veloren/voxygen/src/ui/widgets/tooltip.rs

513 lines
16 KiB
Rust
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use super::image_frame::ImageFrame;
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use conrod_core::{
builder_method, builder_methods, image, input::global::Global, position::Dimension, text,
widget, widget_ids, Color, Colorable, FontSize, Positionable, Sizeable, Ui, UiCell, Widget,
WidgetCommon, WidgetStyle,
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};
use std::time::{Duration, Instant};
#[derive(Copy, Clone)]
struct Hover(widget::Id, [f64; 2]);
#[derive(Copy, Clone)]
enum HoverState {
Hovering(Hover),
Fading(Instant, Hover, Option<(Instant, widget::Id)>),
Start(Instant, widget::Id),
None,
}
// Spacing between the tooltip and mouse
const MOUSE_PAD_Y: f64 = 15.0;
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const TEXT_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0); // Default text color
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pub struct TooltipManager {
tooltip_id: widget::Id,
state: HoverState,
// How long before a tooltip is displayed when hovering
hover_dur: Duration,
// How long it takes a tooltip to disappear
fade_dur: Duration,
// Current scaling of the ui
logical_scale_factor: f64,
}
impl TooltipManager {
pub fn new(
mut generator: widget::id::Generator,
hover_dur: Duration,
fade_dur: Duration,
logical_scale_factor: f64,
) -> Self {
Self {
tooltip_id: generator.next(),
state: HoverState::None,
hover_dur,
fade_dur,
logical_scale_factor,
}
}
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pub fn maintain(&mut self, input: &Global, logical_scale_factor: f64) {
self.logical_scale_factor = logical_scale_factor;
let current = &input.current;
if let Some(um_id) = current.widget_under_mouse {
match self.state {
HoverState::Hovering(hover) if um_id == hover.0 => (),
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HoverState::Hovering(hover) => {
self.state =
HoverState::Fading(Instant::now(), hover, Some((Instant::now(), um_id)))
},
HoverState::Fading(_, _, Some((_, id))) if um_id == id => {},
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HoverState::Fading(start, hover, _) => {
self.state = HoverState::Fading(start, hover, Some((Instant::now(), um_id)))
},
HoverState::Start(_, id) if um_id == id => (),
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HoverState::Start(_, _) | HoverState::None => {
self.state = HoverState::Start(Instant::now(), um_id)
},
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}
} else {
match self.state {
HoverState::Hovering(hover) => {
self.state = HoverState::Fading(Instant::now(), hover, None)
},
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HoverState::Fading(start, hover, Some((_, _))) => {
self.state = HoverState::Fading(start, hover, None)
},
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HoverState::Start(_, _) => self.state = HoverState::None,
HoverState::Fading(_, _, None) | HoverState::None => (),
}
}
// Handle fade timing
if let HoverState::Fading(start, _, maybe_hover) = self.state {
if start.elapsed() > self.fade_dur {
self.state = match maybe_hover {
Some((start, hover)) => HoverState::Start(start, hover),
None => HoverState::None,
};
}
}
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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// return true if visible
#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
fn set_tooltip(
&mut self,
tooltip: &Tooltip,
title_text: &str,
desc_text: &str,
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title_col: Color,
img_id: Option<image::Id>,
image_dims: Option<(f64, f64)>,
src_id: widget::Id,
ui: &mut UiCell,
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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) -> bool {
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let tooltip_id = self.tooltip_id;
let mp_h = MOUSE_PAD_Y / self.logical_scale_factor;
let tooltip = |transparency, mouse_pos: [f64; 2], ui: &mut UiCell| {
// Fill in text and the potential image beforehand to get an accurate size for
// spacing
let tooltip = tooltip
.clone()
.title(title_text)
.desc(desc_text)
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.title_col(title_col)
.image(img_id)
.image_dims(image_dims);
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let [t_w, t_h] = tooltip.get_wh(ui).unwrap_or([0.0, 0.0]);
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let [m_x, m_y] = [mouse_pos[0], mouse_pos[1]];
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let (w_w, w_h) = (ui.win_w, ui.win_h);
// Determine position based on size and mouse position
// Flow to the top left of the mouse when there is space
let x = if (m_x + w_w / 2.0) > t_w {
m_x - t_w / 2.0
} else {
m_x + t_w / 2.0
};
let y = if w_h - (m_y + w_h / 2.0) > t_h + mp_h {
m_y + mp_h + t_h / 2.0
} else {
m_y - mp_h - t_h / 2.0
};
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tooltip
.floating(true)
.transparency(transparency)
.x_y(x, y)
.set(tooltip_id, ui);
};
match self.state {
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HoverState::Hovering(Hover(id, xy)) if id == src_id => tooltip(1.0, xy, ui),
HoverState::Fading(start, Hover(id, xy), _) if id == src_id => tooltip(
(0.1f32 - start.elapsed().as_millis() as f32 / self.hover_dur.as_millis() as f32)
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.max(0.0),
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xy,
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ui,
),
HoverState::Start(start, id) if id == src_id && start.elapsed() > self.hover_dur => {
let xy = ui.global_input().current.mouse.xy;
self.state = HoverState::Hovering(Hover(id, xy));
tooltip(1.0, xy, ui);
},
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_ => (),
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}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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matches!(self.state, HoverState::Hovering(Hover(id, _)) if id == src_id)
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}
}
pub struct Tooltipped<'a, W> {
inner: W,
tooltip_manager: &'a mut TooltipManager,
title_text: &'a str,
desc_text: &'a str,
img_id: Option<image::Id>,
image_dims: Option<(f64, f64)>,
tooltip: &'a Tooltip<'a>,
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title_col: Color,
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}
impl<'a, W: Widget> Tooltipped<'a, W> {
pub fn tooltip_image(mut self, img_id: image::Id) -> Self {
self.img_id = Some(img_id);
self
}
pub fn tooltip_image_dims(mut self, dims: (f64, f64)) -> Self {
self.image_dims = Some(dims);
self
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
pub fn set_ext(self, id: widget::Id, ui: &mut UiCell) -> (W::Event, bool) {
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let event = self.inner.set(id, ui);
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
let visible = self.tooltip_manager.set_tooltip(
self.tooltip,
self.title_text,
self.desc_text,
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self.title_col,
self.img_id,
self.image_dims,
id,
ui,
);
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
(event, visible)
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}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
pub fn set(self, id: widget::Id, ui: &mut UiCell) -> W::Event { self.set_ext(id, ui).0 }
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}
pub trait Tooltipable {
// If `Tooltip` is expensive to construct accept a closure here instead.
fn with_tooltip<'a>(
self,
tooltip_manager: &'a mut TooltipManager,
title_text: &'a str,
desc_text: &'a str,
tooltip: &'a Tooltip<'a>,
2020-10-07 02:23:20 +00:00
title_col: Color,
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) -> Tooltipped<'a, Self>
where
Self: std::marker::Sized;
}
impl<W: Widget> Tooltipable for W {
fn with_tooltip<'a>(
self,
tooltip_manager: &'a mut TooltipManager,
title_text: &'a str,
desc_text: &'a str,
tooltip: &'a Tooltip<'a>,
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title_col: Color,
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) -> Tooltipped<'a, W> {
Tooltipped {
inner: self,
tooltip_manager,
title_text,
desc_text,
img_id: None,
image_dims: None,
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tooltip,
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title_col,
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}
}
}
/// Vertical spacing between elements of the tooltip
const V_PAD: f64 = 10.0;
/// Horizontal spacing between elements of the tooltip
const H_PAD: f64 = 10.0;
/// Default portion of inner width that goes to an image
const IMAGE_W_FRAC: f64 = 0.3;
/// Default width multiplied by the description font size
const DEFAULT_CHAR_W: f64 = 30.0;
/// Text vertical spacing factor to account for overhanging text
const TEXT_SPACE_FACTOR: f64 = 0.35;
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/// A widget for displaying tooltips
#[derive(Clone, WidgetCommon)]
pub struct Tooltip<'a> {
#[conrod(common_builder)]
common: widget::CommonBuilder,
title_text: &'a str,
desc_text: &'a str,
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title_col: Color,
image: Option<image::Id>,
image_dims: Option<(f64, f64)>,
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style: Style,
transparency: f32,
image_frame: ImageFrame,
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}
#[derive(Clone, Debug, Default, PartialEq, WidgetStyle)]
pub struct Style {
#[conrod(default = "Color::Rgba(1.0, 1.0, 1.0, 1.0)")]
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pub color: Option<Color>,
title: widget::text::Style,
desc: widget::text::Style,
// add background imgs here
}
widget_ids! {
struct Ids {
title,
desc,
image_frame,
image,
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}
}
pub struct State {
ids: Ids,
}
impl<'a> Tooltip<'a> {
builder_methods! {
pub desc_text_color { style.desc.color = Some(Color) }
pub title_font_size { style.title.font_size = Some(FontSize) }
pub desc_font_size { style.desc.font_size = Some(FontSize) }
pub title_justify { style.title.justify = Some(text::Justify) }
pub desc_justify { style.desc.justify = Some(text::Justify) }
image { image = Option<image::Id> }
title { title_text = &'a str }
desc { desc_text = &'a str }
image_dims { image_dims = Option<(f64, f64)> }
transparency { transparency = f32 }
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title_col { title_col = Color}
}
pub fn new(image_frame: ImageFrame) -> Self {
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Tooltip {
common: widget::CommonBuilder::default(),
style: Style::default(),
title_text: "",
desc_text: "",
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transparency: 1.0,
image_frame,
image: None,
image_dims: None,
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title_col: TEXT_COLOR,
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}
}
/// Align the text to the left of its bounding **Rect**'s *x* axis range.
//pub fn left_justify(self) -> Self {
// self.justify(text::Justify::Left)
//}
/// Align the text to the middle of its bounding **Rect**'s *x* axis range.
//pub fn center_justify(self) -> Self {
// self.justify(text::Justify::Center)
//}
/// Align the text to the right of its bounding **Rect**'s *x* axis range.
//pub fn right_justify(self) -> Self {
// self.justify(text::Justify::Right)
//}
fn text_image_width(&self, total_width: f64) -> (f64, f64) {
let inner_width = (total_width - H_PAD * 2.0).max(0.0);
// Image defaults to 30% of the width
let image_w = if self.image.is_some() {
match self.image_dims {
Some((w, _)) => w,
None => (inner_width - H_PAD).max(0.0) * IMAGE_W_FRAC,
}
} else {
0.0
};
// Text gets the remaining width
let text_w = (inner_width
- if self.image.is_some() {
image_w + H_PAD
} else {
0.0
})
.max(0.0);
(text_w, image_w)
}
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/// Specify the font used for displaying the text.
pub fn font_id(mut self, font_id: text::font::Id) -> Self {
self.style.title.font_id = Some(Some(font_id));
self.style.desc.font_id = Some(Some(font_id));
self
}
}
impl<'a> Widget for Tooltip<'a> {
type Event = ();
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type State = State;
type Style = Style;
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
State {
ids: Ids::new(id_gen),
}
}
fn style(&self) -> Self::Style { self.style.clone() }
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fn update(self, args: widget::UpdateArgs<Self>) {
let widget::UpdateArgs {
id,
state,
rect,
style,
ui,
..
} = args;
// Widths
let (text_w, image_w) = self.text_image_width(rect.w());
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// Apply transparency
let color = style.color(ui.theme()).alpha(self.transparency);
// Background image frame
self.image_frame
.wh(rect.dim())
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.xy(rect.xy())
.graphics_for(id)
.parent(id)
.color(color)
.set(state.ids.image_frame, ui);
// Image
if let Some(img_id) = self.image {
widget::Image::new(img_id)
.w_h(image_w, self.image_dims.map_or(image_w, |(_, h)| h))
.graphics_for(id)
.parent(id)
.color(Some(color))
.top_left_with_margins_on(state.ids.image_frame, V_PAD, H_PAD)
.set(state.ids.image, ui);
}
// Spacing for overhanging text
let title_space = self.style.title.font_size(&ui.theme) as f64 * TEXT_SPACE_FACTOR;
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// Title of tooltip
if !self.title_text.is_empty() {
let title = widget::Text::new(self.title_text)
.w(text_w)
.graphics_for(id)
.parent(id)
.with_style(self.style.title)
// Apply transparency
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.color(self.title_col);
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if self.image.is_some() {
title
.right_from(state.ids.image, H_PAD)
.align_top_of(state.ids.image)
} else {
title.top_left_with_margins_on(state.ids.image_frame, V_PAD, H_PAD)
}
.set(state.ids.title, ui);
}
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// Description of tooltip
let desc = widget::Text::new(self.desc_text)
.w(text_w)
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.graphics_for(id)
.parent(id)
// Apply transparency
.color(style.desc.color(ui.theme()).alpha(self.transparency))
.with_style(self.style.desc);
if !self.title_text.is_empty() {
desc.down_from(state.ids.title, V_PAD * 0.5 + title_space)
.align_left_of(state.ids.title)
} else if self.image.is_some() {
desc.right_from(state.ids.image, H_PAD)
.align_top_of(state.ids.image)
} else {
desc.top_left_with_margins_on(state.ids.image_frame, V_PAD, H_PAD)
}
.set(state.ids.desc, ui);
}
/// Default width is based on the description font size unless the text is
/// small enough to fit on a single line
fn default_x_dimension(&self, ui: &Ui) -> Dimension {
let single_line_title_w = widget::Text::new(self.title_text)
.with_style(self.style.title)
.get_w(ui)
.unwrap_or(0.0);
let single_line_desc_w = widget::Text::new(self.desc_text)
.with_style(self.style.desc)
.get_w(ui)
.unwrap_or(0.0);
let text_w = single_line_title_w.max(single_line_desc_w);
let inner_w = if self.image.is_some() {
match self.image_dims {
Some((w, _)) => w + text_w + H_PAD,
None => text_w / (1.0 - IMAGE_W_FRAC) + H_PAD,
}
} else {
text_w
};
let width =
inner_w.min(self.style.desc.font_size(&ui.theme) as f64 * DEFAULT_CHAR_W) + 2.0 * H_PAD;
Dimension::Absolute(width)
}
fn default_y_dimension(&self, ui: &Ui) -> Dimension {
let (text_w, image_w) = self.text_image_width(self.get_w(ui).unwrap_or(0.0));
let title_h = if self.title_text.is_empty() {
0.0
} else {
widget::Text::new(self.title_text)
.with_style(self.style.title)
.w(text_w)
.get_h(ui)
.unwrap_or(0.0)
+ self.style.title.font_size(&ui.theme) as f64 * TEXT_SPACE_FACTOR
+ 0.5 * V_PAD
};
let desc_h = if self.desc_text.is_empty() {
0.0
} else {
widget::Text::new(self.desc_text)
.with_style(self.style.desc)
.w(text_w)
.get_h(ui)
.unwrap_or(0.0)
+ self.style.desc.font_size(&ui.theme) as f64 * TEXT_SPACE_FACTOR
};
// Image defaults to square shape
let image_h = self.image_dims.map_or(image_w, |(_, h)| h);
// Title height + desc height + padding/spacing
let height = (title_h + desc_h).max(image_h) + 2.0 * V_PAD;
Dimension::Absolute(height)
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}
}
impl<'a> Colorable for Tooltip<'a> {
builder_method!(color { style.color = Some(Color) });
}