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CharWindow
Former-commit-id: 1fe067505229dc78dee4a0175fcbdbb2040599bd
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assets/voxygen/element/icons/necklace.vox
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assets/voxygen/element/icons/ring.vox
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assets/voxygen/element/icons/shoulders.vox
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assets/voxygen/element/icons/tabard.vox
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assets/voxygen/element/misc_bg/charwindow.png
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assets/voxygen/element/misc_bg/charwindow.png
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assets/voxygen/element/misc_bg/crosshair.vox
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@ -8,13 +8,12 @@ use conrod_core::{
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widget_ids! {
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pub struct Ids {
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charwindow,
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charwindow_bg,
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charwindow_gradient,
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charwindow_close,
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charwindow_exp_progress_rectangle,
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charwindow_exp_rectangle,
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charwindow_frame,
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content_align,
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// charwindow_icon,
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charwindow_rectangle,
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charwindow_tab1,
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charwindow_tab1_exp,
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@ -43,6 +42,9 @@ widget_ids! {
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back_bg,
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gem_bg,
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necklace_bg,
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mainhand_bg,
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offhand_bg,
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charwindow_bg,
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head_grid,
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shoulders_grid,
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hands_grid,
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@ -56,6 +58,8 @@ widget_ids! {
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back_grid,
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gem_grid,
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necklace_grid,
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mainhand_grid,
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offhand_grid,
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}
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@ -141,131 +145,157 @@ impl<'a> Widget for CharacterWindow<'a> {
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.mid_top_with_margin_on(state.charwindow_frame, 40.0)
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.set(state.content_align, ui);
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// Gradient BG
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Image::new(self.imgs.charwindow_gradient)
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.w_h(95.0 * 4.0, 108.0 * 4.0)
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.middle_of(state.content_align)
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.set(state.charwindow_gradient, ui);
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// Contents
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//Head
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.mid_top_with_margin_on(state.content_align, 5.0)
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.set(state.head_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.head_bg)
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.set(state.head_grid, ui);
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// Ring R
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.ring_r_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.bottom_right_with_margins_on(state.content_align, 20.0, 20.0)
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.set(state.ring_r_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.ring_r_bg)
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.set(state.ring_r_grid, ui);
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// Feet
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.feet_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.ring_r_bg, 10.0)
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.set(state.feet_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.feet_bg)
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.set(state.feet_grid, ui);
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// Legs
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.legs_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.feet_bg, 10.0)
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.set(state.legs_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.legs_bg)
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.set(state.legs_grid, ui);
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// Belt
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.belt_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.legs_bg, 10.0)
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.set(state.belt_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.belt_bg)
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.set(state.belt_grid, ui);
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// Hands
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.hands_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.belt_bg, 10.0)
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.set(state.hands_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.hands_bg)
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.set(state.hands_grid, ui);
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// Shoulders
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.shoulders_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.hands_bg, 10.0)
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.set(state.shoulders_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.shoulders_bg)
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.set(state.shoulders_grid, ui);
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// Ring L
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.ring_l_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.bottom_left_with_margins_on(state.content_align, 20.0, 20.0)
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.set(state.ring_l_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.ring_l_bg)
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.set(state.ring_l_grid, ui);
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// Tabard
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.tabard_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.ring_l_bg, 10.0)
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.set(state.tabard_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.tabard_bg)
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.set(state.tabard_grid, ui);
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// Chest
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.chest_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.tabard_bg, 10.0)
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.set(state.chest_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.chest_bg)
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.set(state.chest_grid, ui);
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// Back
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.back_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.chest_bg, 10.0)
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.set(state.back_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.back_bg)
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.set(state.back_grid, ui);
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// Gem
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.gem_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.back_bg, 10.0)
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.set(state.gem_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.gem_bg)
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.set(state.gem_grid, ui);
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// Necklace
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Image::new(self.imgs.head_bg)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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Image::new(self.imgs.necklace_bg)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.up_from(state.gem_bg, 10.0)
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.set(state.necklace_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 2.0, 28.0 * 2.0)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.necklace_bg)
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.set(state.necklace_grid, ui);
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// Weapon Main Hand
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Image::new(self.imgs.mainhand_bg)
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.w_h(28.0 * 2.2, 28.0 * 2.2)
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.bottom_right_with_margins_on(state.ring_l_bg, 0.0, -115.0)
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.set(state.mainhand_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.gem_bg)
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.set(state.mainhand_grid, ui);
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// Weapon Off-Hand
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Image::new(self.imgs.offhand_bg)
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.w_h(28.0 * 2.2, 28.0 * 2.2)
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.bottom_left_with_margins_on(state.ring_r_bg, 0.0, -115.0)
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.set(state.offhand_bg, ui);
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Button::image(self.imgs.grid)
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.w_h(28.0 * 1.8, 28.0 * 1.8)
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.middle_of(state.gem_bg)
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.set(state.offhand_grid, ui);
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// Stats Tab
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// Tab BG
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Image::new(self.imgs.tab_bg)
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.w_h(50.0 * 4.0, 115.0 * 4.0)
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.w_h(51.0 * 4.0, 115.0 * 4.0)
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.top_left_with_margins_on(state.charwindow_frame, 28.0, -200.0)
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.set(state.charwindow_tab_bg, ui);
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@ -277,7 +307,7 @@ impl<'a> Widget for CharacterWindow<'a> {
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// Tab Button -> Add that back in when we have multiple tabs
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// Button::image(self.imgs.charwindow_tab)
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//.w_h(65.0, 23.0)
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//.top_left_with_margins_on(state.charwindow_tab_bg, -18.0, 2.0)
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//.top_left_with_margins_on(state.charwindow_tab_bg, -18.0, 1.8)
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//.label("Stats")
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//.label_color(TEXT_COLOR)
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//.label_font_size(14)
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@ -16,18 +16,20 @@ image_ids! {
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// Char Window BG
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head_bg: "/voxygen/element/icons/head.vox",
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shoulders_bg: "/voxygen/element/icons/head.vox",
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hands_bg: "/voxygen/element/icons/head.vox",
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belt_bg: "/voxygen/element/icons/head.vox",
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legs_bg: "/voxygen/element/icons/head.vox",
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feet_bg: "/voxygen/element/icons/head.vox",
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ring_r_bg: "/voxygen/element/icons/head.vox",
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ring_l_bg: "/voxygen/element/icons/head.vox",
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tabard_bg: "/voxygen/element/icons/head.vox",
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chest_bg: "/voxygen/element/icons/head.vox",
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back_bg: "/voxygen/element/icons/head.vox",
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gem_bg: "/voxygen/element/icons/head.vox",
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necklace_bg: "/voxygen/element/icons/head.vox",
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shoulders_bg: "/voxygen/element/icons/shoulders.vox",
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hands_bg: "/voxygen/element/icons/hands.vox",
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belt_bg: "/voxygen/element/icons/belt.vox",
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legs_bg: "/voxygen/element/icons/legs.vox",
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feet_bg: "/voxygen/element/icons/feet.vox",
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ring_r_bg: "/voxygen/element/icons/ring.vox",
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ring_l_bg: "/voxygen/element/icons/ring.vox",
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tabard_bg: "/voxygen/element/icons/tabard.vox",
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chest_bg: "/voxygen/element/icons/chest.vox",
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back_bg: "/voxygen/element/icons/back.vox",
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gem_bg: "/voxygen/element/icons/gem.vox",
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necklace_bg: "/voxygen/element/icons/necklace.vox",
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mainhand_bg: "/voxygen/element/icons/mainhand.vox",
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offhand_bg: "/voxygen/element/icons/offhand.vox",
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<VoxelMs9Graphic>
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@ -123,8 +125,15 @@ image_ids! {
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chat_arrow_mo: "/voxygen/element/buttons/arrow_down_hover.vox",
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chat_arrow_press: "/voxygen/element/buttons/arrow_down_press.vox",
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// Crosshair
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crosshair: "/voxygen/element/misc_bg/crosshair.vox",
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<ImageGraphic>
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charwindow_gradient:"/voxygen/element/misc_bg/charwindow.png",
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// Spell Book Window
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spellbook_bg: "/voxygen/element/misc_bg/small_bg.png",
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spellbook_icon: "/voxygen/element/icons/spellbook.png",
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@ -306,7 +306,7 @@ impl Hud {
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.w_h(100.0 * 0.2, 100.0 * 0.2)
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.hover_image(self.imgs.close_button_hover)
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.press_image(self.imgs.close_button_press)
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.top_right_with_margins_on(self.ids.help_bg, 8.0, 3.0)
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.top_right_with_margins_on(self.ids.help_bg, 4.0, 4.0)
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.set(self.ids.button_help2, ui_widgets)
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.was_clicked()
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{
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@ -21,6 +21,7 @@ widget_ids! {
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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)
|
||||
|
Loading…
Reference in New Issue
Block a user