use super::{ hotbar, img_ids::{Imgs, ImgsRot}, item_imgs::ItemImgs, slots, BarNumbers, ShortcutNumbers, BLACK, CRITICAL_HP_COLOR, HP_COLOR, LOW_HP_COLOR, QUALITY_EPIC, STAMINA_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, }; use crate::{ game_input::GameInput, hud::{ComboFloater, Position, PositionSpecifier}, ui::{ fonts::Fonts, slot::{ContentSize, SlotMaker}, ImageFrame, ItemTooltip, ItemTooltipManager, ItemTooltipable, Tooltip, TooltipManager, Tooltipable, }, GlobalState, }; use i18n::Localization; use client::{self, Client}; use common::comp::{ self, inventory::slot::EquipSlot, item::{ tool::{Tool, ToolKind}, Hands, Item, ItemKind, MaterialStatManifest, }, Energy, Health, Inventory, SkillSet, }; use conrod_core::{ color, widget::{self, Button, Image, Rectangle, Text}, widget_ids, Color, Colorable, Positionable, Sizeable, UiCell, Widget, WidgetCommon, }; 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, bg_health, frame_health, bg_energy, frame_energy, m1_ico, m2_ico, // Level level_bg, level, // Exp-Bar exp_alignment, exp_filling, // HP-Bar hp_alignment, hp_filling, hp_decayed, hp_txt_alignment, hp_txt_bg, hp_txt, decay_overlay, // Energy-Bar energy_alignment, energy_filling, energy_txt_alignment, energy_txt_bg, energy_txt, // Combo Counter combo_align, combo_bg, combo, // 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(Clone, Copy)] struct SlotEntry { slot: hotbar::Slot, widget_id: widget::Id, position: PositionSpecifier, game_input: GameInput, shortcut_position: PositionSpecifier, shortcut_position_bg: PositionSpecifier, shortcut_widget_ids: (widget::Id, widget::Id), } fn slot_entries(state: &State, slot_offset: f64) -> [SlotEntry; 10] { use PositionSpecifier::*; [ // 1th - 5th slots SlotEntry { slot: hotbar::Slot::One, widget_id: state.ids.slot1, position: BottomLeftWithMarginsOn(state.ids.frame, 0.0, 0.0), game_input: GameInput::Slot1, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot1_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot1, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot1_text, state.ids.slot1_text_bg), }, SlotEntry { slot: hotbar::Slot::Two, widget_id: state.ids.slot2, position: RightFrom(state.ids.slot1, slot_offset), game_input: GameInput::Slot2, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot2_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot2, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot2_text, state.ids.slot2_text_bg), }, SlotEntry { slot: hotbar::Slot::Three, widget_id: state.ids.slot3, position: RightFrom(state.ids.slot2, slot_offset), game_input: GameInput::Slot3, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot3_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot3, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot3_text, state.ids.slot3_text_bg), }, SlotEntry { slot: hotbar::Slot::Four, widget_id: state.ids.slot4, position: RightFrom(state.ids.slot3, slot_offset), game_input: GameInput::Slot4, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot4_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot4, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot4_text, state.ids.slot4_text_bg), }, SlotEntry { slot: hotbar::Slot::Five, widget_id: state.ids.slot5, position: RightFrom(state.ids.slot4, slot_offset), game_input: GameInput::Slot5, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot5_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot5, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot5_text, state.ids.slot5_text_bg), }, // 6th - 10th slots SlotEntry { slot: hotbar::Slot::Six, widget_id: state.ids.slot6, position: RightFrom(state.ids.m2_slot_bg, slot_offset), game_input: GameInput::Slot6, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot6_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot6, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot6_text, state.ids.slot6_text_bg), }, SlotEntry { slot: hotbar::Slot::Seven, widget_id: state.ids.slot7, position: RightFrom(state.ids.slot6, slot_offset), game_input: GameInput::Slot7, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot7_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot7, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot7_text, state.ids.slot7_text_bg), }, SlotEntry { slot: hotbar::Slot::Eight, widget_id: state.ids.slot8, position: RightFrom(state.ids.slot7, slot_offset), game_input: GameInput::Slot8, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot8_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot8, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot8_text, state.ids.slot8_text_bg), }, SlotEntry { slot: hotbar::Slot::Nine, widget_id: state.ids.slot9, position: RightFrom(state.ids.slot8, slot_offset), game_input: GameInput::Slot9, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot9_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot9, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot9_text, state.ids.slot9_text_bg), }, SlotEntry { slot: hotbar::Slot::Ten, widget_id: state.ids.slot10, position: RightFrom(state.ids.slot9, slot_offset), game_input: GameInput::Slot10, shortcut_position: BottomLeftWithMarginsOn(state.ids.slot10_text_bg, 1.0, 1.0), shortcut_position_bg: TopRightWithMarginsOn(state.ids.slot10, 3.0, 5.0), shortcut_widget_ids: (state.ids.slot10_text, state.ids.slot10_text_bg), }, ] } #[derive(WidgetCommon)] pub struct Skillbar<'a> { client: &'a Client, global_state: &'a GlobalState, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a Fonts, rot_imgs: &'a ImgsRot, health: &'a Health, inventory: &'a Inventory, energy: &'a Energy, skillset: &'a SkillSet, // character_state: &'a CharacterState, // controller: &'a ControllerInputs, hotbar: &'a hotbar::State, tooltip_manager: &'a mut TooltipManager, item_tooltip_manager: &'a mut ItemTooltipManager, slot_manager: &'a mut slots::SlotManager, localized_strings: &'a Localization, pulse: f32, #[conrod(common_builder)] common: widget::CommonBuilder, msm: &'a MaterialStatManifest, combo: Option, } impl<'a> Skillbar<'a> { #[allow(clippy::too_many_arguments)] // TODO: Pending review in #587 pub fn new( client: &'a Client, global_state: &'a GlobalState, imgs: &'a Imgs, item_imgs: &'a ItemImgs, fonts: &'a Fonts, rot_imgs: &'a ImgsRot, health: &'a Health, inventory: &'a Inventory, energy: &'a Energy, skillset: &'a SkillSet, // character_state: &'a CharacterState, pulse: f32, // controller: &'a ControllerInputs, hotbar: &'a hotbar::State, tooltip_manager: &'a mut TooltipManager, item_tooltip_manager: &'a mut ItemTooltipManager, slot_manager: &'a mut slots::SlotManager, localized_strings: &'a Localization, msm: &'a MaterialStatManifest, combo: Option, ) -> Self { Self { client, global_state, imgs, item_imgs, fonts, rot_imgs, health, inventory, energy, skillset, common: widget::CommonBuilder::default(), // character_state, pulse, // controller, hotbar, tooltip_manager, item_tooltip_manager, slot_manager, localized_strings, msm, combo, } } fn show_death_message(&self, state: &State, ui: &mut UiCell) { let localized_strings = self.localized_strings; let key_layout = &self.global_state.window.key_layout; 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.display_string(key_layout).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.display_string(key_layout).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); } } fn show_stat_bars(&self, state: &State, ui: &mut UiCell) { let (hp_percentage, energy_percentage): (f64, f64) = if self.health.is_dead { (0.0, 0.0) } else { let max_hp = f64::from(self.health.base_max().max(self.health.maximum())); let current_hp = f64::from(self.health.current()); ( current_hp / max_hp * 100.0, f64::from(self.energy.fraction() * 100.0), ) }; // Animation timer let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8; let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani); let bar_values = self.global_state.settings.interface.bar_numbers; let show_health = self.global_state.settings.interface.always_show_bars || (self.health.current() - self.health.maximum()).abs() > Health::HEALTH_EPSILON; let show_energy = self.global_state.settings.interface.always_show_bars || (self.energy.current() - self.energy.maximum()).abs() > Energy::ENERGY_EPSILON; let decayed_health = 1.0 - self.health.maximum() as f64 / self.health.base_max() as f64; if show_health && !self.health.is_dead || decayed_health > 0.0 { let offset = 1.0; Image::new(self.imgs.health_bg) .w_h(484.0, 24.0) .mid_top_with_margin_on(state.ids.frame, -offset) .set(state.ids.bg_health, ui); Rectangle::fill_with([480.0, 18.0], color::TRANSPARENT) .top_left_with_margins_on(state.ids.bg_health, 2.0, 2.0) .set(state.ids.hp_alignment, ui); let health_col = match hp_percentage as u8 { 0..=20 => crit_hp_color, 21..=40 => LOW_HP_COLOR, _ => HP_COLOR, }; Image::new(self.imgs.bar_content) .w_h(480.0 * hp_percentage / 100.0, 18.0) .color(Some(health_col)) .top_left_with_margins_on(state.ids.hp_alignment, 0.0, 0.0) .set(state.ids.hp_filling, ui); if decayed_health > 0.0 { let decay_bar_len = 480.0 * decayed_health; Image::new(self.imgs.bar_content) .w_h(decay_bar_len, 18.0) .color(Some(QUALITY_EPIC)) .top_right_with_margins_on(state.ids.hp_alignment, 0.0, 0.0) .crop_kids() .set(state.ids.hp_decayed, ui); Image::new(self.imgs.decayed_bg) .w_h(480.0, 18.0) .color(Some(Color::Rgba(0.58, 0.29, 0.93, (hp_ani + 0.6).min(1.0)))) .top_left_with_margins_on(state.ids.hp_alignment, 0.0, 0.0) .parent(state.ids.hp_decayed) .set(state.ids.decay_overlay, ui); } Image::new(self.imgs.health_frame) .w_h(484.0, 24.0) .color(Some(UI_HIGHLIGHT_0)) .middle_of(state.ids.bg_health) .set(state.ids.frame_health, ui); } if show_energy && !self.health.is_dead { let offset = if show_health || decayed_health > 0.0 { 34.0 } else { 1.0 }; Image::new(self.imgs.energy_bg) .w_h(323.0, 16.0) .mid_top_with_margin_on(state.ids.frame, -offset) .set(state.ids.bg_energy, ui); Rectangle::fill_with([319.0, 10.0], color::TRANSPARENT) .top_left_with_margins_on(state.ids.bg_energy, 2.0, 2.0) .set(state.ids.energy_alignment, ui); Image::new(self.imgs.bar_content) .w_h(319.0 * energy_percentage / 100.0, 10.0) .color(Some(STAMINA_COLOR)) .top_left_with_margins_on(state.ids.energy_alignment, 0.0, 0.0) .set(state.ids.energy_filling, ui); Image::new(self.imgs.energy_frame) .w_h(323.0, 16.0) .color(Some(UI_HIGHLIGHT_0)) .middle_of(state.ids.bg_energy) .set(state.ids.frame_energy, ui); } // Bar Text let bar_text = if self.health.is_dead { Some(( self.localized_strings.get("hud.group.dead").to_owned(), self.localized_strings.get("hud.group.dead").to_owned(), )) } else if let BarNumbers::Values = bar_values { Some(( format!( "{}/{}", self.health.current().round().max(1.0) as u32, /* Don't show 0 health for * living players */ self.health.maximum().round() as u32 ), format!( "{}/{}", self.energy.current().round() as u32, self.energy.maximum().round() as u32 ), )) } else if let BarNumbers::Percent = bar_values { Some(( format!("{}%", hp_percentage as u32), format!("{}%", energy_percentage as u32), )) } else { None }; if let Some((hp_txt, energy_txt)) = bar_text { Text::new(&hp_txt) .middle_of(state.ids.frame_health) .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.frame_energy) .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.energy_txt_bg, ui); Text::new(&energy_txt) .bottom_left_with_margins_on(state.ids.energy_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.energy_txt, ui); } } fn show_slotbar(&mut self, state: &State, ui: &mut UiCell, slot_offset: f64) { let shortcuts = self.global_state.settings.interface.shortcut_numbers; let key_layout = &self.global_state.window.key_layout; // TODO: avoid this let content_source = (self.hotbar, self.inventory, self.energy, self.skillset); 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.skillbar_slot, filled_slot: self.imgs.skillbar_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), pulse: self.pulse, }; // Tooltips let 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); let item_tooltip = ItemTooltip::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, ) }, self.client, self.imgs, self.item_imgs, self.pulse, self.msm, self.localized_strings, ) .title_font_size(self.fonts.cyri.scale(20)) .parent(ui.window) .desc_font_size(self.fonts.cyri.scale(12)) .font_id(self.fonts.cyri.conrod_id) .desc_text_color(TEXT_COLOR); let slot_content = |slot| { let (hotbar, inventory, ..) = content_source; hotbar.get(slot).and_then(|content| match content { hotbar::SlotContents::Inventory(i) => inventory.get(i), _ => None, }) }; // Helper let tooltip_text = |slot| { let (hotbar, inventory, ..) = content_source; hotbar.get(slot).and_then(|content| match content { hotbar::SlotContents::Inventory(i) => inventory .get(i) .map(|item| (item.name(), item.description())), hotbar::SlotContents::Ability3 => inventory .equipped(EquipSlot::ActiveMainhand) .map(|i| i.kind()) .and_then(|kind| match kind { ItemKind::Tool(Tool { kind, .. }) => ability_description(kind), _ => None, }), hotbar::SlotContents::Ability4 => { let hands = |equip_slot| match inventory.equipped(equip_slot).map(|i| i.kind()) { Some(ItemKind::Tool(tool)) => Some(tool.hands), _ => None, }; let active_tool_hands = hands(EquipSlot::ActiveMainhand); let second_tool_hands = hands(EquipSlot::ActiveOffhand); let equip_slot = match (active_tool_hands, second_tool_hands) { (Some(Hands::Two), _) => Some(EquipSlot::ActiveMainhand), (Some(_), Some(Hands::One)) => Some(EquipSlot::ActiveOffhand), (Some(Hands::One), _) => Some(EquipSlot::ActiveMainhand), (None, Some(_)) => Some(EquipSlot::ActiveOffhand), (_, _) => None, }; equip_slot.and_then(|equip_slot| { inventory .equipped(equip_slot) .map(|i| i.kind()) .and_then(|kind| match kind { ItemKind::Tool(Tool { kind, .. }) => ability_description(kind), _ => None, }) }) }, }) }; slot_maker.empty_slot = self.imgs.skillbar_slot; slot_maker.selected_slot = self.imgs.skillbar_slot; let slots = slot_entries(state, slot_offset); for entry in slots { let slot = slot_maker .fabricate(entry.slot, [40.0; 2]) .filled_slot(self.imgs.skillbar_slot) .position(entry.position); // if there is an item attached, show item tooltip if let Some(item) = slot_content(entry.slot) { slot.with_item_tooltip(self.item_tooltip_manager, item, &None, &item_tooltip) .set(entry.widget_id, ui); // if we can gather some text to display, show it } else if let Some((title, desc)) = tooltip_text(entry.slot) { slot.with_tooltip(self.tooltip_manager, title, desc, &tooltip, TEXT_COLOR) .set(entry.widget_id, ui); // if not, just set slot } else { slot.set(entry.widget_id, ui); } // shortcuts if let ShortcutNumbers::On = shortcuts { if let Some(key) = &self .global_state .settings .controls .get_binding(entry.game_input) { let position = entry.shortcut_position; let position_bg = entry.shortcut_position_bg; let (id, id_bg) = entry.shortcut_widget_ids; let key_desc = key .display_shortened(key_layout) .unwrap_or_else(|| key.display_string(key_layout)); // shortcut text Text::new(&key_desc) .position(position) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(id, ui); // shortcut background Text::new(&key_desc) .position(position_bg) .font_size(self.fonts.cyri.scale(8)) .font_id(self.fonts.cyri.conrod_id) .color(BLACK) .set(id_bg, ui); } } } // Slot M1 Image::new(self.imgs.skillbar_slot) .w_h(40.0, 40.0) .right_from(state.ids.slot5, slot_offset) .set(state.ids.m1_slot_bg, ui); let active_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveMainhand); let second_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveOffhand); let tool = match ( active_tool.map(|(_, x)| x.hands), second_tool.map(|(_, x)| x.hands), ) { (Some(_), _) => active_tool, (_, Some(_)) => second_tool, (_, _) => None, }; Button::image(match tool.map(|(_, t)| t.kind) { Some(ToolKind::Sword) => self.imgs.twohsword_m1, Some(ToolKind::Dagger) => self.imgs.onehdagger_m1, Some(ToolKind::Shield) => self.imgs.onehshield_m1, Some(ToolKind::Hammer) => self.imgs.twohhammer_m1, Some(ToolKind::Axe) => self.imgs.twohaxe_m1, Some(ToolKind::Bow) => self.imgs.bow_m1, Some(ToolKind::Sceptre) => self.imgs.skill_sceptre_lifesteal, Some(ToolKind::Staff) => self.imgs.fireball, Some(ToolKind::Debug) => self.imgs.flyingrod_m1, _ => 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.skillbar_slot) .w_h(40.0, 40.0) .right_from(state.ids.m1_slot_bg, slot_offset) .set(state.ids.m2_slot_bg, ui); fn get_item_and_tool( inventory: &Inventory, equip_slot: EquipSlot, ) -> Option<(&Item, &Tool)> { match inventory.equipped(equip_slot).map(|i| (i, i.kind())) { Some((i, ItemKind::Tool(tool))) => Some((i, tool)), _ => None, } } let active_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveMainhand); let second_tool = get_item_and_tool(self.inventory, EquipSlot::ActiveOffhand); let tool = match ( active_tool.map(|(_, x)| x.hands), second_tool.map(|(_, x)| x.hands), ) { (Some(Hands::Two), _) => active_tool, (Some(_), Some(Hands::One)) => second_tool, (Some(Hands::One), _) => active_tool, (None, Some(_)) => second_tool, (_, _) => None, }; Button::image(match tool.map(|(_, t)| t.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.skill_sceptre_heal, Some(ToolKind::Staff) => self.imgs.flamethrower, Some(ToolKind::Debug) => self.imgs.flyingrod_m2, _ => self.imgs.nothing, }) .w_h(36.0, 36.0) .middle_of(state.ids.m2_slot_bg) .image_color(if let Some((item, tool)) = tool { if self.energy.current() >= item .item_config_expect() .abilities .secondary .clone() .adjusted_by_skills(self.skillset, Some(tool.kind)) .get_energy_cost() { Color::Rgba(1.0, 1.0, 1.0, 1.0) } else { Color::Rgba(0.3, 0.3, 0.3, 0.8) } } else { match tool.map(|(_, t)| t.kind) { None => Color::Rgba(1.0, 1.0, 1.0, 0.0), _ => Color::Rgba(1.0, 1.0, 1.0, 1.0), } }) .set(state.ids.m2_content, ui); // M1 and M2 icons 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); } fn show_combo_counter(&self, combo: ComboFloater, state: &State, ui: &mut UiCell) { if combo.combo > 0 { let combo_txt = format!("{} Combo", combo.combo); let combo_cnt = combo.combo as f32; let time_since_last_update = comp::combo::COMBO_DECAY_START - combo.timer; let alpha = (1.0 - time_since_last_update * 0.2).min(1.0) as f32; let fnt_col = Color::Rgba( // White -> Yellow -> Red text color gradient depending on count (1.0 - combo_cnt / (combo_cnt + 20.0)).max(0.79), (1.0 - combo_cnt / (combo_cnt + 80.0)).max(0.19), (1.0 - combo_cnt / (combo_cnt + 5.0)).max(0.17), alpha, ); // Increase size for higher counts, // "flash" on update by increasing the font size by 2. let fnt_size = ((14.0 + combo.timer as f32 * 0.8).min(30.0)) as u32 + if (time_since_last_update) < 0.1 { 2 } else { 0 }; Rectangle::fill_with([10.0, 10.0], color::TRANSPARENT) .middle_of(ui.window) .set(state.ids.combo_align, ui); Text::new(combo_txt.as_str()) .mid_bottom_with_margin_on( state.ids.combo_align, -350.0 + time_since_last_update * -8.0, ) .font_size(self.fonts.cyri.scale(fnt_size)) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, alpha)) .set(state.ids.combo_bg, ui); Text::new(combo_txt.as_str()) .bottom_right_with_margins_on(state.ids.combo_bg, 1.0, 1.0) .font_size(self.fonts.cyri.scale(fnt_size)) .font_id(self.fonts.cyri.conrod_id) .color(fnt_col) .set(state.ids.combo, ui); } } } pub struct State { ids: Ids, } 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), } } fn style(&self) -> Self::Style {} fn update(mut self, args: widget::UpdateArgs) -> Self::Event { common_base::prof_span!("Skillbar::update"); let widget::UpdateArgs { state, ui, .. } = args; let slot_offset = 3.0; // Death message if self.health.is_dead { self.show_death_message(state, ui); } // Skillbar // Alignment and BG let alignment_size = 40.0 * 12.0 + slot_offset * 11.0; Rectangle::fill_with([alignment_size, 80.0], color::TRANSPARENT) .mid_bottom_with_margin_on(ui.window, 10.0) .set(state.ids.frame, ui); // Health and Energy bar self.show_stat_bars(state, ui); // Slots self.show_slotbar(state, ui, slot_offset); // Combo Counter if let Some(combo) = self.combo { self.show_combo_counter(combo, state, ui); } } } #[rustfmt::skip] fn ability_description(tool: &ToolKind) -> Option<(&str, &str)> { match tool { ToolKind::Hammer => Some(( "Smash of Doom", "\n\ An AOE attack with knockback.\n\ Leaps to position of cursor.", )), ToolKind::Axe => Some(( "Axe Jump", "\n\ A jump with the slashing leap to position of cursor.", )), ToolKind::Staff => Some(( "Ring of Fire", "\n\ Ignites the ground with fiery shockwave.", )), ToolKind::Sword => Some(( "Whirlwind", "\n\ Move forward while spinning with your sword.", )), ToolKind::Bow => Some(( "Burst", "\n\ Launches a burst of arrows", )), ToolKind::Sceptre => Some(( "Thorn Bulwark", "\n\ Protects you and your group with thorns\n\ for a short amount of time.", )), ToolKind::Debug => Some(( "Possessing Arrow", "\n\ Shoots a poisonous arrow.\n\ Lets you control your target.", )), _ => None, } }