use super::{ hotbar, img_ids::{Imgs, ImgsRot}, item_imgs::ItemImgs, slots, BarNumbers, ShortcutNumbers, Show, BLACK, CRITICAL_HP_COLOR, HP_COLOR, LOW_HP_COLOR, STAMINA_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN, XP_COLOR, }; use crate::{ i18n::VoxygenLocalization, ui::{ fonts::ConrodVoxygenFonts, slot::{ContentSize, SlotMaker}, ImageFrame, Tooltip, TooltipManager, Tooltipable, }, window::GameInput, GlobalState, }; use common::comp::{ item::{ tool::{Tool, ToolKind}, Hands, ItemKind, }, Energy, Inventory, Loadout, Stats, }; use conrod_core::{ color, widget::{self, Button, Image, Rectangle, Text}, widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon, }; use std::time::{Duration, Instant}; use vek::*; widget_ids! { struct Ids { // Death message death_message_1, death_message_2, death_message_1_bg, death_message_2_bg, death_bg, // Level up message level_up, level_down, level_align, level_message, level_message_bg, // Hurt BG hurt_bg, // Skillbar alignment, bg, frame, m1_ico, m2_ico, // Level level_bg, level, // Exp-Bar exp_alignment, exp_filling, // HP-Bar hp_alignment, hp_filling, hp_txt_alignment, hp_txt_bg, hp_txt, // Stamina-Bar stamina_alignment, stamina_filling, stamina_txt_alignment, stamina_txt_bg, stamina_txt, // Slots m1_slot, m1_slot_bg, m1_text, m1_text_bg, m1_slot_act, m1_content, m2_slot, m2_slot_bg, m2_text, m2_text_bg, m2_slot_act, m2_content, slot1, slot1_text, slot1_text_bg, slot2, slot2_text, slot2_text_bg, slot3, slot3_text, slot3_text_bg, slot4, slot4_text, slot4_text_bg, slot5, slot5_text, slot5_text_bg, slot6, slot6_text, slot6_text_bg, slot7, slot7_text, slot7_text_bg, slot8, slot8_text, slot8_text_bg, slot9, slot9_text, slot9_text_bg, slot10, slot10_text, slot10_text_bg, } } #[derive(WidgetCommon)] pub struct Skillbar<'a> { global_state: &'a GlobalState, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a ConrodVoxygenFonts, rot_imgs: &'a ImgsRot, stats: &'a Stats, loadout: &'a Loadout, energy: &'a Energy, // character_state: &'a CharacterState, // controller: &'a ControllerInputs, inventory: &'a Inventory, hotbar: &'a hotbar::State, tooltip_manager: &'a mut TooltipManager, slot_manager: &'a mut slots::SlotManager, localized_strings: &'a std::sync::Arc, pulse: f32, #[conrod(common_builder)] common: widget::CommonBuilder, show: &'a Show, } impl<'a> Skillbar<'a> { #[allow(clippy::too_many_arguments)] // TODO: Pending review in #587 pub fn new( global_state: &'a GlobalState, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a ConrodVoxygenFonts, rot_imgs: &'a ImgsRot, stats: &'a Stats, loadout: &'a Loadout, energy: &'a Energy, // character_state: &'a CharacterState, pulse: f32, // controller: &'a ControllerInputs, inventory: &'a Inventory, hotbar: &'a hotbar::State, tooltip_manager: &'a mut TooltipManager, slot_manager: &'a mut slots::SlotManager, localized_strings: &'a std::sync::Arc, show: &'a Show, ) -> Self { Self { global_state, imgs, item_imgs, fonts, rot_imgs, stats, loadout, energy, common: widget::CommonBuilder::default(), // character_state, pulse, // controller, inventory, hotbar, tooltip_manager, slot_manager, localized_strings, show, } } } pub struct State { ids: Ids, last_level: u32, last_update_level: Instant, } impl<'a> Widget for Skillbar<'a> { type Event = (); type State = State; type Style = (); fn init_state(&self, id_gen: widget::id::Generator) -> Self::State { State { ids: Ids::new(id_gen), last_level: 1, last_update_level: Instant::now(), } } #[allow(clippy::unused_unit)] // TODO: Pending review in #587 fn style(&self) -> Self::Style { () } fn update(self, args: widget::UpdateArgs) -> Self::Event { let widget::UpdateArgs { state, ui, .. } = args; let level = if self.stats.level.level() > 999 { "A".to_string() } else { (self.stats.level.level()).to_string() }; let exp_percentage = (self.stats.exp.current() as f64) / (self.stats.exp.maximum() as f64); let mut hp_percentage = self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0; let mut energy_percentage = self.energy.current() as f64 / self.energy.maximum() as f64 * 100.0; if self.stats.is_dead { hp_percentage = 0.0; energy_percentage = 0.0; }; let bar_values = self.global_state.settings.gameplay.bar_numbers; let shortcuts = self.global_state.settings.gameplay.shortcut_numbers; let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8; //Animation timer let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani); let localized_strings = self.localized_strings; // Level Up Message if !self.show.intro { let current_level = self.stats.level.level(); const FADE_IN_LVL: f32 = 1.0; const FADE_HOLD_LVL: f32 = 3.0; const FADE_OUT_LVL: f32 = 2.0; // Fade // Check if no other popup is displayed and a new one is needed if state.last_update_level.elapsed() > Duration::from_secs_f32(FADE_IN_LVL + FADE_HOLD_LVL + FADE_OUT_LVL) && state.last_level != current_level { // Update last_value state.update(|s| s.last_level = current_level); state.update(|s| s.last_update_level = Instant::now()); }; let seconds_level = state.last_update_level.elapsed().as_secs_f32(); let fade_level = if current_level == 1 { 0.0 } else if seconds_level < FADE_IN_LVL { seconds_level / FADE_IN_LVL } else if seconds_level < FADE_IN_LVL + FADE_HOLD_LVL { 1.0 } else { (1.0 - (seconds_level - FADE_IN_LVL - FADE_HOLD_LVL) / FADE_OUT_LVL).max(0.0) }; // Contents Rectangle::fill_with([82.0 * 4.0, 40.0 * 4.0], color::TRANSPARENT) .mid_top_with_margin_on(ui.window, 300.0) .set(state.ids.level_align, ui); let level_up_text = &localized_strings .get("char_selection.level_fmt") .replace("{level_nb}", &self.stats.level.level().to_string()); Text::new(&level_up_text) .middle_of(state.ids.level_align) .font_size(self.fonts.cyri.scale(30)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, fade_level)) .set(state.ids.level_message_bg, ui); Text::new(&level_up_text) .bottom_left_with_margins_on(state.ids.level_message_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(30)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(1.0, 1.0, 1.0, fade_level)) .set(state.ids.level_message, ui); Image::new(self.imgs.level_up) .w_h(82.0 * 4.0, 9.0 * 4.0) .mid_top_with_margin_on(state.ids.level_align, 0.0) .color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level))) .graphics_for(state.ids.level_align) .set(state.ids.level_up, ui); Image::new(self.imgs.level_down) .w_h(82.0 * 4.0, 9.0 * 4.0) .mid_bottom_with_margin_on(state.ids.level_align, 0.0) .color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level))) .graphics_for(state.ids.level_align) .set(state.ids.level_down, ui); } // Death message if self.stats.is_dead { if let Some(key) = self .global_state .settings .controls .get_binding(GameInput::Respawn) { Text::new(&localized_strings.get("hud.you_died")) .middle_of(ui.window) .font_size(self.fonts.cyri.scale(50)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.death_message_1_bg, ui); Text::new( &localized_strings .get("hud.press_key_to_respawn") .replace("{key}", key.to_string().as_str()), ) .mid_bottom_with_margin_on(state.ids.death_message_1_bg, -120.0) .font_size(self.fonts.cyri.scale(30)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.death_message_2_bg, ui); Text::new(&localized_strings.get("hud.you_died")) .bottom_left_with_margins_on(state.ids.death_message_1_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(50)) .font_id(self.fonts.cyri.conrod_id) .color(CRITICAL_HP_COLOR) .set(state.ids.death_message_1, ui); Text::new( &localized_strings .get("hud.press_key_to_respawn") .replace("{key}", key.to_string().as_str()), ) .bottom_left_with_margins_on(state.ids.death_message_2_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(30)) .font_id(self.fonts.cyri.conrod_id) .color(CRITICAL_HP_COLOR) .set(state.ids.death_message_2, ui); } } // Skillbar // Alignment and BG Rectangle::fill_with([524.0, 80.0], color::TRANSPARENT) .mid_bottom_with_margin_on(ui.window, 10.0) .set(state.ids.alignment, ui); Image::new(self.imgs.skillbar_bg) .w_h(480.0, 80.0) .color(Some(UI_MAIN)) .middle_of(state.ids.alignment) .set(state.ids.bg, ui); // Level let lvl_size = match self.stats.level.level() { 11..=99 => 13, 100..=999 => 10, _ => 14, }; Text::new(&level) .mid_top_with_margin_on(state.ids.bg, 3.0) .font_size(self.fonts.cyri.scale(lvl_size)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.level, ui); // Exp-Bar Rectangle::fill_with([476.0, 8.0], color::TRANSPARENT) .mid_bottom_with_margin_on(state.ids.bg, 4.0) .set(state.ids.exp_alignment, ui); Image::new(self.imgs.bar_content) .w_h(476.0 * exp_percentage, 8.0) .color(Some(XP_COLOR)) .bottom_left_with_margins_on(state.ids.exp_alignment, 0.0, 0.0) .set(state.ids.exp_filling, ui); // Health and Stamina bar // Alignment Rectangle::fill_with([240.0, 17.0], color::TRANSPARENT) .top_left_with_margins_on(state.ids.alignment, 0.0, 0.0) .set(state.ids.hp_alignment, ui); Rectangle::fill_with([240.0, 17.0], color::TRANSPARENT) .top_right_with_margins_on(state.ids.alignment, 0.0, 0.0) .set(state.ids.stamina_alignment, ui); let health_col = match hp_percentage as u8 { 0..=20 => crit_hp_color, 21..=40 => LOW_HP_COLOR, _ => HP_COLOR, }; // Content Image::new(self.imgs.bar_content) .w_h(216.0 * hp_percentage / 100.0, 14.0) .color(Some(health_col)) .top_right_with_margins_on(state.ids.hp_alignment, 4.0, 0.0) .set(state.ids.hp_filling, ui); Image::new(self.imgs.bar_content) .w_h(216.0 * energy_percentage / 100.0, 14.0) .color(Some(STAMINA_COLOR)) .top_left_with_margins_on(state.ids.stamina_alignment, 4.0, 0.0) .set(state.ids.stamina_filling, ui); Rectangle::fill_with([219.0, 14.0], color::TRANSPARENT) .top_left_with_margins_on(state.ids.hp_alignment, 4.0, 20.0) .set(state.ids.hp_txt_alignment, ui); Rectangle::fill_with([219.0, 14.0], color::TRANSPARENT) .top_right_with_margins_on(state.ids.stamina_alignment, 4.0, 20.0) .set(state.ids.stamina_txt_alignment, ui); // Bar Text // Values if let BarNumbers::Values = bar_values { let mut hp_txt = format!( "{}/{}", (self.stats.health.current() / 10).max(1) as u32, /* Don't show 0 health for * living players */ (self.stats.health.maximum() / 10) as u32 ); let mut energy_txt = format!("{}", energy_percentage as u32); if self.stats.is_dead { hp_txt = self.localized_strings.get("hud.group.dead").to_string(); energy_txt = self.localized_strings.get("hud.group.dead").to_string(); }; Text::new(&hp_txt) .middle_of(state.ids.hp_txt_alignment) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.hp_txt_bg, ui); Text::new(&hp_txt) .bottom_left_with_margins_on(state.ids.hp_txt_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.hp_txt, ui); Text::new(&energy_txt) .middle_of(state.ids.stamina_txt_alignment) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.stamina_txt_bg, ui); Text::new(&energy_txt) .bottom_left_with_margins_on(state.ids.stamina_txt_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.stamina_txt, ui); } //Percentages if let BarNumbers::Percent = bar_values { let mut hp_txt = format!("{}%", hp_percentage as u32); let mut energy_txt = format!("{}", energy_percentage as u32); if self.stats.is_dead { hp_txt = self.localized_strings.get("hud.group.dead").to_string(); energy_txt = self.localized_strings.get("hud.group.dead").to_string(); }; Text::new(&hp_txt) .middle_of(state.ids.hp_txt_alignment) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.hp_txt_bg, ui); Text::new(&hp_txt) .bottom_left_with_margins_on(state.ids.hp_txt_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.hp_txt, ui); Text::new(&energy_txt) .middle_of(state.ids.stamina_txt_alignment) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .set(state.ids.stamina_txt_bg, ui); Text::new(&energy_txt) .bottom_left_with_margins_on(state.ids.stamina_txt_bg, 2.0, 2.0) .font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.stamina_txt, ui); } // Slots let content_source = (self.hotbar, self.inventory, self.loadout, self.energy); // TODO: avoid this let image_source = (self.item_imgs, self.imgs); let mut slot_maker = SlotMaker { // TODO: is a separate image needed for the frame? empty_slot: self.imgs.inv_slot, filled_slot: self.imgs.inv_slot, selected_slot: self.imgs.inv_slot_sel, background_color: None, content_size: ContentSize { width_height_ratio: 1.0, max_fraction: 0.8, /* Changes the item image size by setting a maximum fraction * of either the width or height */ }, selected_content_scale: 1.0, amount_font: self.fonts.cyri.conrod_id, amount_margins: Vec2::new(1.0, 1.0), amount_font_size: self.fonts.cyri.scale(12), amount_text_color: TEXT_COLOR, content_source: &content_source, image_source: &image_source, slot_manager: Some(self.slot_manager), }; let item_tooltip = Tooltip::new({ // Edge images [t, b, r, l] // Corner images [tr, tl, br, bl] let edge = &self.rot_imgs.tt_side; let corner = &self.rot_imgs.tt_corner; ImageFrame::new( [edge.cw180, edge.none, edge.cw270, edge.cw90], [corner.none, corner.cw270, corner.cw90, corner.cw180], Color::Rgba(0.08, 0.07, 0.04, 1.0), 5.0, ) }) .title_font_size(self.fonts.cyri.scale(15)) .parent(ui.window) .desc_font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .desc_text_color(TEXT_COLOR); // Helper let tooltip_text = |slot| { content_source .0 .get(slot) .and_then(|content| match content { hotbar::SlotContents::Inventory(i) => content_source .1 .get(i) .map(|item| (item.name(), item.description())), hotbar::SlotContents::Ability3 => content_source .2 .active_item .as_ref() .map(|i| i.item.kind()) .and_then(|kind| match kind { ItemKind::Tool(Tool { kind, .. }) => match kind { ToolKind::Staff(_) => Some(( "Firebomb", "\nWhirls a big fireball into the air. \nExplodes the ground \ and does\na big amount of damage", )), ToolKind::Sword(_) => Some(( "Whirlwind", "\nMove forward while spinning with \n your sword.", )), ToolKind::Debug(kind) => match kind.as_ref() { "Boost" => Some(( "Possessing Arrow", "\nShoots a poisonous arrow.\nLets you control your \ target.", )), _ => None, }, _ => None, }, _ => None, }), }) }; // Slot 1-5 // Slot 1 slot_maker.empty_slot = self.imgs.inv_slot; slot_maker.selected_slot = self.imgs.inv_slot; let slot = slot_maker .fabricate(hotbar::Slot::One, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .bottom_left_with_margins_on(state.ids.frame, 15.0, 22.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::One) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot1, ui); } else { slot.set(state.ids.slot1, ui); } // Slot 2 let slot = slot_maker .fabricate(hotbar::Slot::Two, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot1, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Two) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot2, ui); } else { slot.set(state.ids.slot2, ui); } // Slot 3 let slot = slot_maker .fabricate(hotbar::Slot::Three, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot2, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Three) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot3, ui); } else { slot.set(state.ids.slot3, ui); } // Slot 4 let slot = slot_maker .fabricate(hotbar::Slot::Four, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot3, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Three) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot4, ui); } else { slot.set(state.ids.slot4, ui); } // Slot 5 let slot = slot_maker .fabricate(hotbar::Slot::Five, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot4, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Three) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot5, ui); } else { slot.set(state.ids.slot5, ui); } // Slot M1 Image::new(self.imgs.inv_slot) .w_h(40.0, 40.0) .right_from(state.ids.slot5, 0.0) .set(state.ids.m1_slot_bg, ui); Button::image( match self.loadout.active_item.as_ref().map(|i| i.item.kind()) { Some(ItemKind::Tool(Tool { kind, .. })) => match kind { ToolKind::Sword(_) => self.imgs.twohsword_m1, ToolKind::Dagger(_) => self.imgs.onehdagger_m1, ToolKind::Shield(_) => self.imgs.onehshield_m1, ToolKind::Hammer(_) => self.imgs.twohhammer_m1, ToolKind::Axe(_) => self.imgs.twohaxe_m1, ToolKind::Bow(_) => self.imgs.bow_m1, ToolKind::Sceptre(_) => self.imgs.heal_0, ToolKind::Staff(_) => self.imgs.fireball, ToolKind::Debug(kind) => match kind.as_ref() { "Boost" => self.imgs.flyingrod_m1, _ => self.imgs.nothing, }, _ => self.imgs.nothing, }, _ => self.imgs.nothing, }, ) // Insert Icon here .w_h(36.0, 36.0) .middle_of(state.ids.m1_slot_bg) .set(state.ids.m1_content, ui); // Slot M2 Image::new(self.imgs.inv_slot) .w_h(40.0, 40.0) .right_from(state.ids.m1_slot_bg, 0.0) .set(state.ids.m2_slot, ui); let active_tool_kind = match self.loadout.active_item.as_ref().map(|i| i.item.kind()) { Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind), _ => None, }; let second_tool_kind = match self.loadout.second_item.as_ref().map(|i| i.item.kind()) { Some(ItemKind::Tool(Tool { kind, .. })) => Some(kind), _ => None, }; let tool_kind = match ( active_tool_kind.map(|tk| tk.hands()), second_tool_kind.map(|tk| tk.hands()), ) { (Some(Hands::TwoHand), _) => active_tool_kind, (_, Some(Hands::OneHand)) => second_tool_kind, (_, _) => None, }; Image::new(self.imgs.inv_slot) .w_h(40.0, 40.0) .middle_of(state.ids.m2_slot) .set(state.ids.m2_slot_bg, ui); Button::image(match tool_kind { Some(ToolKind::Sword(_)) => self.imgs.twohsword_m2, Some(ToolKind::Dagger(_)) => self.imgs.onehdagger_m2, Some(ToolKind::Shield(_)) => self.imgs.onehshield_m2, Some(ToolKind::Hammer(_)) => self.imgs.hammergolf, Some(ToolKind::Axe(_)) => self.imgs.axespin, Some(ToolKind::Bow(_)) => self.imgs.bow_m2, Some(ToolKind::Sceptre(_)) => self.imgs.heal_bomb, Some(ToolKind::Staff(_)) => self.imgs.flamethrower, Some(ToolKind::Debug(kind)) => match kind.as_ref() { "Boost" => self.imgs.flyingrod_m2, _ => self.imgs.nothing, }, _ => self.imgs.nothing, }) .w_h(36.0, 36.0) .middle_of(state.ids.m2_slot_bg) .image_color(match tool_kind { // TODO Automate this to grey out unavailable M2 skills Some(ToolKind::Sword(_)) => { if self.energy.current() as f64 >= 200.0 { Color::Rgba(1.0, 1.0, 1.0, 1.0) } else { Color::Rgba(0.3, 0.3, 0.3, 0.8) } }, Some(ToolKind::Sceptre(_)) => { if self.energy.current() as f64 >= 400.0 { Color::Rgba(1.0, 1.0, 1.0, 1.0) } else { Color::Rgba(0.3, 0.3, 0.3, 0.8) } }, Some(ToolKind::Axe(_)) => { if self.energy.current() as f64 >= 100.0 { Color::Rgba(1.0, 1.0, 1.0, 1.0) } else { Color::Rgba(0.3, 0.3, 0.3, 0.8) } }, _ => Color::Rgba(1.0, 1.0, 1.0, 1.0), }) .set(state.ids.m2_content, ui); // Slot 6-10 // Slot 6 slot_maker.empty_slot = self.imgs.inv_slot; slot_maker.selected_slot = self.imgs.inv_slot; let slot = slot_maker .fabricate(hotbar::Slot::Six, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.m2_slot_bg, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Six) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot6, ui); } else { slot.set(state.ids.slot6, ui); } // Slot 7 let slot = slot_maker .fabricate(hotbar::Slot::Seven, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot6, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Seven) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot7, ui); } else { slot.set(state.ids.slot7, ui); } // Slot 8 let slot = slot_maker .fabricate(hotbar::Slot::Eight, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot7, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Eight) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot8, ui); } else { slot.set(state.ids.slot8, ui); } // Slot 9 let slot = slot_maker .fabricate(hotbar::Slot::Nine, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot8, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Nine) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot9, ui); } else { slot.set(state.ids.slot9, ui); } // Quickslot slot_maker.empty_slot = self.imgs.inv_slot; slot_maker.selected_slot = self.imgs.inv_slot; let slot = slot_maker .fabricate(hotbar::Slot::Ten, [40.0; 2]) .filled_slot(self.imgs.inv_slot) .right_from(state.ids.slot9, 0.0); if let Some((title, desc)) = tooltip_text(hotbar::Slot::Ten) { slot.with_tooltip(self.tooltip_manager, title, desc, &item_tooltip, TEXT_COLOR) .set(state.ids.slot10, ui); } else { slot.set(state.ids.slot10, ui); } // Shortcuts if let ShortcutNumbers::On = shortcuts { if let Some(slot1) = &self .global_state .settings .controls .get_binding(GameInput::Slot1) { Text::new(slot1.to_string().as_str()) .top_right_with_margins_on(state.ids.slot1, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot1_text_bg, ui); Text::new(slot1.to_string().as_str()) .bottom_left_with_margins_on(state.ids.slot1_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot1_text, ui); } if let Some(slot2) = &self .global_state .settings .controls .get_binding(GameInput::Slot2) { Text::new(slot2.to_string().as_str()) .top_right_with_margins_on(state.ids.slot2, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot2_text_bg, ui); Text::new(slot2.to_string().as_str()) .bottom_left_with_margins_on(state.ids.slot2_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot2_text, ui); } if let Some(slot3) = &self .global_state .settings .controls .get_binding(GameInput::Slot3) { Text::new(slot3.to_string().as_str()) .top_right_with_margins_on(state.ids.slot3, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot3_text_bg, ui); Text::new(slot3.to_string().as_str()) .bottom_left_with_margins_on(state.ids.slot3_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot3_text, ui); } if let Some(slot4) = &self .global_state .settings .controls .get_binding(GameInput::Slot4) { Text::new(slot4.to_string().as_str()) .top_right_with_margins_on(state.ids.slot4, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot4_text_bg, ui); Text::new(slot4.to_string().as_str()) .bottom_left_with_margins_on(state.ids.slot4_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot4_text, ui); } if let Some(slot5) = &self .global_state .settings .controls .get_binding(GameInput::Slot5) { Text::new(slot5.to_string().as_str()) .top_right_with_margins_on(state.ids.slot5, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot5_text_bg, ui); Text::new(slot5.to_string().as_str()) .bottom_left_with_margins_on(state.ids.slot5_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot5_text, ui); } /*if let Some(m1) = &self .global_state .settings .controls .get_binding(GameInput::Primary) { Text::new(m1.to_string().as_str()) .top_left_with_margins_on(state.ids.m1_slot, 5.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.m1_text_bg, ui); Text::new(m1.to_string().as_str()) .bottom_right_with_margins_on(state.ids.m1_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.m1_text, ui); } if let Some(m2) = &self .global_state .settings .controls .get_binding(GameInput::Secondary) { Text::new(m2.to_string().as_str()) .top_right_with_margins_on(state.ids.m2_slot, 5.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.m2_text_bg, ui); Text::new(m2.to_string().as_str()) .bottom_left_with_margins_on(state.ids.m2_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.m2_text, ui); }*/ if let Some(slot6) = &self .global_state .settings .controls .get_binding(GameInput::Slot6) { Text::new(slot6.to_string().as_str()) .top_right_with_margins_on(state.ids.slot6, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot6_text_bg, ui); Text::new(slot6.to_string().as_str()) .bottom_right_with_margins_on(state.ids.slot6_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot6_text, ui); } if let Some(slot7) = &self .global_state .settings .controls .get_binding(GameInput::Slot7) { Text::new(slot7.to_string().as_str()) .top_right_with_margins_on(state.ids.slot7, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot7_text_bg, ui); Text::new(slot7.to_string().as_str()) .bottom_right_with_margins_on(state.ids.slot7_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot7_text, ui); } if let Some(slot8) = &self .global_state .settings .controls .get_binding(GameInput::Slot8) { Text::new(slot8.to_string().as_str()) .top_right_with_margins_on(state.ids.slot8, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot8_text_bg, ui); Text::new(slot8.to_string().as_str()) .bottom_right_with_margins_on(state.ids.slot8_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot8_text, ui); } if let Some(slot9) = &self .global_state .settings .controls .get_binding(GameInput::Slot9) { Text::new(slot9.to_string().as_str()) .top_right_with_margins_on(state.ids.slot9, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot9_text_bg, ui); Text::new(slot9.to_string().as_str()) .bottom_right_with_margins_on(state.ids.slot9_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot9_text, ui); } if let Some(slot10) = &self .global_state .settings .controls .get_binding(GameInput::Slot10) { Text::new(slot10.to_string().as_str()) .top_right_with_margins_on(state.ids.slot10, 3.0, 5.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(state.ids.slot10_text_bg, ui); Text::new(slot10.to_string().as_str()) .bottom_right_with_margins_on(state.ids.slot10_text_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(state.ids.slot10_text, ui); } }; // Frame Image::new(self.imgs.skillbar_frame) .w_h(524.0, 80.0) .color(Some(UI_HIGHLIGHT_0)) .middle_of(state.ids.bg) .floating(true) .set(state.ids.frame, ui); // M1 and M2 icons // TODO Don't show this if key bindings are changed Image::new(self.imgs.m1_ico) .w_h(16.0, 18.0) .mid_bottom_with_margin_on(state.ids.m1_content, -11.0) .set(state.ids.m1_ico, ui); Image::new(self.imgs.m2_ico) .w_h(16.0, 18.0) .mid_bottom_with_margin_on(state.ids.m2_content, -11.0) .set(state.ids.m2_ico, ui); } }