CharWindow

Former-commit-id: 1fe067505229dc78dee4a0175fcbdbb2040599bd
This commit is contained in:
Pfauenauge90 2019-05-11 17:36:10 +02:00 committed by Imbris
parent a59f0e57aa
commit fc4103561e
25 changed files with 158 additions and 82 deletions

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assets/voxygen/element/frames/tab_bg.vox (Stored with Git LFS)

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assets/voxygen/element/icons/back.vox (Stored with Git LFS)

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assets/voxygen/element/icons/belt.vox (Stored with Git LFS)

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assets/voxygen/element/icons/chest.vox (Stored with Git LFS)

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assets/voxygen/element/icons/feet.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/gem.vox (Stored with Git LFS)

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assets/voxygen/element/icons/hands.vox (Stored with Git LFS)

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assets/voxygen/element/icons/head.vox (Stored with Git LFS)

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assets/voxygen/element/icons/mainhand.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/necklace.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/offhand.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/ring.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/shoulders.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/icons/tabard.vox (Stored with Git LFS) Normal file

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assets/voxygen/element/misc_bg/crosshair.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/Wood Training 2h.vox (Stored with Git LFS) Normal file

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@ -8,13 +8,12 @@ use conrod_core::{
widget_ids! {
pub struct Ids {
charwindow,
charwindow_bg,
charwindow_gradient,
charwindow_close,
charwindow_exp_progress_rectangle,
charwindow_exp_rectangle,
charwindow_frame,
content_align,
// charwindow_icon,
charwindow_rectangle,
charwindow_tab1,
charwindow_tab1_exp,
@ -43,6 +42,9 @@ widget_ids! {
back_bg,
gem_bg,
necklace_bg,
mainhand_bg,
offhand_bg,
charwindow_bg,
head_grid,
shoulders_grid,
hands_grid,
@ -56,6 +58,8 @@ widget_ids! {
back_grid,
gem_grid,
necklace_grid,
mainhand_grid,
offhand_grid,
}
@ -141,131 +145,157 @@ impl<'a> Widget for CharacterWindow<'a> {
.mid_top_with_margin_on(state.charwindow_frame, 40.0)
.set(state.content_align, ui);
// Gradient BG
Image::new(self.imgs.charwindow_gradient)
.w_h(95.0 * 4.0, 108.0 * 4.0)
.middle_of(state.content_align)
.set(state.charwindow_gradient, ui);
// Contents
//Head
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.mid_top_with_margin_on(state.content_align, 5.0)
.set(state.head_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.head_bg)
.set(state.head_grid, ui);
.set(state.head_grid, ui);
// Ring R
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.ring_r_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.bottom_right_with_margins_on(state.content_align, 20.0, 20.0)
.set(state.ring_r_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.ring_r_bg)
.set(state.ring_r_grid, ui);
// Feet
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
// Feet
Image::new(self.imgs.feet_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.ring_r_bg, 10.0)
.set(state.feet_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.feet_bg)
.set(state.feet_grid, ui);
// Legs
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.legs_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.feet_bg, 10.0)
.set(state.legs_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.legs_bg)
.set(state.legs_grid, ui);
// Belt
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.belt_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.legs_bg, 10.0)
.set(state.belt_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.belt_bg)
.set(state.belt_grid, ui);
// Hands
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.hands_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.belt_bg, 10.0)
.set(state.hands_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.hands_bg)
.set(state.hands_grid, ui);
// Shoulders
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.shoulders_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.hands_bg, 10.0)
.set(state.shoulders_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.shoulders_bg)
.set(state.shoulders_grid, ui);
.set(state.shoulders_grid, ui);
// Ring L
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.ring_l_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.bottom_left_with_margins_on(state.content_align, 20.0, 20.0)
.set(state.ring_l_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.ring_l_bg)
.set(state.ring_l_grid, ui);
// Tabard
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.tabard_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.ring_l_bg, 10.0)
.set(state.tabard_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.tabard_bg)
.set(state.tabard_grid, ui);
// Chest
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.chest_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.tabard_bg, 10.0)
.set(state.chest_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.chest_bg)
.set(state.chest_grid, ui);
// Back
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.back_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.chest_bg, 10.0)
.set(state.back_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.back_bg)
.set(state.back_grid, ui);
// Gem
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
Image::new(self.imgs.gem_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.back_bg, 10.0)
.set(state.gem_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.gem_bg)
.set(state.gem_grid, ui);
//Necklace
Image::new(self.imgs.head_bg)
.w_h(28.0 * 2.0, 28.0 * 2.0)
// Necklace
Image::new(self.imgs.necklace_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.gem_bg, 10.0)
.set(state.necklace_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.0, 28.0 * 2.0)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.necklace_bg)
.set(state.necklace_grid, ui);
// Weapon Main Hand
Image::new(self.imgs.mainhand_bg)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.bottom_right_with_margins_on(state.ring_l_bg, 0.0, -115.0)
.set(state.mainhand_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.gem_bg)
.set(state.mainhand_grid, ui);
// Weapon Off-Hand
Image::new(self.imgs.offhand_bg)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.bottom_left_with_margins_on(state.ring_r_bg, 0.0, -115.0)
.set(state.offhand_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.gem_bg)
.set(state.offhand_grid, ui);
// Stats Tab
// Tab BG
Image::new(self.imgs.tab_bg)
.w_h(50.0 * 4.0, 115.0 * 4.0)
.w_h(51.0 * 4.0, 115.0 * 4.0)
.top_left_with_margins_on(state.charwindow_frame, 28.0, -200.0)
.set(state.charwindow_tab_bg, ui);
@ -277,7 +307,7 @@ impl<'a> Widget for CharacterWindow<'a> {
// Tab Button -> Add that back in when we have multiple tabs
// Button::image(self.imgs.charwindow_tab)
//.w_h(65.0, 23.0)
//.top_left_with_margins_on(state.charwindow_tab_bg, -18.0, 2.0)
//.top_left_with_margins_on(state.charwindow_tab_bg, -18.0, 1.8)
//.label("Stats")
//.label_color(TEXT_COLOR)
//.label_font_size(14)

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@ -16,18 +16,20 @@ image_ids! {
// Char Window BG
head_bg: "/voxygen/element/icons/head.vox",
shoulders_bg: "/voxygen/element/icons/head.vox",
hands_bg: "/voxygen/element/icons/head.vox",
belt_bg: "/voxygen/element/icons/head.vox",
legs_bg: "/voxygen/element/icons/head.vox",
feet_bg: "/voxygen/element/icons/head.vox",
ring_r_bg: "/voxygen/element/icons/head.vox",
ring_l_bg: "/voxygen/element/icons/head.vox",
tabard_bg: "/voxygen/element/icons/head.vox",
chest_bg: "/voxygen/element/icons/head.vox",
back_bg: "/voxygen/element/icons/head.vox",
gem_bg: "/voxygen/element/icons/head.vox",
necklace_bg: "/voxygen/element/icons/head.vox",
shoulders_bg: "/voxygen/element/icons/shoulders.vox",
hands_bg: "/voxygen/element/icons/hands.vox",
belt_bg: "/voxygen/element/icons/belt.vox",
legs_bg: "/voxygen/element/icons/legs.vox",
feet_bg: "/voxygen/element/icons/feet.vox",
ring_r_bg: "/voxygen/element/icons/ring.vox",
ring_l_bg: "/voxygen/element/icons/ring.vox",
tabard_bg: "/voxygen/element/icons/tabard.vox",
chest_bg: "/voxygen/element/icons/chest.vox",
back_bg: "/voxygen/element/icons/back.vox",
gem_bg: "/voxygen/element/icons/gem.vox",
necklace_bg: "/voxygen/element/icons/necklace.vox",
mainhand_bg: "/voxygen/element/icons/mainhand.vox",
offhand_bg: "/voxygen/element/icons/offhand.vox",
<VoxelMs9Graphic>
@ -123,8 +125,15 @@ image_ids! {
chat_arrow_mo: "/voxygen/element/buttons/arrow_down_hover.vox",
chat_arrow_press: "/voxygen/element/buttons/arrow_down_press.vox",
// Crosshair
crosshair: "/voxygen/element/misc_bg/crosshair.vox",
<ImageGraphic>
charwindow_gradient:"/voxygen/element/misc_bg/charwindow.png",
// Spell Book Window
spellbook_bg: "/voxygen/element/misc_bg/small_bg.png",
spellbook_icon: "/voxygen/element/icons/spellbook.png",

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@ -306,7 +306,7 @@ impl Hud {
.w_h(100.0 * 0.2, 100.0 * 0.2)
.hover_image(self.imgs.close_button_hover)
.press_image(self.imgs.close_button_press)
.top_right_with_margins_on(self.ids.help_bg, 8.0, 3.0)
.top_right_with_margins_on(self.ids.help_bg, 4.0, 4.0)
.set(self.ids.button_help2, ui_widgets)
.was_clicked()
{

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@ -21,6 +21,7 @@ widget_ids! {
test,
xp_bar,
xp_bar_progress,
crosshair,
}
}
@ -72,6 +73,12 @@ impl<'a> Widget for Skillbar<'a> {
let hp_percentage = 1.0;
let mana_percentage = 1.0;
// Crosshair TODO: Only show while aiming with a bow or when casting a spell
// Image::new(self.imgs.crosshair)
// .w_h(101.0 * 0.5, 101.0 * 0.5)
// .mid_top_with_margin_on(ui.window, 500.0)
// .set(state.ids.crosshair, ui);
// Experience-Bar
Image::new(self.imgs.xp_bar)
.w_h(2688.0 / 6.0, 116.0 / 6.0)