps_counter,
ping,
coordinates,
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velocity,
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orientation,
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loaded_distance,
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time,
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entity_count,
num_chunks,
num_figures,
// Game Version
version,
// Help
help,
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help_info,
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debug_info,
// Window Frames
window_frame_0,
window_frame_1,
window_frame_2,
window_frame_3,
window_frame_4,
window_frame_5,
button_help2,
button_help3,
// External
chat,
map,
world_map,
character_window,
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popup,
minimap,
bag,
social,
quest,
spell,
skillbar,
buttons,
esc_menu,
small_window,
social_window,
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crafting_window,
settings_window,
group_window,
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// Free look indicator
free_look_txt,
free_look_bg,
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// Auto walk indicator
auto_walk_txt,
auto_walk_bg,
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// Example Quest
quest_bg,
q_headline_bg,
q_headline,
q_text_bg,
q_text,
accept_button,
}
}
pub struct DebugInfo {
pub tps: f64,
pub ping_ms: f64,
pub coordinates: Option<comp::Pos>,
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pub velocity: Option<comp::Vel>,
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pub ori: Option<comp::Ori>,
pub num_chunks: u32,
pub num_visible_chunks: u32,
pub num_figures: u32,
pub num_figures_visible: u32,
}
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pub struct HudInfo {
pub is_aiming: bool,
pub is_first_person: bool,
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pub target_entity: Option<specs::Entity>,
pub selected_entity: Option<(specs::Entity, std::time::Instant)>,
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}
pub enum Event {
ToggleTips(bool),
SendMessage(String),
AdjustMousePan(u32),
AdjustMouseZoom(u32),
ToggleZoomInvert(bool),
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ToggleMouseYInvert(bool),
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ToggleSmoothPan(bool),
AdjustViewDistance(u32),
AdjustSpriteRenderDistance(u32),
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AdjustFigureLoDRenderDistance(u32),
AdjustMusicVolume(f32),
AdjustSfxVolume(f32),
ChangeAudioDevice(String),
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ChangeMaxFPS(u32),
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ChangeFOV(u16),
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ChangeGamma(f32),
MapZoom(f64),
AdjustWindowSize([u16; 2]),
ToggleFullscreen,
ChangeAaMode(AaMode),
ChangeCloudMode(CloudMode),
ChangeFluidMode(FluidMode),
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CrosshairTransp(f32),
ChatTransp(f32),
ChatCharName(bool),
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CrosshairType(CrosshairType),
ToggleXpBar(XpBar),
Intro(Intro),
ToggleBarNumbers(BarNumbers),
ToggleShortcutNumbers(ShortcutNumbers),
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Sct(bool),
SctPlayerBatch(bool),
SctDamageBatch(bool),
SpeechBubbleDarkMode(bool),
SpeechBubbleIcon(bool),
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ToggleDebug(bool),
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UiScale(ScaleChange),
CharacterSelection,
UseSlot(comp::slot::Slot),
SwapSlots(comp::slot::Slot, comp::slot::Slot),
DropSlot(comp::slot::Slot),
ChangeHotbarState(HotbarState),
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Ability3(bool),
Logout,
Quit,
ChangeLanguage(LanguageMetadata),
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ChangeBinding(GameInput),
ResetBindings,
ChangeFreeLookBehavior(PressBehavior),
ChangeAutoWalkBehavior(PressBehavior),
ChangeStopAutoWalkOnInput(bool),
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CraftRecipe(String),
InviteMember(common::sync::Uid),
AcceptInvite,
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DeclineInvite,
KickMember(common::sync::Uid),
LeaveGroup,
AssignLeader(common::sync::Uid),
}
// TODO: Are these the possible layouts we want?
// TODO: Maybe replace this with bitflags.
// `map` is not here because it currently is displayed over the top of other
// open windows.
#[derive(PartialEq)]
pub enum Windows {
Settings, // Display settings window.
None,
}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum CrosshairType {
Round,
RoundEdges,
Edges,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum Intro {
Show,
Never,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum XpBar {
Always,
OnGain,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum BarNumbers {
Values,
Percent,
Off,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum ShortcutNumbers {
On,
Off,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum PressBehavior {
Toggle = 0,
Hold = 1,
}
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pub struct Show {
ui: bool,
intro: bool,
help: bool,
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crafting: bool,
debug: bool,
bag: bool,
social: bool,
spell: bool,
group: bool,
group_menu: bool,
esc_menu: bool,
open_windows: Windows,
map: bool,
mini_map: bool,
ingame: bool,
settings_tab: SettingsTab,
social_tab: SocialTab,
want_grab: bool,
stats: bool,
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free_look: bool,
auto_walk: bool,
}
impl Show {
fn bag(&mut self, open: bool) {
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if !self.esc_menu {
self.bag = open;
self.map = false;
self.want_grab = !open;
}
}
fn toggle_bag(&mut self) { self.bag(!self.bag); }
fn map(&mut self, open: bool) {
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if !self.esc_menu {
self.map = open;
self.bag = false;
self.crafting = false;
self.social = false;
self.spell = false;
self.want_grab = !open;
}
}
fn social(&mut self, open: bool) {
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if !self.esc_menu {
self.social = open;
self.crafting = false;
self.spell = false;
self.want_grab = !open;
}
}
fn crafting(&mut self, open: bool) {
if !self.esc_menu {
self.crafting = open;
self.bag = open;
self.want_grab = !open;
}
}
fn spell(&mut self, open: bool) {
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if !self.esc_menu {
self.social = false;
self.crafting = false;
self.spell = open;
self.want_grab = !open;
}
}
fn toggle_map(&mut self) { self.map(!self.map) }
fn toggle_mini_map(&mut self) { self.mini_map = !self.mini_map; }
fn settings(&mut self, open: bool) {
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if !self.esc_menu {
self.open_windows = if open {
Windows::Settings
} else {
Windows::None
};
self.bag = false;
self.social = false;
self.crafting = false;
self.spell = false;
self.want_grab = !open;
}
}
fn toggle_settings(&mut self) {
match self.open_windows {
Windows::Settings => self.settings(false),
_ => self.settings(true),
};
}
fn toggle_help(&mut self) { self.help = !self.help }
fn toggle_ui(&mut self) { self.ui = !self.ui; }
fn toggle_windows(&mut self, global_state: &mut GlobalState) {
if self.bag
|| self.esc_menu
|| self.map
|| self.social
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|| self.crafting
|| self.spell
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|| self.help
|| self.intro
|| match self.open_windows {
Windows::None => false,
_ => true,
}
{
self.bag = false;
self.esc_menu = false;
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self.help = false;
self.intro = false;
self.map = false;
self.social = false;
self.spell = false;
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self.crafting = false;
self.open_windows = Windows::None;
self.want_grab = true;
// Unpause the game if we are on singleplayer
#[cfg(feature = "singleplayer")]
global_state.unpause();
} else {
self.esc_menu = true;
self.want_grab = false;
// Pause the game if we are on singleplayer
#[cfg(feature = "singleplayer")]
global_state.pause();
}
}
fn open_setting_tab(&mut self, tab: SettingsTab) {
self.open_windows = Windows::Settings;
self.esc_menu = false;
self.settings_tab = tab;
self.bag = false;
self.want_grab = false;
}
fn toggle_social(&mut self) {
self.social = !self.social;
self.spell = false;
}
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fn toggle_crafting(&mut self) { self.crafting(!self.crafting) }
fn open_social_tab(&mut self, social_tab: SocialTab) {
self.social_tab = social_tab;
self.spell = false;
}
fn toggle_spell(&mut self) {
self.spell = !self.spell;
self.social = false;
}
}
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pub struct Hud {
ui: Ui,
ids: Ids,
world_map: (/* Id */ Rotations, Vec2<u32>),
imgs: Imgs,
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item_imgs: ItemImgs,
fonts: ConrodVoxygenFonts,
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rot_imgs: ImgsRot,
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new_messages: VecDeque<comp::ChatMsg>,
new_notifications: VecDeque<common::msg::Notification>,
speech_bubbles: HashMap<Uid, comp::SpeechBubble>,
show: Show,
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//never_show: bool,
//intro: bool,
//intro_2: bool,
to_focus: Option<Option<widget::Id>>,
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force_ungrab: bool,
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force_chat_input: Option<String>,
force_chat_cursor: Option<Index>,
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tab_complete: Option<String>,
pulse: f32,
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velocity: f32,
voxygen_i18n: std::sync::Arc<VoxygenLocalization>,
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slot_manager: slots::SlotManager,
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hotbar: hotbar::State,
events: Vec<Event>,
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crosshair_opacity: f32,
}
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impl Hud {
pub fn new(global_state: &mut GlobalState, client: &Client) -> Self {
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let window = &mut global_state.window;
let settings = &global_state.settings;
let mut ui = Ui::new(window).unwrap();
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ui.set_scaling_mode(settings.gameplay.ui_scale);
// Generate ids.
let ids = Ids::new(ui.id_generator());
// Load world map
let world_map = (
ui.add_graphic_with_rotations(Graphic::Image(client.world_map.0.clone())),
client.world_map.1,
);
// Load images.
let imgs = Imgs::load(&mut ui).expect("Failed to load images!");
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// Load rotation images.
let rot_imgs = ImgsRot::load(&mut ui).expect("Failed to load rot images!");
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// Load item images.
let item_imgs = ItemImgs::new(&mut ui, imgs.not_found);
// Load language.
let voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
));
// Load fonts.
let fonts = ConrodVoxygenFonts::load(&voxygen_i18n.fonts, &mut ui)
.expect("Impossible to load fonts!");
// Get the server name.
let server = &client.server_info.name;
// Get the id, unwrap is safe because this CANNOT be None at this
// point.
let character_id = client.active_character_id.unwrap();
// Create a new HotbarState from the persisted slots.
let hotbar_state =
HotbarState::new(global_state.profile.get_hotbar_slots(server, character_id));
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let slot_manager = slots::SlotManager::new(ui.id_generator(), Vec2::broadcast(40.0));
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Self {
ui,
imgs,
world_map,
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rot_imgs,
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item_imgs,
fonts,
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ids,
new_messages: VecDeque::new(),
new_notifications: VecDeque::new(),
speech_bubbles: HashMap::new(),
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//intro: false,
//intro_2: false,
show: Show {
help: false,
intro: true,
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debug: false,
bag: false,
esc_menu: false,
open_windows: Windows::None,
map: false,
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crafting: false,
ui: true,
social: false,
spell: false,
group: false,
group_menu: false,
mini_map: true,
settings_tab: SettingsTab::Interface,
social_tab: SocialTab::Online,
want_grab: true,
ingame: true,
stats: false,
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free_look: false,
auto_walk: false,
},
to_focus: None,
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//never_show: false,
force_ungrab: false,
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force_chat_input: None,
force_chat_cursor: None,
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tab_complete: None,
pulse: 0.0,
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velocity: 0.0,
voxygen_i18n,
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slot_manager,
hotbar: hotbar_state,
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events: Vec::new(),
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crosshair_opacity: 0.0,
}
}
pub fn update_language(&mut self, voxygen_i18n: std::sync::Arc<VoxygenLocalization>) {
self.voxygen_i18n = voxygen_i18n;
self.fonts = ConrodVoxygenFonts::load(&self.voxygen_i18n.fonts, &mut self.ui)
.expect("Impossible to load fonts!");
}
#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
#[allow(clippy::single_match)] // TODO: Pending review in #587
fn update_layout(
&mut self,
client: &Client,
global_state: &GlobalState,
debug_info: DebugInfo,
dt: Duration,
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info: HudInfo,
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camera: &Camera,
) -> Vec<Event> {
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let mut events = std::mem::replace(&mut self.events, Vec::new());
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let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets();
// pulse time for pulsating elements
self.pulse = self.pulse + dt.as_secs_f32();
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self.velocity = match debug_info.velocity {
Some(velocity) => velocity.0.magnitude(),
None => 0.0,
};
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let version = format!(
"{}-{}",
env!("CARGO_PKG_VERSION"),
common::util::GIT_VERSION.to_string()
);
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if self.show.ingame {
let ecs = client.state().ecs();
let pos = ecs.read_storage::<comp::Pos>();
let stats = ecs.read_storage::<comp::Stats>();
let energy = ecs.read_storage::<comp::Energy>();
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let hp_floater_lists = ecs.read_storage::<vcomp::HpFloaterList>();
let uids = ecs.read_storage::<common::sync::Uid>();
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let interpolated = ecs.read_storage::<vcomp::Interpolated>();
let players = ecs.read_storage::<comp::Player>();
let scales = ecs.read_storage::<comp::Scale>();
let bodies = ecs.read_storage::<comp::Body>();
let items = ecs.read_storage::<comp::Item>();
let entities = ecs.entities();
let me = client.entity();
let own_level = stats
.get(client.entity())
.map_or(0, |stats| stats.level.level());
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//self.input = client.read_storage::<comp::ControllerInputs>();
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if let Some(stats) = stats.get(me) {
// Hurt Frame
let hp_percentage =
stats.health.current() as f32 / stats.health.maximum() as f32 * 100.0;
if hp_percentage < 10.0 && !stats.is_dead {
let hurt_fade =
(self.pulse * (10.0 - hp_percentage as f32) * 0.1/* speed factor */).sin()
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* 0.5
+ 0.6; //Animation timer
Image::new(self.imgs.hurt_bg)
.wh_of(ui_widgets.window)
.middle_of(ui_widgets.window)
.graphics_for(ui_widgets.window)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, hurt_fade)))
.set(self.ids.hurt_bg, ui_widgets);
}
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// Alpha Disclaimer
Text::new(&format!("Veloren Pre-Alpha {}", env!("CARGO_PKG_VERSION")))
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(10))
.color(TEXT_COLOR)
.mid_top_with_margin_on(ui_widgets.window, 2.0)
.set(self.ids.alpha_text, ui_widgets);
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// Death Frame
if stats.is_dead {
Image::new(self.imgs.death_bg)
.wh_of(ui_widgets.window)
.middle_of(ui_widgets.window)
.graphics_for(ui_widgets.window)
.color(Some(Color::Rgba(0.0, 0.0, 0.0, 1.0)))
.set(self.ids.death_bg, ui_widgets);
}
// Crosshair
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let show_crosshair = (info.is_aiming || info.is_first_person) && !stats.is_dead;
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self.crosshair_opacity = Lerp::lerp(
self.crosshair_opacity,
if show_crosshair { 1.0 } else { 0.0 },
5.0 * dt.as_secs_f32(),
);
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if !self.show.help {
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Image::new(
// TODO: Do we want to match on this every frame?
match global_state.settings.gameplay.crosshair_type {
CrosshairType::Round => self.imgs.crosshair_outer_round,
CrosshairType::RoundEdges => self.imgs.crosshair_outer_round_edges,
CrosshairType::Edges => self.imgs.crosshair_outer_edges,
},
)
.w_h(21.0 * 1.5, 21.0 * 1.5)
.middle_of(ui_widgets.window)
.color(Some(Color::Rgba(
1.0,
1.0,
1.0,
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self.crosshair_opacity * global_state.settings.gameplay.crosshair_transp,
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)))
.set(self.ids.crosshair_outer, ui_widgets);
Image::new(self.imgs.crosshair_inner)
.w_h(21.0 * 2.0, 21.0 * 2.0)
.middle_of(self.ids.crosshair_outer)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.6)))
.set(self.ids.crosshair_inner, ui_widgets);
}
}
// Max amount the sct font size increases when "flashing"
const FLASH_MAX: f32 = 25.0;
// Get player position.
let player_pos = client
.state()
.ecs()
.read_storage::<comp::Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
// SCT Output values are called hp_damage and floater.hp_change
// Numbers are currently divided by 10 and rounded
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if global_state.settings.gameplay.sct {
// Render Player SCT numbers
let mut player_sct_bg_id_walker = self.ids.player_sct_bgs.walk();
let mut player_sct_id_walker = self.ids.player_scts.walk();
if let (Some(HpFloaterList { floaters, .. }), Some(stats)) = (
hp_floater_lists
.get(me)
.filter(|fl| !fl.floaters.is_empty()),
stats.get(me),
) {
if global_state.settings.gameplay.sct_player_batch {
let number_speed = 100.0; // Player Batched Numbers Speed
let player_sct_bg_id = player_sct_bg_id_walker.next(
&mut self.ids.player_sct_bgs,
&mut ui_widgets.widget_id_generator(),
);
let player_sct_id = player_sct_id_walker.next(
&mut self.ids.player_scts,
&mut ui_widgets.widget_id_generator(),
);
// Calculate total change
// Ignores healing
let hp_damage = floaters.iter().fold(0, |acc, f| f.hp_change.min(0) + acc);
// Divide by 10 to stay in the same dimension as the HP display
let hp_dmg_rounded_abs = ((hp_damage + 5) / 10).abs();
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let max_hp_frac = hp_damage.abs() as f32 / stats.health.maximum() as f32;
let timer = floaters
.last()
.expect("There must be at least one floater")
.timer;
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size = 30
+ (max_hp_frac * 30.0) as u32
+ if timer < 0.1 {
(FLASH_MAX * (1.0 - timer / 0.1)) as u32
} else {
0
};
// Timer sets the widget offset
let y = timer as f64 * number_speed * -1.0;
// Timer sets text transparency
let hp_fade =
((crate::ecs::sys::floater::MY_HP_SHOWTIME - timer) * 0.25) + 0.2;
Text::new(&format!("{}", hp_dmg_rounded_abs))
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
.color(if hp_damage < 0 {
Color::Rgba(0.0, 0.0, 0.0, hp_fade)
} else {
Color::Rgba(0.0, 0.0, 0.0, 0.0)
})
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.mid_bottom_with_margin_on(ui_widgets.window, 297.0 + y)
.set(player_sct_bg_id, ui_widgets);
Text::new(&format!("{}", hp_dmg_rounded_abs))
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(if hp_damage < 0 {
Color::Rgba(1.0, 0.1, 0.0, hp_fade)
} else {
Color::Rgba(0.0, 0.0, 0.0, 0.0)
})
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.mid_bottom_with_margin_on(ui_widgets.window, 300.0 + y)
.set(player_sct_id, ui_widgets);
};
for floater in floaters {
// Healing always single numbers so just skip damage when in batch mode
if global_state.settings.gameplay.sct_player_batch && floater.hp_change < 0
{
continue;
}
let number_speed = 50.0; // Player Heal Speed
let player_sct_bg_id = player_sct_bg_id_walker.next(
&mut self.ids.player_sct_bgs,
&mut ui_widgets.widget_id_generator(),
);
let player_sct_id = player_sct_id_walker.next(
&mut self.ids.player_scts,
&mut ui_widgets.widget_id_generator(),
);
let max_hp_frac =
floater.hp_change.abs() as f32 / stats.health.maximum() as f32;
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size = 30
+ (max_hp_frac * 30.0) as u32
+ if floater.timer < 0.1 {
(FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32
} else {
0
};
// Timer sets the widget offset
let y = if floater.hp_change < 0 {
floater.timer as f64
* number_speed
* floater.hp_change.signum() as f64
//* -1.0
+ 300.0
- ui_widgets.win_h * 0.5
} else {
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floater.timer as f64
* number_speed
* floater.hp_change.signum() as f64
* -1.0
+ 300.0
- ui_widgets.win_h * 0.5
};
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// Healing is offset randomly
let x = if floater.hp_change < 0 {
0.0
} else {
(floater.rand as f64 - 0.5) * 0.2 * ui_widgets.win_w
};
// Timer sets text transparency
let hp_fade = ((crate::ecs::sys::floater::MY_HP_SHOWTIME - floater.timer)
* 0.25)
+ 0.2;
Text::new(&format!("{}", (floater.hp_change / 10).abs()))
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(0.0, 0.0, 0.0, hp_fade))
.x_y(x, y - 3.0)
.set(player_sct_bg_id, ui_widgets);
Text::new(&format!("{}", (floater.hp_change / 10).abs()))
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(if floater.hp_change < 0 {
Color::Rgba(1.0, 0.1, 0.0, hp_fade)
} else {
Color::Rgba(0.1, 1.0, 0.1, hp_fade)
})
.x_y(x, y)
.set(player_sct_id, ui_widgets);
}
}
// EXP Numbers
if let (Some(floaters), Some(stats)) = (
Some(&*ecs.read_resource::<crate::ecs::MyExpFloaterList>())
.map(|l| &l.floaters)
.filter(|f| !f.is_empty()),
stats.get(me),
) {
// TODO replace with setting
let batched_sct = false;
if batched_sct {
let number_speed = 50.0; // Number Speed for Cumulated EXP
let player_sct_bg_id = player_sct_bg_id_walker.next(
&mut self.ids.player_sct_bgs,
&mut ui_widgets.widget_id_generator(),
);
let player_sct_id = player_sct_id_walker.next(
&mut self.ids.player_scts,
&mut ui_widgets.widget_id_generator(),
);
// Sum xp change
let exp_change = floaters.iter().fold(0, |acc, f| f.exp_change + acc);
// Can't fail since we filtered out empty lists above
let (timer, rand) = floaters
.last()
.map(|f| (f.timer, f.rand))
.expect("Impossible");
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size_xp = 30
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+ ((exp_change.abs() as f32 / stats.exp.maximum() as f32).min(1.0)
* 50.0) as u32
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+ if timer < 0.1 {
(FLASH_MAX * (1.0 - timer / 0.1)) as u32
} else {
0
};
let y = timer as f64 * number_speed; // Timer sets the widget offset
let fade = ((4.0 - timer as f32) * 0.25) + 0.2; // Timer sets text transparency
Text::new(&format!("{} Exp", exp_change))
.font_size(font_size_xp)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(0.0, 0.0, 0.0, fade))
.x_y(
ui_widgets.win_w * (0.5 * rand.0 as f64 - 0.25),
ui_widgets.win_h * (0.15 * rand.1 as f64) + y - 3.0,
)
.set(player_sct_bg_id, ui_widgets);
Text::new(&format!("{} Exp", exp_change))
.font_size(font_size_xp)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(0.59, 0.41, 0.67, fade))
.x_y(
ui_widgets.win_w * (0.5 * rand.0 as f64 - 0.25),
ui_widgets.win_h * (0.15 * rand.1 as f64) + y,
)
.set(player_sct_id, ui_widgets);
} else {
for floater in floaters {
let number_speed = 50.0; // Number Speed for Single EXP
let player_sct_bg_id = player_sct_bg_id_walker.next(
&mut self.ids.player_sct_bgs,
&mut ui_widgets.widget_id_generator(),
);
let player_sct_id = player_sct_id_walker.next(
&mut self.ids.player_scts,
&mut ui_widgets.widget_id_generator(),
);
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size_xp = 30
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+ ((floater.exp_change.abs() as f32 / stats.exp.maximum() as f32)
.min(1.0)
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* 50.0) as u32
+ if floater.timer < 0.1 {
(FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32
} else {
0
};
let y = floater.timer as f64 * number_speed; // Timer sets the widget offset
let fade = ((4.0 - floater.timer as f32) * 0.25) + 0.2; // Timer sets text transparency
Text::new(&format!("{} Exp", floater.exp_change))
.font_size(font_size_xp)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(0.0, 0.0, 0.0, fade))
.x_y(
ui_widgets.win_w * (0.5 * floater.rand.0 as f64 - 0.25),
ui_widgets.win_h * (0.15 * floater.rand.1 as f64) + y - 3.0,
)
.set(player_sct_bg_id, ui_widgets);
Text::new(&format!("{} Exp", floater.exp_change))
.font_size(font_size_xp)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(0.59, 0.41, 0.67, fade))
.x_y(
ui_widgets.win_w * (0.5 * floater.rand.0 as f64 - 0.25),
ui_widgets.win_h * (0.15 * floater.rand.1 as f64) + y,
)
.set(player_sct_id, ui_widgets);
}
}
}
}
// Pop speech bubbles
let now = Instant::now();
self.speech_bubbles
.retain(|_uid, bubble| bubble.timeout > now);
// Push speech bubbles
for msg in self.new_messages.iter() {
if let Some((bubble, uid)) = msg.to_bubble() {
self.speech_bubbles.insert(uid, bubble);
}
}
let mut overhead_walker = self.ids.overheads.walk();
let mut overitem_walker = self.ids.overitems.walk();
let mut sct_walker = self.ids.scts.walk();
let mut sct_bg_walker = self.ids.sct_bgs.walk();
// Render overitem name
for (pos, item, distance) in (&entities, &pos, &items)
.join()
.map(|(_, pos, item)| (pos, item, pos.0.distance_squared(player_pos)))
.filter(|(_, _, distance)| distance < &common::comp::MAX_PICKUP_RANGE_SQR)
{
let overitem_id = overitem_walker.next(
&mut self.ids.overitems,
&mut ui_widgets.widget_id_generator(),
);
let ingame_pos = pos.0 + Vec3::unit_z() * 1.2;
// Item name
overitem::Overitem::new(&item.name(), &distance, &self.fonts)
.x_y(0.0, 100.0)
.position_ingame(ingame_pos)
.set(overitem_id, ui_widgets);
}
// Render overhead name tags and health bars
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for (pos, name, stats, energy, height_offset, hpfl, uid, in_group) in (
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&entities,
&pos,
interpolated.maybe(),
&stats,
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energy.maybe(),
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players.maybe(),
scales.maybe(),
&bodies,
&hp_floater_lists,
&uids,
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)
.join()
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.map(|(a, b, c, d, e, f, g, h, i, uid)| {
(
a,
b,
c,
d,
e,
f,
g,
h,
i,
uid,
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client.group_members().contains_key(uid),
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)
})
.filter(|(entity, pos, _, stats, _, _, _, _, hpfl, _, in_group)| {
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*entity != me && !stats.is_dead
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&& (stats.health.current() != stats.health.maximum()
|| info.target_entity.map_or(false, |e| e == *entity)
|| info.selected_entity.map_or(false, |s| s.0 == *entity)
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|| *in_group
)
// Don't show outside a certain range
&& pos.0.distance_squared(player_pos)
< (if *in_group
{
NAMETAG_GROUP_RANGE
} else if hpfl
.time_since_last_dmg_by_me
.map_or(false, |t| t < NAMETAG_DMG_TIME)
{
NAMETAG_DMG_RANGE
} else {
NAMETAG_RANGE
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})
.powi(2)
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})
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.map(
|(
_,
pos,
interpolated,
stats,
energy,
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player,
scale,
body,
hpfl,
uid,
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in_group,
)| {
// TODO: This is temporary
// If the player used the default character name display their name instead
let name = if stats.name == "Character Name" {
player.map_or(&stats.name, |p| &p.alias)
} else {
&stats.name
};
(
interpolated.map_or(pos.0, |i| i.pos),
name,
stats,
energy,
// TODO: when body.height() is more accurate remove the 2.0
body.height() * 2.0 * scale.map_or(1.0, |s| s.0),
hpfl,
uid,
in_group,
)
},
)
{
let bubble = self.speech_bubbles.get(uid);
let overhead_id = overhead_walker.next(
&mut self.ids.overheads,
&mut ui_widgets.widget_id_generator(),
);
let ingame_pos = pos + Vec3::unit_z() * height_offset;
// Speech bubble, name, level, and hp bars
overhead::Overhead::new(
&name,
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bubble,
stats,
energy,
own_level,
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in_group,
&global_state.settings.gameplay,
self.pulse,
&self.voxygen_i18n,
&self.imgs,
&self.fonts,
)
.x_y(0.0, 100.0)
.position_ingame(ingame_pos)
.set(overhead_id, ui_widgets);
// Enemy SCT
if global_state.settings.gameplay.sct && !hpfl.floaters.is_empty() {
let floaters = &hpfl.floaters;
// Colors
const WHITE: Rgb<f32> = Rgb::new(1.0, 0.9, 0.8);
const LIGHT_OR: Rgb<f32> = Rgb::new(1.0, 0.925, 0.749);
const LIGHT_MED_OR: Rgb<f32> = Rgb::new(1.0, 0.85, 0.498);
const MED_OR: Rgb<f32> = Rgb::new(1.0, 0.776, 0.247);
const DARK_ORANGE: Rgb<f32> = Rgb::new(1.0, 0.7, 0.0);
const RED_ORANGE: Rgb<f32> = Rgb::new(1.0, 0.349, 0.0);
const DAMAGE_COLORS: [Rgb<f32>; 6] = [
WHITE,
LIGHT_OR,
LIGHT_MED_OR,
MED_OR,
DARK_ORANGE,
RED_ORANGE,
];
// Largest value that select the first color is 40, then it shifts colors
// every 5
let font_col = |font_size: u32| {
DAMAGE_COLORS[(font_size.saturating_sub(36) / 5).min(5) as usize]
};
if global_state.settings.gameplay.sct_damage_batch {
let number_speed = 50.0; // Damage number speed
let sct_id = sct_walker
.next(&mut self.ids.scts, &mut ui_widgets.widget_id_generator());
let sct_bg_id = sct_bg_walker
.next(&mut self.ids.sct_bgs, &mut ui_widgets.widget_id_generator());
// Calculate total change
// Ignores healing
let hp_damage = floaters.iter().fold(0, |acc, f| {
if f.hp_change < 0 {
acc + f.hp_change
} else {
acc
}
});
// Divide by 10 to stay in the same dimension as the HP display
let hp_dmg_rounded_abs = ((hp_damage + 5) / 10).abs();
let max_hp_frac = hp_damage.abs() as f32 / stats.health.maximum() as f32;
let timer = floaters
.last()
.expect("There must be at least one floater")
.timer;
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size = 30
+ (max_hp_frac * 30.0) as u32
+ if timer < 0.1 {
(FLASH_MAX * (1.0 - timer / 0.1)) as u32
} else {
0
};
let font_col = font_col(font_size);
// Timer sets the widget offset
let y = (timer as f64 / crate::ecs::sys::floater::HP_SHOWTIME as f64
* number_speed)
+ 100.0;
// Timer sets text transparency
let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - timer) * 0.25) + 0.2;
Text::new(&format!("{}", hp_dmg_rounded_abs))
.font_size(font_size)
.font_id(self.fonts.cyri.conrod_id)
.color(Color::Rgba(0.0, 0.0, 0.0, fade))
.x_y(0.0, y - 3.0)
.position_ingame(ingame_pos)
.set(sct_bg_id, ui_widgets);
Text::new(&format!("{}", hp_dmg_rounded_abs))
.font_size(font_size)
.font_id(self.fonts.cyri.conrod_id)
.x_y(0.0, y)
.color(if hp_damage < 0 {
Color::Rgba(font_col.r, font_col.g, font_col.b, fade)
} else {
Color::Rgba(0.1, 1.0, 0.1, fade)
})
.position_ingame(ingame_pos)
.set(sct_id, ui_widgets);
} else {
for floater in floaters {
let number_speed = 250.0; // Single Numbers Speed
let sct_id = sct_walker
.next(&mut self.ids.scts, &mut ui_widgets.widget_id_generator());
let sct_bg_id = sct_bg_walker
.next(&mut self.ids.sct_bgs, &mut ui_widgets.widget_id_generator());
// Calculate total change
let max_hp_frac =
floater.hp_change.abs() as f32 / stats.health.maximum() as f32;
// Increase font size based on fraction of maximum health
// "flashes" by having a larger size in the first 100ms
let font_size = 30
+ (max_hp_frac * 30.0) as u32
+ if floater.timer < 0.1 {
(FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32
} else {
0
};
let font_col = font_col(font_size);
// Timer sets the widget offset
let y = (floater.timer as f64
/ crate::ecs::sys::floater::HP_SHOWTIME as f64
* number_speed)
+ 100.0;
// Timer sets text transparency
let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - floater.timer)
* 0.25)
+ 0.2;
Text::new(&format!("{}", (floater.hp_change / 10).abs()))
.font_size(font_size)
.font_id(self.fonts.cyri.conrod_id)
.color(if floater.hp_change < 0 {
Color::Rgba(0.0, 0.0, 0.0, fade)
} else {
Color::Rgba(0.0, 0.0, 0.0, 1.0)
})
.x_y(0.0, y - 3.0)
.position_ingame(ingame_pos)
.set(sct_bg_id, ui_widgets);
Text::new(&format!("{}", (floater.hp_change / 10).abs()))
.font_size(font_size)
.font_id(self.fonts.cyri.conrod_id)
.x_y(0.0, y)
.color(if floater.hp_change < 0 {
Color::Rgba(font_col.r, font_col.g, font_col.b, fade)
} else {
Color::Rgba(0.1, 1.0, 0.1, 1.0)
})
.position_ingame(ingame_pos)
.set(sct_id, ui_widgets);
}
}
}
}
}
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// Temporary Example Quest
if self.show.intro && !self.show.esc_menu {
match global_state.settings.gameplay.intro_show {
Intro::Show => {
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if self.pulse > 20.0 {
self.show.want_grab = false;
let quest_headline = &self.voxygen_i18n.get("hud.temp_quest_headline");
let quest_text = &self.voxygen_i18n.get("hud.temp_quest_text");
Image::new(self.imgs.quest_bg)
.w_h(404.0, 858.0)
.middle_of(ui_widgets.window)
.set(self.ids.quest_bg, ui_widgets);
Text::new(quest_headline)
.mid_top_with_margin_on(self.ids.quest_bg, 310.0)
.font_size(self.fonts.cyri.scale(30))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_BG)
.set(self.ids.q_headline_bg, ui_widgets);
Text::new(quest_headline)
.bottom_left_with_margins_on(self.ids.q_headline_bg, 1.0, 1.0)
.font_size(self.fonts.cyri.scale(30))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(self.ids.q_headline, ui_widgets);
Text::new(quest_text)
.down_from(self.ids.q_headline_bg, 40.0)
.font_size(self.fonts.cyri.scale(17))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_BG)
.set(self.ids.q_text_bg, ui_widgets);
Text::new(quest_text)
.bottom_left_with_margins_on(self.ids.q_text_bg, 1.0, 1.0)
.font_size(self.fonts.cyri.scale(17))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(self.ids.q_text, ui_widgets);
if Button::image(self.imgs.button)
.w_h(212.0, 52.0)
.hover_image(self.imgs.button_hover)
.press_image(self.imgs.button_press)
.mid_bottom_with_margin_on(self.ids.q_text_bg, -120.0)
.label(&self.voxygen_i18n.get("common.accept"))
.label_font_id(self.fonts.cyri.conrod_id)
.label_font_size(self.fonts.cyri.scale(22))
.label_color(TEXT_COLOR)
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.label_y(conrod_core::position::Relative::Scalar(2.0))
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.set(self.ids.accept_button, ui_widgets)
.was_clicked()
{
self.show.intro = !self.show.intro;
events.push(Event::Intro(Intro::Never));
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self.show.want_grab = true;
}
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}
},
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Intro::Never => {
self.show.intro = false;
},
}
}
// Display debug window.
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if global_state.settings.gameplay.toggle_debug {
// Alpha Version
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Text::new(&version)
.top_left_with_margins_on(ui_widgets.window, 5.0, 5.0)
.font_size(self.fonts.cyri.scale(14))
.font_id(self.fonts.cyri.conrod_id)
.color(TEXT_COLOR)
.set(self.ids.version, ui_widgets);
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// Ticks per second
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Text::new(&format!("FPS: {:.0}", debug_info.tps))
.color(TEXT_COLOR)
.down_from(self.ids.version, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.fps_counter, ui_widgets);
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// Ping
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Text::new(&format!("Ping: {:.0}ms", debug_info.ping_ms))
.color(TEXT_COLOR)
.down_from(self.ids.fps_counter, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.ping, ui_widgets);
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// Player's position
let coordinates_text = match debug_info.coordinates {
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Some(coordinates) => format!(
"Coordinates: ({:.0}, {:.0}, {:.0})",
coordinates.0.x, coordinates.0.y, coordinates.0.z,
),
None => "Player has no Pos component".to_owned(),
};
Text::new(&coordinates_text)
.color(TEXT_COLOR)
.down_from(self.ids.ping, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.coordinates, ui_widgets);
// Player's velocity
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let velocity_text = match debug_info.velocity {
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Some(velocity) => format!(
"Velocity: ({:.1}, {:.1}, {:.1}) [{:.1} u/s]",
velocity.0.x,
velocity.0.y,
velocity.0.z,
velocity.0.magnitude()
),
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None => "Player has no Vel component".to_owned(),
};
Text::new(&velocity_text)
.color(TEXT_COLOR)
.down_from(self.ids.coordinates, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
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.set(self.ids.velocity, ui_widgets);
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// Player's orientation vector
let orientation_text = match debug_info.ori {
Some(ori) => format!(
"Orientation: ({:.1}, {:.1}, {:.1})",
ori.0.x, ori.0.y, ori.0.z,
),
None => "Player has no Ori component".to_owned(),
};
Text::new(&orientation_text)
.color(TEXT_COLOR)
.down_from(self.ids.velocity, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.orientation, ui_widgets);
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// Loaded distance
Text::new(&format!(
"View distance: {:.2} blocks ({:.2} chunks)",
client.loaded_distance(),
client.loaded_distance() / TerrainChunk::RECT_SIZE.x as f32,
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))
.color(TEXT_COLOR)
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.down_from(self.ids.orientation, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
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.set(self.ids.loaded_distance, ui_widgets);
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// Time
let time_in_seconds = client.state().get_time_of_day();
let current_time = NaiveTime::from_num_seconds_from_midnight(
// Wraps around back to 0s if it exceeds 24 hours (24 hours = 86400s)
(time_in_seconds as u64 % 86400) as u32,
0,
);
Text::new(&format!(
"Time: {}",
current_time.format("%H:%M").to_string()
))
.color(TEXT_COLOR)
.down_from(self.ids.loaded_distance, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
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.set(self.ids.time, ui_widgets);
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// Number of entities
let entity_count = client.state().ecs().entities().join().count();
Text::new(&format!("Entity count: {}", entity_count))
.color(TEXT_COLOR)
.down_from(self.ids.time, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
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.set(self.ids.entity_count, ui_widgets);
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// Number of chunks
Text::new(&format!(
"Chunks: {} ({} visible)",
debug_info.num_chunks, debug_info.num_visible_chunks,
))
.color(TEXT_COLOR)
.down_from(self.ids.entity_count, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.num_chunks, ui_widgets);
// Number of figures
Text::new(&format!(
"Figures: {} ({} visible)",
debug_info.num_figures, debug_info.num_figures_visible,
))
.color(TEXT_COLOR)
.down_from(self.ids.num_chunks, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.num_figures, ui_widgets);
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// Help Window
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if let Some(help_key) = global_state.settings.controls.get_binding(GameInput::Help) {
Text::new(
&self
.voxygen_i18n
.get("hud.press_key_to_toggle_keybindings_fmt")
.replace("{key}", help_key.to_string().as_str()),
)
.color(TEXT_COLOR)
.down_from(self.ids.num_figures, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.help_info, ui_widgets);
}
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// Info about Debug Shortcut
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if let Some(toggle_debug_key) = global_state
.settings
.controls
.get_binding(GameInput::ToggleDebug)
{
Text::new(
&self
.voxygen_i18n
.get("hud.press_key_to_toggle_debug_info_fmt")
.replace("{key}", toggle_debug_key.to_string().as_str()),
)
.color(TEXT_COLOR)
.down_from(self.ids.help_info, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.set(self.ids.debug_info, ui_widgets);
}
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} else {
// Help Window
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if let Some(help_key) = global_state.settings.controls.get_binding(GameInput::Help) {
Text::new(
&self
.voxygen_i18n
.get("hud.press_key_to_show_keybindings_fmt")
.replace("{key}", help_key.to_string().as_str()),
)
.color(TEXT_COLOR)
.top_left_with_margins_on(ui_widgets.window, 5.0, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(16))
.set(self.ids.help_info, ui_widgets);
}
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// Info about Debug Shortcut
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if let Some(toggle_debug_key) = global_state
.settings
.controls
.get_binding(GameInput::ToggleDebug)
{
Text::new(
&self
.voxygen_i18n
.get("hud.press_key_to_show_debug_info_fmt")
.replace("{key}", toggle_debug_key.to_string().as_str()),
)
.color(TEXT_COLOR)
.down_from(self.ids.help_info, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(12))
.set(self.ids.debug_info, ui_widgets);
}
}
// Help Text
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if self.show.help && !self.show.map && !self.show.esc_menu {
Image::new(self.imgs.help)
.middle_of(ui_widgets.window)
2020-04-04 21:51:06 +00:00
.w_h(1260.0, 519.0)
.set(self.ids.help, ui_widgets);
// X-button
if Button::image(self.imgs.close_button)
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.w_h(40.0, 40.0)
.hover_image(self.imgs.close_button_hover)
.press_image(self.imgs.close_button_press)
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.top_right_with_margins_on(self.ids.help, 0.0, 0.0)
.color(Color::Rgba(1.0, 1.0, 1.0, 0.8))
.set(self.ids.button_help2, ui_widgets)
.was_clicked()
{
self.show.help = false;
};
}
// Bag button and nearby icons
2020-04-26 01:44:56 +00:00
let ecs = client.state().ecs();
let stats = ecs.read_storage::<comp::Stats>();
if let Some(player_stats) = stats.get(client.entity()) {
match Buttons::new(
client,
self.show.bag,
&self.imgs,
&self.fonts,
global_state,
&self.rot_imgs,
tooltip_manager,
&self.voxygen_i18n,
&player_stats,
)
.set(self.ids.buttons, ui_widgets)
{
Some(buttons::Event::ToggleBag) => self.show.toggle_bag(),
Some(buttons::Event::ToggleSettings) => self.show.toggle_settings(),
Some(buttons::Event::ToggleSocial) => self.show.toggle_social(),
Some(buttons::Event::ToggleSpell) => self.show.toggle_spell(),
Some(buttons::Event::ToggleMap) => self.show.toggle_map(),
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Some(buttons::Event::ToggleCrafting) => self.show.toggle_crafting(),
None => {},
}
}
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// Popup (waypoint saved and similar notifications)
2020-06-03 17:59:09 +00:00
Popup::new(
&self.voxygen_i18n,
client,
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&self.new_notifications,
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&self.fonts,
&self.show,
)
.set(self.ids.popup, ui_widgets);
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// MiniMap
match MiniMap::new(
&self.show,
client,
&self.imgs,
&self.rot_imgs,
&self.world_map,
&self.fonts,
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camera.get_orientation(),
)
.set(self.ids.minimap, ui_widgets)
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{
Some(minimap::Event::Toggle) => self.show.toggle_mini_map(),
None => {},
}
// Bag contents
if self.show.bag {
if let Some(player_stats) = stats.get(client.entity()) {
match Bag::new(
client,
&self.imgs,
&self.item_imgs,
&self.fonts,
&self.rot_imgs,
tooltip_manager,
&mut self.slot_manager,
self.pulse,
&self.voxygen_i18n,
&player_stats,
&self.show,
)
.set(self.ids.bag, ui_widgets)
{
Some(bag::Event::Stats) => self.show.stats = !self.show.stats,
Some(bag::Event::Close) => {
self.show.bag(false);
self.force_ungrab = true;
},
None => {},
}
}
}
// Skillbar
// Get player stats
let ecs = client.state().ecs();
let entity = client.entity();
let stats = ecs.read_storage::<comp::Stats>();
let loadouts = ecs.read_storage::<comp::Loadout>();
let energies = ecs.read_storage::<comp::Energy>();
let character_states = ecs.read_storage::<comp::CharacterState>();
let controllers = ecs.read_storage::<comp::Controller>();
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let inventories = ecs.read_storage::<comp::Inventory>();
if let (
Some(stats),
Some(loadout),
Some(energy),
Some(character_state),
Some(controller),
Some(inventory),
) = (
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stats.get(entity),
loadouts.get(entity),
energies.get(entity),
character_states.get(entity),
controllers.get(entity).map(|c| &c.inputs),
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inventories.get(entity),
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) {
Skillbar::new(
global_state,
&self.imgs,
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&self.item_imgs,
&self.fonts,
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&self.rot_imgs,
&stats,
&loadout,
&energy,
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&character_state,
self.pulse,
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&controller,
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&inventory,
&self.hotbar,
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tooltip_manager,
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&mut self.slot_manager,
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&self.voxygen_i18n,
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&self.show,
)
.set(self.ids.skillbar, ui_widgets);
2019-06-30 11:48:28 +00:00
}
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// Crafting
if self.show.crafting {
if let Some(inventory) = inventories.get(entity) {
for event in Crafting::new(
//&self.show,
client,
&self.imgs,
&self.fonts,
&self.voxygen_i18n,
&self.rot_imgs,
tooltip_manager,
&self.item_imgs,
&inventory,
)
.set(self.ids.crafting_window, ui_widgets)
{
match event {
crafting::Event::CraftRecipe(r) => {
events.push(Event::CraftRecipe(r));
},
crafting::Event::Close => {
self.show.crafting(false);
self.force_ungrab = true;
},
}
}
}
}
// Don't put NPC messages in chat box.
self.new_messages
.retain(|m| !matches!(m.chat_type, comp::ChatType::Npc(_, _)));
// Chat box
match Chat::new(
&mut self.new_messages,
&client,
global_state,
&self.imgs,
&self.fonts,
)
.and_then(self.force_chat_input.take(), |c, input| c.input(input))
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.and_then(self.tab_complete.take(), |c, input| {
c.prepare_tab_completion(input)
2020-05-08 21:38:58 +00:00
})
.and_then(self.force_chat_cursor.take(), |c, pos| c.cursor_pos(pos))
.set(self.ids.chat, ui_widgets)
{
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Some(chat::Event::TabCompletionStart(input)) => {
self.tab_complete = Some(input);
},
Some(chat::Event::SendMessage(message)) => {
events.push(Event::SendMessage(message));
},
Some(chat::Event::Focus(focus_id)) => {
self.to_focus = Some(Some(focus_id));
},
None => {},
}
self.new_messages = VecDeque::new();
2020-06-02 02:42:26 +00:00
self.new_notifications = VecDeque::new();
// Windows
// Char Window will always appear at the left side. Other Windows default to the
// left side, but when the Char Window is opened they will appear to the right
// of it.
// Settings
if let Windows::Settings = self.show.open_windows {
for event in SettingsWindow::new(
&global_state,
&self.show,
&self.imgs,
&self.fonts,
&self.voxygen_i18n,
)
.set(self.ids.settings_window, ui_widgets)
{
match event {
settings_window::Event::SpeechBubbleDarkMode(sbdm) => {
events.push(Event::SpeechBubbleDarkMode(sbdm));
},
settings_window::Event::SpeechBubbleIcon(sbi) => {
events.push(Event::SpeechBubbleIcon(sbi));
},
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settings_window::Event::Sct(sct) => {
events.push(Event::Sct(sct));
},
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settings_window::Event::SctPlayerBatch(sct_player_batch) => {
events.push(Event::SctPlayerBatch(sct_player_batch));
},
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settings_window::Event::SctDamageBatch(sct_damage_batch) => {
events.push(Event::SctDamageBatch(sct_damage_batch));
},
settings_window::Event::ToggleHelp => self.show.help = !self.show.help,
settings_window::Event::ToggleDebug => self.show.debug = !self.show.debug,
settings_window::Event::ToggleTips(loading_tips) => {
events.push(Event::ToggleTips(loading_tips));
},
settings_window::Event::ChangeTab(tab) => self.show.open_setting_tab(tab),
settings_window::Event::Close => {
// Unpause the game if we are on singleplayer so that we can logout
#[cfg(feature = "singleplayer")]
global_state.unpause();
self.show.settings(false)
},
settings_window::Event::AdjustMousePan(sensitivity) => {
events.push(Event::AdjustMousePan(sensitivity));
},
settings_window::Event::AdjustMouseZoom(sensitivity) => {
events.push(Event::AdjustMouseZoom(sensitivity));
},
settings_window::Event::ChatTransp(chat_transp) => {
events.push(Event::ChatTransp(chat_transp));
},
settings_window::Event::ChatCharName(chat_char_name) => {
events.push(Event::ChatCharName(chat_char_name));
},
settings_window::Event::ToggleZoomInvert(zoom_inverted) => {
events.push(Event::ToggleZoomInvert(zoom_inverted));
},
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settings_window::Event::ToggleMouseYInvert(mouse_y_inverted) => {
events.push(Event::ToggleMouseYInvert(mouse_y_inverted));
},
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settings_window::Event::ToggleSmoothPan(smooth_pan_enabled) => {
events.push(Event::ToggleSmoothPan(smooth_pan_enabled));
},
settings_window::Event::AdjustViewDistance(view_distance) => {
events.push(Event::AdjustViewDistance(view_distance));
},
settings_window::Event::AdjustSpriteRenderDistance(view_distance) => {
events.push(Event::AdjustSpriteRenderDistance(view_distance));
},
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settings_window::Event::AdjustFigureLoDRenderDistance(view_distance) => {
events.push(Event::AdjustFigureLoDRenderDistance(view_distance));
},
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settings_window::Event::CrosshairTransp(crosshair_transp) => {
events.push(Event::CrosshairTransp(crosshair_transp));
},
settings_window::Event::AdjustMusicVolume(music_volume) => {
events.push(Event::AdjustMusicVolume(music_volume));
},
settings_window::Event::AdjustSfxVolume(sfx_volume) => {
events.push(Event::AdjustSfxVolume(sfx_volume));
},
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settings_window::Event::MaximumFPS(max_fps) => {
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events.push(Event::ChangeMaxFPS(max_fps));
},
settings_window::Event::ChangeAudioDevice(name) => {
events.push(Event::ChangeAudioDevice(name));
},
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settings_window::Event::CrosshairType(crosshair_type) => {
events.push(Event::CrosshairType(crosshair_type));
},
settings_window::Event::ToggleXpBar(xp_bar) => {
events.push(Event::ToggleXpBar(xp_bar));
},
settings_window::Event::ToggleBarNumbers(bar_numbers) => {
events.push(Event::ToggleBarNumbers(bar_numbers));
},
settings_window::Event::ToggleShortcutNumbers(shortcut_numbers) => {
events.push(Event::ToggleShortcutNumbers(shortcut_numbers));
},
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settings_window::Event::UiScale(scale_change) => {
events.push(Event::UiScale(scale_change));
},
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settings_window::Event::AdjustFOV(new_fov) => {
events.push(Event::ChangeFOV(new_fov));
},
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settings_window::Event::AdjustGamma(new_gamma) => {
events.push(Event::ChangeGamma(new_gamma));
},
settings_window::Event::ChangeAaMode(new_aa_mode) => {
events.push(Event::ChangeAaMode(new_aa_mode));
},
settings_window::Event::ChangeCloudMode(new_cloud_mode) => {
events.push(Event::ChangeCloudMode(new_cloud_mode));
},
settings_window::Event::ChangeFluidMode(new_fluid_mode) => {
events.push(Event::ChangeFluidMode(new_fluid_mode));
},
settings_window::Event::ChangeLanguage(language) => {
events.push(Event::ChangeLanguage(language));
},
settings_window::Event::ToggleFullscreen => {
events.push(Event::ToggleFullscreen);
},
settings_window::Event::AdjustWindowSize(new_size) => {
events.push(Event::AdjustWindowSize(new_size));
},
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settings_window::Event::ChangeBinding(game_input) => {
events.push(Event::ChangeBinding(game_input));
},
settings_window::Event::ResetBindings => {
events.push(Event::ResetBindings);
},
settings_window::Event::ChangeFreeLookBehavior(behavior) => {
events.push(Event::ChangeFreeLookBehavior(behavior));
},
settings_window::Event::ChangeAutoWalkBehavior(behavior) => {
events.push(Event::ChangeAutoWalkBehavior(behavior));
},
settings_window::Event::ChangeStopAutoWalkOnInput(state) => {
events.push(Event::ChangeStopAutoWalkOnInput(state));
},
}
}
}
// Social Window
if self.show.social {
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let ecs = client.state().ecs();
let stats = ecs.read_storage::<comp::Stats>();
let me = client.entity();
if let Some(stats) = stats.get(me) {
for event in Social::new(
&self.show,
client,
&self.imgs,
&self.fonts,
&self.voxygen_i18n,
&stats,
info.selected_entity,
)
.set(self.ids.social_window, ui_widgets)
{
match event {
social::Event::Close => self.show.social(false),
social::Event::ChangeSocialTab(social_tab) => {
self.show.open_social_tab(social_tab)
},
social::Event::Invite(uid) => events.push(Event::InviteMember(uid)),
}
}
}
}
// Group Window
for event in Group::new(
&mut self.show,
client,
&global_state.settings,
&self.imgs,
&self.fonts,
&self.voxygen_i18n,
tooltip_manager,
&self.rot_imgs,
self.pulse,
&global_state,
)
.set(self.ids.group_window, ui_widgets)
{
match event {
group::Event::Accept => events.push(Event::AcceptInvite),
group::Event::Decline => events.push(Event::DeclineInvite),
group::Event::Kick(uid) => events.push(Event::KickMember(uid)),
group::Event::LeaveGroup => events.push(Event::LeaveGroup),
group::Event::AssignLeader(uid) => events.push(Event::AssignLeader(uid)),
}
}
// Spellbook
if self.show.spell {
match Spell::new(
&self.show,
client,
&self.imgs,
&self.fonts,
&self.voxygen_i18n,
)
.set(self.ids.spell, ui_widgets)
{
Some(spell::Event::Close) => {
self.show.spell(false);
self.force_ungrab = true;
},
None => {},
}
}
// Map
if self.show.map {
for event in Map::new(
&self.show,
client,
&self.imgs,
&self.rot_imgs,
&self.world_map,
&self.fonts,
self.pulse,
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&self.voxygen_i18n,
&global_state,
)
.set(self.ids.map, ui_widgets)
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{
match event {
map::Event::Close => {
self.show.map(false);
self.force_ungrab = true;
},
map::Event::MapZoom(map_zoom) => {
events.push(Event::MapZoom(map_zoom));
},
}
}
}
if self.show.esc_menu {
match EscMenu::new(&self.imgs, &self.fonts, &self.voxygen_i18n)
.set(self.ids.esc_menu, ui_widgets)
{
Some(esc_menu::Event::OpenSettings(tab)) => {
self.show.open_setting_tab(tab);
},
Some(esc_menu::Event::Close) => {
self.show.esc_menu = false;
self.show.want_grab = true;
self.force_ungrab = false;
// Unpause the game if we are on singleplayer
#[cfg(feature = "singleplayer")]
global_state.unpause();
},
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Some(esc_menu::Event::Logout) => {
// Unpause the game if we are on singleplayer so that we can logout
#[cfg(feature = "singleplayer")]
global_state.unpause();
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events.push(Event::Logout);
},
Some(esc_menu::Event::Quit) => events.push(Event::Quit),
Some(esc_menu::Event::CharacterSelection) => {
// Unpause the game if we are on singleplayer so that we can logout
#[cfg(feature = "singleplayer")]
global_state.unpause();
events.push(Event::CharacterSelection)
},
None => {},
}
}
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// Free look indicator
if self.show.free_look {
Text::new(&self.voxygen_i18n.get("hud.free_look_indicator"))
.color(TEXT_BG)
.mid_top_with_margin_on(ui_widgets.window, 100.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(20))
.set(self.ids.free_look_bg, ui_widgets);
Text::new(&self.voxygen_i18n.get("hud.free_look_indicator"))
.color(KILL_COLOR)
.top_left_with_margins_on(self.ids.free_look_bg, -1.0, -1.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(20))
.set(self.ids.free_look_txt, ui_widgets);
}
// Auto walk indicator
if self.show.auto_walk {
Text::new(&self.voxygen_i18n.get("hud.auto_walk_indicator"))
.color(TEXT_BG)
.mid_top_with_margin_on(
ui_widgets.window,
if self.show.free_look { 128.0 } else { 100.0 },
)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(20))
.set(self.ids.auto_walk_bg, ui_widgets);
Text::new(&self.voxygen_i18n.get("hud.auto_walk_indicator"))
.color(KILL_COLOR)
.top_left_with_margins_on(self.ids.auto_walk_bg, -1.0, -1.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(20))
.set(self.ids.auto_walk_txt, ui_widgets);
}
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// Maintain slot manager
for event in self.slot_manager.maintain(ui_widgets) {
use comp::slot::Slot;
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use slots::SlotKind::*;
let to_slot = |slot_kind| match slot_kind {
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Inventory(i) => Some(Slot::Inventory(i.0)),
Equip(e) => Some(Slot::Equip(e)),
Hotbar(_) => None,
};
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match event {
slot::Event::Dragged(a, b) => {
// Swap between slots
if let (Some(a), Some(b)) = (to_slot(a), to_slot(b)) {
events.push(Event::SwapSlots(a, b));
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} else if let (Inventory(i), Hotbar(h)) = (a, b) {
self.hotbar.add_inventory_link(h, i.0);
events.push(Event::ChangeHotbarState(self.hotbar.to_owned()));
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} else if let (Hotbar(a), Hotbar(b)) = (a, b) {
self.hotbar.swap(a, b);
events.push(Event::ChangeHotbarState(self.hotbar.to_owned()));
}
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},
slot::Event::Dropped(from) => {
// Drop item
if let Some(from) = to_slot(from) {
events.push(Event::DropSlot(from));
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} else if let Hotbar(h) = from {
self.hotbar.clear_slot(h);
events.push(Event::ChangeHotbarState(self.hotbar.to_owned()));
}
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},
slot::Event::Used(from) => {
// Item used (selected and then clicked again)
if let Some(from) = to_slot(from) {
events.push(Event::UseSlot(from));
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} else if let Hotbar(h) = from {
self.hotbar.get(h).map(|s| {
match s {
hotbar::SlotContents::Inventory(i) => {
events.push(Event::UseSlot(comp::slot::Slot::Inventory(i)));
},
hotbar::SlotContents::Ability3 => {}, /* Event::Ability3(true),
* sticks */
}
});
}
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},
}
}
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self.hotbar.maintain_ability3(client);
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events
}
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pub fn new_message(&mut self, msg: comp::ChatMsg) { self.new_messages.push_back(msg); }
pub fn new_notification(&mut self, msg: common::msg::Notification) {
self.new_notifications.push_back(msg);
}
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pub fn scale_change(&mut self, scale_change: ScaleChange) -> ScaleMode {
let scale_mode = match scale_change {
ScaleChange::Adjust(scale) => ScaleMode::Absolute(scale),
ScaleChange::ToAbsolute => self.ui.scale().scaling_mode_as_absolute(),
ScaleChange::ToRelative => self.ui.scale().scaling_mode_as_relative(),
};
self.ui.set_scaling_mode(scale_mode);
scale_mode
}
// Checks if a TextEdit widget has the keyboard captured.
fn typing(&self) -> bool {
if let Some(id) = self.ui.widget_capturing_keyboard() {
self.ui
.widget_graph()
.widget(id)
.filter(|c| {
c.type_id == std::any::TypeId::of::<<widget::TextEdit as Widget>::State>()
})
.is_some()
} else {
false
}
}
pub fn handle_event(&mut self, event: WinEvent, global_state: &mut GlobalState) -> bool {
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// Helper
fn handle_slot(
slot: hotbar::Slot,
state: bool,
events: &mut Vec<Event>,
slot_manager: &mut slots::SlotManager,
hotbar: &mut hotbar::State,
) {
if let Some(slots::SlotKind::Inventory(i)) = slot_manager.selected() {
hotbar.add_inventory_link(slot, i.0);
slot_manager.idle();
} else {
let just_pressed = hotbar.process_input(slot, state);
hotbar.get(slot).map(|s| match s {
hotbar::SlotContents::Inventory(i) => {
if just_pressed {
events.push(Event::UseSlot(comp::slot::Slot::Inventory(i)));
}
},
hotbar::SlotContents::Ability3 => events.push(Event::Ability3(state)),
});
}
}
let cursor_grabbed = global_state.window.is_cursor_grabbed();
let handled = match event {
WinEvent::Ui(event) => {
if (self.typing() && event.is_keyboard() && self.show.ui)
|| !(cursor_grabbed && event.is_keyboard_or_mouse())
{
self.ui.handle_event(event);
}
true
},
WinEvent::InputUpdate(GameInput::ToggleInterface, true) if !self.typing() => {
self.show.toggle_ui();
true
},
WinEvent::InputUpdate(GameInput::ToggleCursor, true) if !self.typing() => {
self.force_ungrab = !self.force_ungrab;
true
},
_ if !self.show.ui => false,
WinEvent::Zoom(_) => !cursor_grabbed && !self.ui.no_widget_capturing_mouse(),
WinEvent::InputUpdate(GameInput::Enter, true) => {
self.ui.focus_widget(if self.typing() {
None
} else {
Some(self.ids.chat)
});
true
},
WinEvent::InputUpdate(GameInput::Escape, true) => {
if self.typing() {
self.ui.focus_widget(None);
} else {
// Close windows on esc
self.show.toggle_windows(global_state);
}
true
},
// Press key while not typing
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WinEvent::InputUpdate(key, state) if !self.typing() => match key {
GameInput::Command if state => {
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self.force_chat_input = Some("/".to_owned());
self.force_chat_cursor = Some(Index { line: 0, char: 1 });
self.ui.focus_widget(Some(self.ids.chat));
true
},
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GameInput::Map if state => {
self.show.toggle_map();
true
},
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GameInput::Bag if state => {
self.show.toggle_bag();
true
},
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GameInput::Social if state => {
self.show.toggle_social();
true
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},
GameInput::Crafting if state => {
self.show.toggle_crafting();
true
},
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GameInput::Spellbook if state => {
self.show.toggle_spell();
true
},
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GameInput::Settings if state => {
self.show.toggle_settings();
true
},
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GameInput::Help if state => {
self.show.toggle_help();
true
},
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GameInput::ToggleDebug if state => {
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global_state.settings.gameplay.toggle_debug =
!global_state.settings.gameplay.toggle_debug;
true
},
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GameInput::ToggleIngameUi if state => {
self.show.ingame = !self.show.ingame;
true
},
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// Skillbar
GameInput::Slot1 => {
handle_slot(
hotbar::Slot::One,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot2 => {
handle_slot(
hotbar::Slot::Two,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot3 => {
handle_slot(
hotbar::Slot::Three,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot4 => {
handle_slot(
hotbar::Slot::Four,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot5 => {
handle_slot(
hotbar::Slot::Five,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot6 => {
handle_slot(
hotbar::Slot::Six,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot7 => {
handle_slot(
hotbar::Slot::Seven,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot8 => {
handle_slot(
hotbar::Slot::Eight,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot9 => {
handle_slot(
hotbar::Slot::Nine,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
GameInput::Slot10 => {
handle_slot(
hotbar::Slot::Ten,
state,
&mut self.events,
&mut self.slot_manager,
&mut self.hotbar,
);
true
},
_ => false,
},
// Else the player is typing in chat
WinEvent::InputUpdate(_key, _) => self.typing(),
WinEvent::Char(_) => self.typing(),
WinEvent::Focused(state) => {
self.force_ungrab = !state;
true
},
WinEvent::Moved(_) => {
// Prevent the cursor from being grabbed while the window is being moved as this
// causes the window to move erratically
self.show.want_grab = false;
true
},
_ => false,
};
// Handle cursor grab.
global_state
.window
.grab_cursor(!self.force_ungrab && self.show.want_grab);
handled
}
#[allow(clippy::blocks_in_if_conditions)] // TODO: Pending review in #587
pub fn maintain(
&mut self,
client: &Client,
global_state: &mut GlobalState,
debug_info: DebugInfo,
camera: &Camera,
dt: Duration,
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info: HudInfo,
) -> Vec<Event> {
// conrod eats tabs. Un-eat a tabstop so tab completion can work
if self.ui.ui.global_input().events().any(|event| {
use conrod_core::{event, input};
match event {
//event::Event::Raw(event::Input::Press(input::Button::Keyboard(input::Key::Tab)))
// => true,
event::Event::Ui(event::Ui::Press(
_,
event::Press {
button: event::Button::Keyboard(input::Key::Tab),
..
},
)) => true,
_ => false,
}
}) {
self.ui
.ui
.handle_event(conrod_core::event::Input::Text("\t".to_string()));
}
if let Some(maybe_id) = self.to_focus.take() {
self.ui.focus_widget(maybe_id);
}
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let events = self.update_layout(client, global_state, debug_info, dt, info, camera);
let camera::Dependents {
view_mat, proj_mat, ..
} = camera.dependents();
self.ui.maintain(
&mut global_state.window.renderer_mut(),
Some(proj_mat * view_mat),
);
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// Check if item images need to be reloaded
self.item_imgs.reload_if_changed(&mut self.ui);
events
}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
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// Don't show anything if the UI is toggled off.
if self.show.ui {
self.ui.render(renderer, Some(globals));
}
}
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pub fn free_look(&mut self, free_look: bool) { self.show.free_look = free_look; }
pub fn auto_walk(&mut self, auto_walk: bool) { self.show.auto_walk = auto_walk; }
}