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Voxygen/HUD: Display item name over dropped items
Fix clippy warning: Removed unneeded () in fn style Fix formatting for fn style
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@ -9,6 +9,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Added
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- Display item name over loot/dropped items
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- Added Lottery system for loot
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- Added context-sensitive crosshair
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- Announce alias changes to all clients
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@ -9,6 +9,7 @@ mod item_imgs;
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mod map;
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mod minimap;
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mod overhead;
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mod overitem;
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mod popup;
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mod settings_window;
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mod skillbar;
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@ -141,6 +142,7 @@ widget_ids! {
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scts[],
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overheads[],
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overitems[],
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// Intro Text
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intro_bg,
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@ -664,6 +666,7 @@ impl Hud {
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let players = ecs.read_storage::<comp::Player>();
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let scales = ecs.read_storage::<comp::Scale>();
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let bodies = ecs.read_storage::<comp::Body>();
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let items = ecs.read_storage::<comp::Item>();
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let entities = ecs.entities();
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let me = client.entity();
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let own_level = stats
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@ -1000,9 +1003,29 @@ impl Hud {
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}
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let mut overhead_walker = self.ids.overheads.walk();
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let mut overitem_walker = self.ids.overitems.walk();
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let mut sct_walker = self.ids.scts.walk();
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let mut sct_bg_walker = self.ids.sct_bgs.walk();
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// Render overitem name
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for (pos, item, distance) in (&entities, &pos, &items)
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.join()
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.map(|(_, pos, item)| (pos, item, pos.0.distance_squared(player_pos)))
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.filter(|(_, _, distance)| distance < &common::comp::MAX_PICKUP_RANGE_SQR)
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{
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let overitem_id = overitem_walker.next(
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&mut self.ids.overitems,
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&mut ui_widgets.widget_id_generator(),
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);
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let ingame_pos = pos.0 + Vec3::unit_z() * 1.2;
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// Item name
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overitem::Overitem::new(&item.name(), &distance, &self.fonts)
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.x_y(0.0, 100.0)
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.position_ingame(ingame_pos)
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.set(overitem_id, ui_widgets);
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}
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// Render overhead name tags and health bars
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for (pos, name, stats, energy, height_offset, hpfl, uid) in (
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&entities,
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83
voxygen/src/hud/overitem.rs
Normal file
83
voxygen/src/hud/overitem.rs
Normal file
@ -0,0 +1,83 @@
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use crate::ui::{fonts::ConrodVoxygenFonts, Ingameable};
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use conrod_core::{
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widget::{self, Text},
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widget_ids, Color, Colorable, Positionable, Widget, WidgetCommon,
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};
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widget_ids! {
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struct Ids {
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// Name
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name_bg,
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name,
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}
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}
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/// ui widget containing everything that goes over a item
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/// (Item, DistanceFromPlayer, Rarity, etc.)
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#[derive(WidgetCommon)]
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pub struct Overitem<'a> {
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name: &'a str,
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distance: &'a f32,
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fonts: &'a ConrodVoxygenFonts,
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#[conrod(common_builder)]
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common: widget::CommonBuilder,
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}
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impl<'a> Overitem<'a> {
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pub fn new(name: &'a str, distance: &'a f32, fonts: &'a ConrodVoxygenFonts) -> Self {
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Self {
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name,
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distance,
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fonts,
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common: widget::CommonBuilder::default(),
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}
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}
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}
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pub struct State {
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ids: Ids,
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}
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impl<'a> Ingameable for Overitem<'a> {
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fn prim_count(&self) -> usize {
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// Number of conrod primitives contained in the overitem isplay. TODO maybe
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// this could be done automatically?
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// - 2 Text::new for name
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2
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}
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}
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impl<'a> Widget for Overitem<'a> {
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type Event = ();
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type State = State;
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type Style = ();
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fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
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State {
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ids: Ids::new(id_gen),
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}
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}
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fn style(&self) -> Self::Style {}
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fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
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let widget::UpdateArgs { state, ui, .. } = args;
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let font_size =
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((1.0 - (self.distance / common::comp::MAX_PICKUP_RANGE_SQR)) * 30.0) as u32;
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// ItemName
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Text::new(&self.name)
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(font_size)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.x_y(-1.0, 48.0)
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.set(state.ids.name_bg, ui);
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Text::new(&self.name)
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.font_id(self.fonts.cyri.conrod_id)
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.font_size(font_size)
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.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
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.x_y(0.0, 50.0)
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.set(state.ids.name, ui);
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}
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}
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