mod bag; mod buttons; mod character_window; mod chat; mod esc_menu; mod img_ids; mod item_imgs; mod map; mod minimap; mod quest; mod settings_window; mod skillbar; mod social; mod spell; use crate::{ecs::comp::HpFloaterList, hud::img_ids::ImgsRot, ui::img_ids::Rotations}; pub use settings_window::ScaleChange; use std::time::Duration; use bag::Bag; use buttons::Buttons; use character_window::CharacterWindow; use chat::Chat; use chrono::NaiveTime; use esc_menu::EscMenu; use img_ids::Imgs; use item_imgs::ItemImgs; use map::Map; use minimap::MiniMap; use quest::Quest; use serde::{Deserialize, Serialize}; use settings_window::{SettingsTab, SettingsWindow}; use skillbar::Skillbar; use social::{Social, SocialTab}; use spell::Spell; use crate::{ ecs::comp as vcomp, i18n::{i18n_asset_key, LanguageMetadata, VoxygenLocalization}, render::{AaMode, CloudMode, Consts, FluidMode, Globals, Renderer}, scene::camera::Camera, ui::{fonts::ConrodVoxygenFonts, Graphic, Ingameable, ScaleMode, Ui}, window::{Event as WinEvent, GameInput}, GlobalState, }; use client::{Client, Event as ClientEvent}; use common::{assets::load_expect, comp, terrain::TerrainChunk, vol::RectRasterableVol}; use conrod_core::{ text::cursor::Index, widget::{self, Button, Image, Rectangle, Text}, widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget, }; use specs::{Join, WorldExt}; use std::collections::VecDeque; use vek::*; const XP_COLOR: Color = Color::Rgba(0.59, 0.41, 0.67, 1.0); const TEXT_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0); //const TEXT_COLOR_GREY: Color = Color::Rgba(1.0, 1.0, 1.0, 0.5); const MENU_BG: Color = Color::Rgba(0.0, 0.0, 0.0, 0.4); //const TEXT_COLOR_2: Color = Color::Rgba(0.0, 0.0, 0.0, 1.0); const TEXT_COLOR_3: Color = Color::Rgba(1.0, 1.0, 1.0, 0.1); //const BG_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 0.8); const HP_COLOR: Color = Color::Rgba(0.33, 0.63, 0.0, 1.0); const LOW_HP_COLOR: Color = Color::Rgba(0.93, 0.59, 0.03, 1.0); const CRITICAL_HP_COLOR: Color = Color::Rgba(0.79, 0.19, 0.17, 1.0); const MANA_COLOR: Color = Color::Rgba(0.29, 0.62, 0.75, 0.9); //const FOCUS_COLOR: Color = Color::Rgba(1.0, 0.56, 0.04, 1.0); //const RAGE_COLOR: Color = Color::Rgba(0.5, 0.04, 0.13, 1.0); const META_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0); const TELL_COLOR: Color = Color::Rgba(0.98, 0.71, 1.0, 1.0); const PRIVATE_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0); // Difference between private and tell? const BROADCAST_COLOR: Color = Color::Rgba(0.28, 0.83, 0.71, 1.0); const GAME_UPDATE_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0); const SAY_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0); const GROUP_COLOR: Color = Color::Rgba(0.47, 0.84, 1.0, 1.0); const FACTION_COLOR: Color = Color::Rgba(0.24, 1.0, 0.48, 1.0); const KILL_COLOR: Color = Color::Rgba(1.0, 0.17, 0.17, 1.0); /// Distance at which nametags are visible const NAMETAG_RANGE: f32 = 40.0; /// Time nametags stay visible after doing damage even if they are out of range /// in seconds const NAMETAG_DMG_TIME: f32 = 60.0; /// Range damaged triggered nametags can be seen const NAMETAG_DMG_RANGE: f32 = 120.0; widget_ids! { struct Ids { // Crosshair crosshair_inner, crosshair_outer, // Character Names name_tags[], name_tags_bgs[], levels[], levels_skull[], // Health Bars health_bars[], mana_bars[], health_bar_fronts[], health_bar_backs[], // SCT player_scts[], player_sct_bgs[], sct_exp_bgs[], sct_exps[], sct_lvl_bg, sct_lvl, hurt_bg, death_bg, sct_bgs[], scts[], // Intro Text intro_bg, intro_text, intro_close, intro_close_2, intro_close_3, intro_close_4, intro_close_5, intro_check, intro_check_text, // Test bag_space_add, // Debug debug_bg, fps_counter, ping, coordinates, velocity, loaded_distance, time, entity_count, num_chunks, num_figures, // Game Version version, // Help help, help_info, debug_info, // Window Frames window_frame_0, window_frame_1, window_frame_2, window_frame_3, window_frame_4, window_frame_5, button_help2, button_help3, // External chat, map, world_map, character_window, minimap, bag, social, quest, spell, skillbar, buttons, esc_menu, small_window, social_window, settings_window, } } pub struct DebugInfo { pub tps: f64, pub ping_ms: f64, pub coordinates: Option, pub velocity: Option, pub num_chunks: u32, pub num_visible_chunks: u32, pub num_figures: u32, pub num_figures_visible: u32, } pub enum Event { SendMessage(String), AdjustMousePan(u32), AdjustMouseZoom(u32), ToggleZoomInvert(bool), ToggleMouseYInvert(bool), AdjustViewDistance(u32), AdjustMusicVolume(f32), AdjustSfxVolume(f32), ChangeAudioDevice(String), ChangeMaxFPS(u32), ChangeFOV(u16), ChangeGamma(f32), AdjustWindowSize([u16; 2]), ToggleFullscreen, ChangeAaMode(AaMode), ChangeCloudMode(CloudMode), ChangeFluidMode(FluidMode), CrosshairTransp(f32), ChatTransp(f32), CrosshairType(CrosshairType), ToggleXpBar(XpBar), Intro(Intro), ToggleBarNumbers(BarNumbers), ToggleShortcutNumbers(ShortcutNumbers), Sct(bool), SctPlayerBatch(bool), SctDamageBatch(bool), ToggleDebug(bool), UiScale(ScaleChange), CharacterSelection, UseInventorySlot(usize), SwapInventorySlots(usize, usize), DropInventorySlot(usize), Logout, Quit, ChangeLanguage(LanguageMetadata), } // TODO: Are these the possible layouts we want? // TODO: Maybe replace this with bitflags. // `map` is not here because it currently is displayed over the top of other // open windows. #[derive(PartialEq)] pub enum Windows { Settings, // Display settings window. None, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum CrosshairType { Round, RoundEdges, Edges, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum Intro { Show, Never, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum XpBar { Always, OnGain, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum BarNumbers { Values, Percent, Off, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum ShortcutNumbers { On, Off, } pub struct Show { ui: bool, intro: bool, help: bool, debug: bool, bag: bool, social: bool, spell: bool, quest: bool, character_window: bool, esc_menu: bool, open_windows: Windows, map: bool, mini_map: bool, ingame: bool, settings_tab: SettingsTab, social_tab: SocialTab, want_grab: bool, } impl Show { fn bag(&mut self, open: bool) { self.bag = open; self.want_grab = !open; } fn toggle_bag(&mut self) { self.bag(!self.bag); } fn map(&mut self, open: bool) { self.map = open; self.bag = false; self.want_grab = true; } fn character_window(&mut self, open: bool) { self.character_window = open; self.bag = false; self.want_grab = !open; } fn social(&mut self, open: bool) { self.social = open; self.spell = false; self.quest = false; self.want_grab = !open; } fn spell(&mut self, open: bool) { self.social = false; self.spell = open; self.quest = false; self.want_grab = !open; } fn quest(&mut self, open: bool) { self.social = false; self.spell = false; self.quest = open; self.want_grab = !open; } fn toggle_map(&mut self) { self.map(!self.map) } fn toggle_mini_map(&mut self) { self.mini_map = !self.mini_map; } fn toggle_char_window(&mut self) { self.character_window = !self.character_window } fn settings(&mut self, open: bool) { self.open_windows = if open { Windows::Settings } else { Windows::None }; self.bag = false; self.social = false; self.spell = false; self.quest = false; self.want_grab = !open; } fn toggle_settings(&mut self) { match self.open_windows { Windows::Settings => self.settings(false), _ => self.settings(true), }; } fn toggle_help(&mut self) { self.help = !self.help } fn toggle_ui(&mut self) { self.ui = !self.ui; } fn toggle_windows(&mut self, global_state: &mut GlobalState) { if self.bag || self.esc_menu || self.map || self.social || self.quest || self.spell || self.character_window || match self.open_windows { Windows::None => false, _ => true, } { self.bag = false; self.esc_menu = false; self.map = false; self.social = false; self.quest = false; self.spell = false; self.character_window = false; self.open_windows = Windows::None; self.want_grab = true; // Unpause the game if we are on singleplayer if let Some(singleplayer) = global_state.singleplayer.as_ref() { singleplayer.pause(false); }; } else { self.esc_menu = true; self.want_grab = false; // Pause the game if we are on singleplayer if let Some(singleplayer) = global_state.singleplayer.as_ref() { singleplayer.pause(true); }; } } fn open_setting_tab(&mut self, tab: SettingsTab) { self.open_windows = Windows::Settings; self.esc_menu = false; self.settings_tab = tab; self.bag = false; self.want_grab = false; } fn toggle_social(&mut self) { self.social = !self.social; self.spell = false; self.quest = false; } fn open_social_tab(&mut self, social_tab: SocialTab) { self.social_tab = social_tab; self.spell = false; self.quest = false; } fn toggle_spell(&mut self) { self.spell = !self.spell; self.social = false; self.quest = false; } fn toggle_quest(&mut self) { self.quest = !self.quest; self.spell = false; self.social = false; } } pub struct Hud { ui: Ui, ids: Ids, world_map: (/* Id */ Rotations, Vec2), imgs: Imgs, item_imgs: ItemImgs, fonts: ConrodVoxygenFonts, rot_imgs: ImgsRot, new_messages: VecDeque, show: Show, never_show: bool, intro: bool, intro_2: bool, to_focus: Option>, force_ungrab: bool, force_chat_input: Option, force_chat_cursor: Option, pulse: f32, velocity: f32, voxygen_i18n: std::sync::Arc, } impl Hud { pub fn new(global_state: &mut GlobalState, client: &Client) -> Self { let window = &mut global_state.window; let settings = &global_state.settings; let mut ui = Ui::new(window).unwrap(); ui.set_scaling_mode(settings.gameplay.ui_scale); // Generate ids. let ids = Ids::new(ui.id_generator()); // Load world map let world_map = ( ui.add_graphic_with_rotations(Graphic::Image(client.world_map.0.clone())), client.world_map.1, ); // Load images. let imgs = Imgs::load(&mut ui).expect("Failed to load images!"); // Load rotation images. let rot_imgs = ImgsRot::load(&mut ui).expect("Failed to load rot images!"); // Load item images. let item_imgs = ItemImgs::new(&mut ui); // Load language let voxygen_i18n = load_expect::(&i18n_asset_key( &global_state.settings.language.selected_language, )); // Load fonts. let fonts = ConrodVoxygenFonts::load(&voxygen_i18n.fonts, &mut ui) .expect("Impossible to load fonts!"); Self { ui, imgs, world_map, rot_imgs, item_imgs, fonts, ids, new_messages: VecDeque::new(), intro: false, intro_2: false, show: Show { help: false, intro: true, debug: false, bag: false, esc_menu: false, open_windows: Windows::None, map: false, ui: true, social: false, quest: false, spell: false, character_window: false, mini_map: true, settings_tab: SettingsTab::Interface, social_tab: SocialTab::Online, want_grab: true, ingame: true, }, to_focus: None, never_show: false, force_ungrab: false, force_chat_input: None, force_chat_cursor: None, pulse: 0.0, velocity: 0.0, voxygen_i18n, } } pub fn update_language(&mut self, voxygen_i18n: std::sync::Arc) { self.voxygen_i18n = voxygen_i18n; self.fonts = ConrodVoxygenFonts::load(&self.voxygen_i18n.fonts, &mut self.ui) .expect("Impossible to load fonts!"); } fn update_layout( &mut self, client: &Client, global_state: &GlobalState, debug_info: DebugInfo, dt: Duration, ) -> Vec { let mut events = Vec::new(); let (ref mut ui_widgets, ref mut tooltip_manager) = self.ui.set_widgets(); // pulse time for pulsating elements self.pulse = self.pulse + dt.as_secs_f32(); self.velocity = match debug_info.velocity { Some(velocity) => velocity.0.magnitude(), None => 0.0, }; let version = format!( "{}-{}", env!("CARGO_PKG_VERSION"), common::util::GIT_VERSION.to_string() ); if self.show.ingame { let ecs = client.state().ecs(); let pos = ecs.read_storage::(); let stats = ecs.read_storage::(); let energy = ecs.read_storage::(); let hp_floater_lists = ecs.read_storage::(); let interpolated = ecs.read_storage::(); let players = ecs.read_storage::(); let scales = ecs.read_storage::(); let bodies = ecs.read_storage::(); let entities = ecs.entities(); let me = client.entity(); let own_level = stats .get(client.entity()) .map_or(0, |stats| stats.level.level()); //self.input = client.read_storage::(); if let Some(stats) = stats.get(me) { // Hurt Frame let hp_percentage = stats.health.current() as f32 / stats.health.maximum() as f32 * 100.0; if hp_percentage < 10.0 && !stats.is_dead { let hurt_fade = (self.pulse * (10.0 - hp_percentage as f32) * 0.1/* speed factor */).sin() * 0.5 + 0.6; //Animation timer Image::new(self.imgs.hurt_bg) .wh_of(ui_widgets.window) .middle_of(ui_widgets.window) .graphics_for(ui_widgets.window) .color(Some(Color::Rgba(1.0, 1.0, 1.0, hurt_fade))) .set(self.ids.hurt_bg, ui_widgets); } // Death Frame if stats.is_dead { Image::new(self.imgs.death_bg) .wh_of(ui_widgets.window) .middle_of(ui_widgets.window) .graphics_for(ui_widgets.window) .color(Some(Color::Rgba(0.0, 0.0, 0.0, 1.0))) .set(self.ids.death_bg, ui_widgets); } // Crosshair if !self.show.help && !stats.is_dead { Image::new( // TODO: Do we want to match on this every frame? match global_state.settings.gameplay.crosshair_type { CrosshairType::Round => self.imgs.crosshair_outer_round, CrosshairType::RoundEdges => self.imgs.crosshair_outer_round_edges, CrosshairType::Edges => self.imgs.crosshair_outer_edges, }, ) .w_h(21.0 * 1.5, 21.0 * 1.5) .middle_of(ui_widgets.window) .color(Some(Color::Rgba( 1.0, 1.0, 1.0, global_state.settings.gameplay.crosshair_transp, ))) .set(self.ids.crosshair_outer, ui_widgets); Image::new(self.imgs.crosshair_inner) .w_h(21.0 * 2.0, 21.0 * 2.0) .middle_of(self.ids.crosshair_outer) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.6))) .set(self.ids.crosshair_inner, ui_widgets); } } // Nametags and healthbars // Max amount the sct font size increases when "flashing" const FLASH_MAX: f32 = 25.0; const BARSIZE: f64 = 2.0; const MANA_BAR_HEIGHT: f64 = BARSIZE * 1.5; const MANA_BAR_Y: f64 = MANA_BAR_HEIGHT / 2.0; // Get player position. let player_pos = client .state() .ecs() .read_storage::() .get(client.entity()) .map_or(Vec3::zero(), |pos| pos.0); let mut name_id_walker = self.ids.name_tags.walk(); let mut name_id_bg_walker = self.ids.name_tags_bgs.walk(); let mut level_id_walker = self.ids.levels.walk(); let mut level_skull_id_walker = self.ids.levels_skull.walk(); let mut health_id_walker = self.ids.health_bars.walk(); let mut mana_id_walker = self.ids.mana_bars.walk(); let mut health_back_id_walker = self.ids.health_bar_backs.walk(); let mut health_front_id_walker = self.ids.health_bar_fronts.walk(); let mut sct_bg_id_walker = self.ids.sct_bgs.walk(); let mut sct_id_walker = self.ids.scts.walk(); // Render Health Bars for (pos, stats, energy, height_offset, hp_floater_list) in ( &entities, &pos, interpolated.maybe(), &stats, &energy, scales.maybe(), &bodies, &hp_floater_lists, ) .join() .filter(|(entity, _, _, stats, _, _, _, _)| { *entity != me && !stats.is_dead //&& stats.health.current() != stats.health.maximum() }) // Don't show outside a certain range .filter(|(_, pos, _, _, _, _, _, hpfl)| { pos.0.distance_squared(player_pos) < (if hpfl .time_since_last_dmg_by_me .map_or(false, |t| t < NAMETAG_DMG_TIME) { NAMETAG_DMG_RANGE } else { NAMETAG_RANGE }) .powi(2) }) .map(|(_, pos, interpolated, stats, energy, scale, body, f)| { ( interpolated.map_or(pos.0, |i| i.pos), stats, energy, // TODO: when body.height() is more accurate remove the 2.0 body.height() * 2.0 * scale.map_or(1.0, |s| s.0), f, ) }) { let back_id = health_back_id_walker.next( &mut self.ids.health_bar_backs, &mut ui_widgets.widget_id_generator(), ); let health_bar_id = health_id_walker.next( &mut self.ids.health_bars, &mut ui_widgets.widget_id_generator(), ); let mana_bar_id = mana_id_walker.next( &mut self.ids.mana_bars, &mut ui_widgets.widget_id_generator(), ); let front_id = health_front_id_walker.next( &mut self.ids.health_bar_fronts, &mut ui_widgets.widget_id_generator(), ); let hp_percentage = stats.health.current() as f64 / stats.health.maximum() as f64 * 100.0; let energy_percentage = energy.current() as f64 / energy.maximum() as f64 * 100.0; let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 1.0; //Animation timer let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani); let ingame_pos = pos + Vec3::unit_z() * height_offset; // Background Image::new(self.imgs.enemy_health_bg) .w_h(84.0 * BARSIZE, 10.0 * BARSIZE) .x_y(0.0, MANA_BAR_Y + 6.5) //-25.5) .color(Some(Color::Rgba(0.1, 0.1, 0.1, 0.8))) .position_ingame(ingame_pos) .set(back_id, ui_widgets); // % HP Filling Image::new(self.imgs.enemy_bar) .w_h(73.0 * (hp_percentage / 100.0) * BARSIZE, 6.0 * BARSIZE) .x_y( (4.5 + (hp_percentage / 100.0 * 36.45 - 36.45)) * BARSIZE, MANA_BAR_Y + 7.5, ) .color(Some(if hp_percentage <= 25.0 { crit_hp_color } else if hp_percentage <= 50.0 { LOW_HP_COLOR } else { HP_COLOR })) .position_ingame(ingame_pos) .set(health_bar_id, ui_widgets); // % Mana Filling Rectangle::fill_with( [ 72.0 * (energy.current() as f64 / energy.maximum() as f64) * BARSIZE, MANA_BAR_HEIGHT, ], MANA_COLOR, ) .x_y( ((3.5 + (energy_percentage / 100.0 * 36.5)) - 36.45) * BARSIZE, MANA_BAR_Y, //-32.0, ) .position_ingame(ingame_pos) .set(mana_bar_id, ui_widgets); // Foreground Image::new(self.imgs.enemy_health) .w_h(84.0 * BARSIZE, 10.0 * BARSIZE) .x_y(0.0, MANA_BAR_Y + 6.5) //-25.5) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.99))) .position_ingame(ingame_pos) .set(front_id, ui_widgets); // Enemy SCT if let Some(floaters) = Some(hp_floater_list) .filter(|fl| !fl.floaters.is_empty() && global_state.settings.gameplay.sct) .map(|l| &l.floaters) { // Colors const WHITE: Rgb = Rgb::new(1.0, 0.9, 0.8); const LIGHT_OR: Rgb = Rgb::new(1.0, 0.925, 0.749); const LIGHT_MED_OR: Rgb = Rgb::new(1.0, 0.85, 0.498); const MED_OR: Rgb = Rgb::new(1.0, 0.776, 0.247); const DARK_ORANGE: Rgb = Rgb::new(1.0, 0.7, 0.0); const RED_ORANGE: Rgb = Rgb::new(1.0, 0.349, 0.0); const DAMAGE_COLORS: [Rgb; 6] = [ WHITE, LIGHT_OR, LIGHT_MED_OR, MED_OR, DARK_ORANGE, RED_ORANGE, ]; // Largest value that select the first color is 40, then it shifts colors // every 5 let font_col = |font_size: u32| { DAMAGE_COLORS[(font_size.saturating_sub(36) / 5).min(5) as usize] }; if global_state.settings.gameplay.sct_damage_batch { let number_speed = 50.0; // Damage number speed let sct_bg_id = sct_bg_id_walker .next(&mut self.ids.sct_bgs, &mut ui_widgets.widget_id_generator()); let sct_id = sct_id_walker .next(&mut self.ids.scts, &mut ui_widgets.widget_id_generator()); // Calculate total change // Ignores healing let hp_damage = floaters.iter().fold(0, |acc, f| { if f.hp_change < 0 { acc + f.hp_change } else { acc } }); let max_hp_frac = hp_damage.abs() as f32 / stats.health.maximum() as f32; let timer = floaters .last() .expect("There must be at least one floater") .timer; // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size = 30 + (max_hp_frac * 30.0) as u32 + if timer < 0.1 { (FLASH_MAX * (1.0 - timer / 0.1)) as u32 } else { 0 }; let font_col = font_col(font_size); // Timer sets the widget offset let y = (timer as f64 / crate::ecs::sys::floater::HP_SHOWTIME as f64 * number_speed) + 100.0; // Timer sets text transparency let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - timer) * 0.25) + 0.2; Text::new(&format!("{}", (hp_damage).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, fade)) .x_y(0.0, y - 3.0) .position_ingame(ingame_pos) .set(sct_bg_id, ui_widgets); Text::new(&format!("{}", hp_damage.abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .x_y(0.0, y) .color(if hp_damage < 0 { Color::Rgba(font_col.r, font_col.g, font_col.b, fade) } else { Color::Rgba(0.1, 1.0, 0.1, fade) }) .position_ingame(ingame_pos) .set(sct_id, ui_widgets); } else { for floater in floaters { let number_speed = 250.0; // Single Numbers Speed let sct_bg_id = sct_bg_id_walker .next(&mut self.ids.sct_bgs, &mut ui_widgets.widget_id_generator()); let sct_id = sct_id_walker .next(&mut self.ids.scts, &mut ui_widgets.widget_id_generator()); // Calculate total change let max_hp_frac = floater.hp_change.abs() as f32 / stats.health.maximum() as f32; // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size = 30 + (max_hp_frac * 30.0) as u32 + if floater.timer < 0.1 { (FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32 } else { 0 }; let font_col = font_col(font_size); // Timer sets the widget offset let y = (floater.timer as f64 / crate::ecs::sys::floater::HP_SHOWTIME as f64 * number_speed) + 100.0; // Timer sets text transparency let fade = ((crate::ecs::sys::floater::HP_SHOWTIME - floater.timer) * 0.25) + 0.2; Text::new(&format!("{}", (floater.hp_change).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(if floater.hp_change < 0 { Color::Rgba(0.0, 0.0, 0.0, fade) } else { Color::Rgba(0.1, 1.0, 0.1, 0.0) }) .x_y(0.0, y - 3.0) .position_ingame(ingame_pos) .set(sct_bg_id, ui_widgets); Text::new(&format!("{}", (floater.hp_change).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .x_y(0.0, y) .color(if floater.hp_change < 0 { Color::Rgba(font_col.r, font_col.g, font_col.b, fade) } else { Color::Rgba(0.1, 1.0, 0.1, 0.0) }) .position_ingame(ingame_pos) .set(sct_id, ui_widgets); } } } } if global_state.settings.gameplay.sct { // Render Player SCT numbers let mut player_sct_bg_id_walker = self.ids.player_sct_bgs.walk(); let mut player_sct_id_walker = self.ids.player_scts.walk(); if let (Some(HpFloaterList { floaters, .. }), Some(stats)) = ( hp_floater_lists .get(me) .filter(|fl| !fl.floaters.is_empty()), stats.get(me), ) { if global_state.settings.gameplay.sct_player_batch { let number_speed = 100.0; // Player Batched Numbers Speed let player_sct_bg_id = player_sct_bg_id_walker.next( &mut self.ids.player_sct_bgs, &mut ui_widgets.widget_id_generator(), ); let player_sct_id = player_sct_id_walker.next( &mut self.ids.player_scts, &mut ui_widgets.widget_id_generator(), ); // Calculate total change // Ignores healing let hp_damage = floaters.iter().fold(0, |acc, f| f.hp_change.min(0) + acc); let max_hp_frac = hp_damage.abs() as f32 / stats.health.maximum() as f32; let timer = floaters .last() .expect("There must be at least one floater") .timer; // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size = 30 + (max_hp_frac * 30.0) as u32 + if timer < 0.1 { (FLASH_MAX * (1.0 - timer / 0.1)) as u32 } else { 0 }; // Timer sets the widget offset let y = timer as f64 * number_speed * -1.0; // Timer sets text transparency let hp_fade = ((crate::ecs::sys::floater::MY_HP_SHOWTIME - timer) * 0.25) + 0.2; Text::new(&format!("{}", (hp_damage).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(if hp_damage < 0 { Color::Rgba(0.0, 0.0, 0.0, hp_fade) } else { Color::Rgba(0.0, 0.0, 0.0, 0.0) }) .mid_bottom_with_margin_on(ui_widgets.window, 297.0 + y) .set(player_sct_bg_id, ui_widgets); Text::new(&format!("{}", (hp_damage).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(if hp_damage < 0 { Color::Rgba(1.0, 0.1, 0.0, hp_fade) } else { Color::Rgba(0.0, 0.0, 0.0, 0.0) }) .mid_bottom_with_margin_on(ui_widgets.window, 300.0 + y) .set(player_sct_id, ui_widgets); }; for floater in floaters { // Healing always single numbers so just skip damage when in batch mode if global_state.settings.gameplay.sct_player_batch && floater.hp_change < 0 { continue; } let number_speed = 50.0; // Player Heal Speed let player_sct_bg_id = player_sct_bg_id_walker.next( &mut self.ids.player_sct_bgs, &mut ui_widgets.widget_id_generator(), ); let player_sct_id = player_sct_id_walker.next( &mut self.ids.player_scts, &mut ui_widgets.widget_id_generator(), ); let max_hp_frac = floater.hp_change.abs() as f32 / stats.health.maximum() as f32; // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size = 30 + (max_hp_frac * 30.0) as u32 + if floater.timer < 0.1 { (FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32 } else { 0 }; // Timer sets the widget offset let y = if floater.hp_change < 0 { floater.timer as f64 * number_speed * floater.hp_change.signum() as f64 //* -1.0 + 300.0 - ui_widgets.win_h * 0.5 } else { floater.timer as f64 * number_speed * floater.hp_change.signum() as f64 * -1.0 + 300.0 - ui_widgets.win_h * 0.5 }; // Healing is offset randomly let x = if floater.hp_change < 0 { 0.0 } else { (floater.rand as f64 - 0.5) * 0.2 * ui_widgets.win_w }; // Timer sets text transparency let hp_fade = ((crate::ecs::sys::floater::MY_HP_SHOWTIME - floater.timer) * 0.25) + 0.2; Text::new(&format!("{}", (floater.hp_change).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, hp_fade)) .x_y(x, y - 3.0) .set(player_sct_bg_id, ui_widgets); Text::new(&format!("{}", (floater.hp_change).abs())) .font_size(font_size) .font_id(self.fonts.cyri.conrod_id) .color(if floater.hp_change < 0 { Color::Rgba(1.0, 0.1, 0.0, hp_fade) } else { Color::Rgba(0.1, 1.0, 0.1, hp_fade) }) .x_y(x, y) .set(player_sct_id, ui_widgets); } } // EXP Numbers if let (Some(floaters), Some(stats)) = ( Some(&*ecs.read_resource::()) .map(|l| &l.floaters) .filter(|f| !f.is_empty()), stats.get(me), ) { // TODO replace with setting let batched_sct = false; if batched_sct { let number_speed = 50.0; // Number Speed for Cumulated EXP let player_sct_bg_id = player_sct_bg_id_walker.next( &mut self.ids.player_sct_bgs, &mut ui_widgets.widget_id_generator(), ); let player_sct_id = player_sct_id_walker.next( &mut self.ids.player_scts, &mut ui_widgets.widget_id_generator(), ); // Sum xp change let exp_change = floaters.iter().fold(0, |acc, f| f.exp_change + acc); // Can't fail since we filtered out empty lists above let (timer, rand) = floaters .last() .map(|f| (f.timer, f.rand)) .expect("Impossible"); // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size_xp = 30 + (exp_change.abs() as f32 / stats.exp.maximum() as f32 * 50.0) as u32 + if timer < 0.1 { (FLASH_MAX * (1.0 - timer / 0.1)) as u32 } else { 0 }; let y = timer as f64 * number_speed; // Timer sets the widget offset let fade = ((4.0 - timer as f32) * 0.25) + 0.2; // Timer sets text transparency Text::new(&format!("{} Exp", exp_change)) .font_size(font_size_xp) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, fade)) .x_y( ui_widgets.win_w * (0.5 * rand.0 as f64 - 0.25), ui_widgets.win_h * (0.15 * rand.1 as f64) + y - 3.0, ) .set(player_sct_bg_id, ui_widgets); Text::new(&format!("{} Exp", exp_change)) .font_size(font_size_xp) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.59, 0.41, 0.67, fade)) .x_y( ui_widgets.win_w * (0.5 * rand.0 as f64 - 0.25), ui_widgets.win_h * (0.15 * rand.1 as f64) + y, ) .set(player_sct_id, ui_widgets); } else { for floater in floaters { let number_speed = 50.0; // Number Speed for Single EXP let player_sct_bg_id = player_sct_bg_id_walker.next( &mut self.ids.player_sct_bgs, &mut ui_widgets.widget_id_generator(), ); let player_sct_id = player_sct_id_walker.next( &mut self.ids.player_scts, &mut ui_widgets.widget_id_generator(), ); // Increase font size based on fraction of maximum health // "flashes" by having a larger size in the first 100ms let font_size_xp = 30 + (floater.exp_change.abs() as f32 / stats.exp.maximum() as f32 * 50.0) as u32 + if floater.timer < 0.1 { (FLASH_MAX * (1.0 - floater.timer / 0.1)) as u32 } else { 0 }; let y = floater.timer as f64 * number_speed; // Timer sets the widget offset let fade = ((4.0 - floater.timer as f32) * 0.25) + 0.2; // Timer sets text transparency Text::new(&format!("{} Exp", floater.exp_change)) .font_size(font_size_xp) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.0, 0.0, 0.0, fade)) .x_y( ui_widgets.win_w * (0.5 * floater.rand.0 as f64 - 0.25), ui_widgets.win_h * (0.15 * floater.rand.1 as f64) + y - 3.0, ) .set(player_sct_bg_id, ui_widgets); Text::new(&format!("{} Exp", floater.exp_change)) .font_size(font_size_xp) .font_id(self.fonts.cyri.conrod_id) .color(Color::Rgba(0.59, 0.41, 0.67, fade)) .x_y( ui_widgets.win_w * (0.5 * floater.rand.0 as f64 - 0.25), ui_widgets.win_h * (0.15 * floater.rand.1 as f64) + y, ) .set(player_sct_id, ui_widgets); } } } } // Render Name Tags for (pos, name, level, height_offset) in ( &entities, &pos, interpolated.maybe(), &stats, players.maybe(), scales.maybe(), &bodies, &hp_floater_lists, ) .join() .filter(|(entity, _, _, stats, _, _, _, _)| *entity != me && !stats.is_dead) // Don't show outside a certain range .filter(|(_, pos, _, _, _, _, _, hpfl)| { pos.0.distance_squared(player_pos) < (if hpfl .time_since_last_dmg_by_me .map_or(false, |t| t < NAMETAG_DMG_TIME) { NAMETAG_DMG_RANGE } else { NAMETAG_RANGE }) .powi(2) }) .map(|(_, pos, interpolated, stats, player, scale, body, _)| { // TODO: This is temporary // If the player used the default character name display their name instead let name = if stats.name == "Character Name" { player.map_or(&stats.name, |p| &p.alias) } else { &stats.name }; ( interpolated.map_or(pos.0, |i| i.pos), format!("{}", name), stats.level, body.height() * 2.0 * scale.map_or(1.0, |s| s.0), ) }) { let name_id = name_id_walker.next( &mut self.ids.name_tags, &mut ui_widgets.widget_id_generator(), ); let name_bg_id = name_id_bg_walker.next( &mut self.ids.name_tags_bgs, &mut ui_widgets.widget_id_generator(), ); let level_id = level_id_walker .next(&mut self.ids.levels, &mut ui_widgets.widget_id_generator()); let level_skull_id = level_skull_id_walker.next( &mut self.ids.levels_skull, &mut ui_widgets.widget_id_generator(), ); let ingame_pos = pos + Vec3::unit_z() * height_offset; // Name Text::new(&name) .font_id(self.fonts.cyri.conrod_id) .font_size(30) .color(Color::Rgba(0.0, 0.0, 0.0, 1.0)) .x_y(-1.0, MANA_BAR_Y + 48.0) .position_ingame(ingame_pos) .set(name_bg_id, ui_widgets); Text::new(&name) .font_id(self.fonts.cyri.conrod_id) .font_size(30) .color(Color::Rgba(0.61, 0.61, 0.89, 1.0)) .x_y(0.0, MANA_BAR_Y + 50.0) .position_ingame(ingame_pos) .set(name_id, ui_widgets); // Level const LOW: Color = Color::Rgba(0.54, 0.81, 0.94, 0.4); const HIGH: Color = Color::Rgba(1.0, 0.0, 0.0, 1.0); const EQUAL: Color = Color::Rgba(1.0, 1.0, 1.0, 1.0); let op_level = level.level(); let level_str = format!("{}", op_level); // Change visuals of the level display depending on the player level/opponent // level let level_comp = op_level as i64 - own_level as i64; // + 10 level above player -> skull // + 5-10 levels above player -> high // -5 - +5 levels around player level -> equal // - 5 levels below player -> low Text::new(if level_comp < 10 { &level_str } else { "?" }) .font_id(self.fonts.cyri.conrod_id) .font_size(if op_level > 9 && level_comp < 10 { 14 } else { 15 }) .color(if level_comp > 4 { HIGH } else if level_comp < -5 { LOW } else { EQUAL }) .x_y(-37.0 * BARSIZE, MANA_BAR_Y + 9.0) .position_ingame(ingame_pos) .set(level_id, ui_widgets); if level_comp > 9 { let skull_ani = ((self.pulse * 0.7/* speed factor */).cos() * 0.5 + 0.5) * 10.0; //Animation timer Image::new(if skull_ani as i32 == 1 && rand::random::() < 0.9 { self.imgs.skull_2 } else { self.imgs.skull }) .w_h(18.0 * BARSIZE, 18.0 * BARSIZE) .x_y(-39.0 * BARSIZE, MANA_BAR_Y + 7.0) .color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0))) .position_ingame(ingame_pos) .set(level_skull_id, ui_widgets); } } } // Introduction Text let intro_text = &self.voxygen_i18n.get("hud.welcome"); if self.show.intro && !self.show.esc_menu && !self.intro_2 { match global_state.settings.gameplay.intro_show { Intro::Show => { Rectangle::fill_with([800.0, 850.0], Color::Rgba(0.0, 0.0, 0.0, 0.80)) .top_left_with_margins_on(ui_widgets.window, 180.0, 10.0) .floating(true) .set(self.ids.intro_bg, ui_widgets); Text::new(intro_text) .top_left_with_margins_on(self.ids.intro_bg, 10.0, 10.0) .font_size(self.fonts.cyri.scale(20)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(self.ids.intro_text, ui_widgets); if Button::image(self.imgs.button) .w_h(100.0, 50.0) .mid_bottom_with_margin_on(self.ids.intro_bg, 10.0) .label(&self.voxygen_i18n.get("common.close")) .label_font_size(self.fonts.cyri.scale(20)) .label_font_id(self.fonts.cyri.conrod_id) .label_color(TEXT_COLOR) .hover_image(self.imgs.button_hover) .press_image(self.imgs.button_press) .set(self.ids.intro_close, ui_widgets) .was_clicked() { if self.never_show { events.push(Event::Intro(Intro::Never)); self.never_show = !self.never_show; self.intro = false; self.intro_2 = false; } else { self.show.intro = !self.show.intro; self.intro = false; self.intro_2 = false; } } if Button::image(if self.never_show { self.imgs.checkbox_checked } else { self.imgs.checkbox }) .w_h(20.0, 20.0) .right_from(self.ids.intro_close, 10.0) .hover_image(if self.never_show { self.imgs.checkbox_checked_mo } else { self.imgs.checkbox_mo }) .press_image(self.imgs.checkbox_press) .set(self.ids.intro_check, ui_widgets) .was_clicked() { self.never_show = !self.never_show }; Text::new(&self.voxygen_i18n.get("hud.do_not_show_on_startup")) .right_from(self.ids.intro_check, 10.0) .font_size(self.fonts.cyri.scale(10)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(self.ids.intro_check_text, ui_widgets); // X-button if Button::image(self.imgs.close_button) .w_h(40.0, 40.0) .hover_image(self.imgs.close_button_hover) .press_image(self.imgs.close_button_press) .top_right_with_margins_on(self.ids.intro_bg, 0.0, 0.0) .color(Color::Rgba(1.0, 1.0, 1.0, 0.8)) .set(self.ids.intro_close_4, ui_widgets) .was_clicked() { if self.never_show { events.push(Event::Intro(Intro::Never)); self.never_show = !self.never_show; self.intro = false; self.intro_2 = false; } else { self.show.intro = !self.show.intro; self.intro = false; self.intro_2 = false; } }; }, Intro::Never => {}, } } if self.intro_2 && !self.show.esc_menu { Rectangle::fill_with([800.0, 850.0], Color::Rgba(0.0, 0.0, 0.0, 0.80)) .top_left_with_margins_on(ui_widgets.window, 180.0, 10.0) .floating(true) .set(self.ids.intro_bg, ui_widgets); Text::new(intro_text) .top_left_with_margins_on(self.ids.intro_bg, 10.0, 10.0) .font_size(self.fonts.cyri.scale(20)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(self.ids.intro_text, ui_widgets); if Button::image(self.imgs.button) .w_h(100.0, 50.0) .mid_bottom_with_margin_on(self.ids.intro_bg, 10.0) .label(&self.voxygen_i18n.get("common.close")) .label_font_size(self.fonts.cyri.scale(20)) .label_font_id(self.fonts.cyri.conrod_id) .label_color(TEXT_COLOR) .hover_image(self.imgs.button_hover) .press_image(self.imgs.button_press) .set(self.ids.intro_close_3, ui_widgets) .was_clicked() { self.intro_2 = false; } // X-button if Button::image(self.imgs.close_button) .w_h(40.0, 40.0) .hover_image(self.imgs.close_button_hover) .press_image(self.imgs.close_button_press) .top_right_with_margins_on(self.ids.intro_bg, 0.0, 0.0) .color(Color::Rgba(1.0, 1.0, 1.0, 0.8)) .set(self.ids.intro_close_4, ui_widgets) .was_clicked() { if self.never_show { events.push(Event::Intro(Intro::Never)); self.never_show = !self.never_show; self.intro = false; self.intro_2 = false; } else { self.show.intro = !self.show.intro; self.intro = false; self.intro_2 = false; } }; } // Display debug window. if global_state.settings.gameplay.toggle_debug { // Alpha Version Text::new(&version) .top_left_with_margins_on(ui_widgets.window, 5.0, 5.0) .font_size(self.fonts.cyri.scale(14)) .font_id(self.fonts.cyri.conrod_id) .color(TEXT_COLOR) .set(self.ids.version, ui_widgets); // Ticks per second Text::new(&format!("FPS: {:.0}", debug_info.tps)) .color(TEXT_COLOR) .down_from(self.ids.version, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.fps_counter, ui_widgets); // Ping Text::new(&format!("Ping: {:.0}ms", debug_info.ping_ms)) .color(TEXT_COLOR) .down_from(self.ids.fps_counter, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.ping, ui_widgets); // Player's position let coordinates_text = match debug_info.coordinates { Some(coordinates) => format!( "Coordinates: ({:.0}, {:.0}, {:.0})", coordinates.0.x, coordinates.0.y, coordinates.0.z, ), None => "Player has no Pos component".to_owned(), }; Text::new(&coordinates_text) .color(TEXT_COLOR) .down_from(self.ids.ping, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.coordinates, ui_widgets); // Player's velocity let velocity_text = match debug_info.velocity { Some(velocity) => format!( "Velocity: ({:.1}, {:.1}, {:.1}) [{:.1} u/s]", velocity.0.x, velocity.0.y, velocity.0.z, velocity.0.magnitude() ), None => "Player has no Vel component".to_owned(), }; Text::new(&velocity_text) .color(TEXT_COLOR) .down_from(self.ids.coordinates, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.velocity, ui_widgets); // Loaded distance Text::new(&format!( "View distance: {:.2} blocks ({:.2} chunks)", client.loaded_distance(), client.loaded_distance() / TerrainChunk::RECT_SIZE.x as f32, )) .color(TEXT_COLOR) .down_from(self.ids.velocity, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.loaded_distance, ui_widgets); // Time let time_in_seconds = client.state().get_time_of_day(); let current_time = NaiveTime::from_num_seconds_from_midnight( // Wraps around back to 0s if it exceeds 24 hours (24 hours = 86400s) (time_in_seconds as u64 % 86400) as u32, 0, ); Text::new(&format!( "Time: {}", current_time.format("%H:%M").to_string() )) .color(TEXT_COLOR) .down_from(self.ids.loaded_distance, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.time, ui_widgets); // Number of entities let entity_count = client.state().ecs().entities().join().count(); Text::new(&format!("Entity count: {}", entity_count)) .color(TEXT_COLOR) .down_from(self.ids.time, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.entity_count, ui_widgets); // Number of chunks Text::new(&format!( "Chunks: {} ({} visible)", debug_info.num_chunks, debug_info.num_visible_chunks, )) .color(TEXT_COLOR) .down_from(self.ids.entity_count, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.num_chunks, ui_widgets); // Number of figures Text::new(&format!( "Figures: {} ({} visible)", debug_info.num_figures, debug_info.num_figures_visible, )) .color(TEXT_COLOR) .down_from(self.ids.num_chunks, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.num_figures, ui_widgets); // Help Window Text::new( &self .voxygen_i18n .get("hud.press_key_to_toggle_keybindings_fmt") .replace( "{key}", &format!("{:?}", global_state.settings.controls.help), ), ) .color(TEXT_COLOR) .down_from(self.ids.num_figures, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.help_info, ui_widgets); // Info about Debug Shortcut Text::new( &self .voxygen_i18n .get("hud.press_key_to_toggle_debug_info_fmt") .replace( "{key}", &format!("{:?}", global_state.settings.controls.toggle_debug), ), ) .color(TEXT_COLOR) .down_from(self.ids.help_info, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(14)) .set(self.ids.debug_info, ui_widgets); } else { // Help Window Text::new( &self .voxygen_i18n .get("hud.press_key_to_show_keybindings_fmt") .replace( "{key}", &format!("{:?}", global_state.settings.controls.help), ), ) .color(TEXT_COLOR) .top_left_with_margins_on(ui_widgets.window, 5.0, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(16)) .set(self.ids.help_info, ui_widgets); // Info about Debug Shortcut Text::new( &self .voxygen_i18n .get("hud.press_key_to_show_debug_info_fmt") .replace( "{key}", &format!("{:?}", global_state.settings.controls.toggle_debug), ), ) .color(TEXT_COLOR) .down_from(self.ids.help_info, 5.0) .font_id(self.fonts.cyri.conrod_id) .font_size(self.fonts.cyri.scale(12)) .set(self.ids.debug_info, ui_widgets); } // Help Text if self.show.help && !self.show.map && !self.show.esc_menu { Image::new(self.imgs.help) .middle_of(ui_widgets.window) .w_h(1260.0 * 1.2, 519.0 * 1.2) .set(self.ids.help, ui_widgets); // Show tips if Button::image(self.imgs.button) .w_h(120.0, 50.0) .hover_image(self.imgs.button_hover) .press_image(self.imgs.button_press) .label(&self.voxygen_i18n.get("hud.show_tips")) .label_font_size(self.fonts.cyri.scale(20)) .label_font_id(self.fonts.cyri.conrod_id) .label_color(TEXT_COLOR) .mid_bottom_with_margin_on(self.ids.help, 20.0) .set(self.ids.button_help3, ui_widgets) .was_clicked() { self.show.help = false; self.show.intro = false; self.intro = false; self.intro_2 = true; }; // X-button if Button::image(self.imgs.close_button) .w_h(40.0, 40.0) .hover_image(self.imgs.close_button_hover) .press_image(self.imgs.close_button_press) .top_right_with_margins_on(self.ids.help, 0.0, 0.0) .color(Color::Rgba(1.0, 1.0, 1.0, 0.8)) .set(self.ids.button_help2, ui_widgets) .was_clicked() { self.show.help = false; }; } // Bag button and nearby icons match Buttons::new( &self.show.open_windows, self.show.map, self.show.bag, &self.imgs, &self.fonts, ) .set(self.ids.buttons, ui_widgets) { Some(buttons::Event::ToggleBag) => self.show.toggle_bag(), Some(buttons::Event::ToggleSettings) => self.show.toggle_settings(), Some(buttons::Event::ToggleCharacter) => self.show.toggle_char_window(), Some(buttons::Event::ToggleSocial) => self.show.toggle_social(), Some(buttons::Event::ToggleSpell) => self.show.toggle_spell(), Some(buttons::Event::ToggleQuest) => self.show.toggle_quest(), Some(buttons::Event::ToggleMap) => self.show.toggle_map(), None => {}, } // MiniMap match MiniMap::new( &self.show, client, &self.imgs, &self.rot_imgs, &self.world_map, &self.fonts, ) .set(self.ids.minimap, ui_widgets) { Some(minimap::Event::Toggle) => self.show.toggle_mini_map(), None => {}, } // Bag contents if self.show.bag { match Bag::new( client, &self.imgs, &self.item_imgs, &self.fonts, &self.rot_imgs, tooltip_manager, self.pulse, ) .set(self.ids.bag, ui_widgets) { Some(bag::Event::HudEvent(event)) => events.push(event), Some(bag::Event::Close) => { self.show.bag(false); self.force_ungrab = true; }, None => {}, } } // Skillbar // Get player stats let ecs = client.state().ecs(); let stats = ecs.read_storage::(); let energy = ecs.read_storage::(); let character_state = ecs.read_storage::(); let entity = client.entity(); let controller = ecs.read_storage::(); if let (Some(stats), Some(energy), Some(character_state), Some(controller)) = ( stats.get(entity), energy.get(entity), character_state.get(entity), controller.get(entity).map(|c| &c.inputs), ) { Skillbar::new( global_state, &self.imgs, &self.fonts, &stats, &energy, &character_state, self.pulse, &controller, ) .set(self.ids.skillbar, ui_widgets); } // Chat box match Chat::new( &mut self.new_messages, global_state, &self.imgs, &self.fonts, ) .and_then(self.force_chat_input.take(), |c, input| c.input(input)) .and_then(self.force_chat_cursor.take(), |c, pos| c.cursor_pos(pos)) .set(self.ids.chat, ui_widgets) { Some(chat::Event::SendMessage(message)) => { events.push(Event::SendMessage(message)); }, Some(chat::Event::Focus(focus_id)) => { self.to_focus = Some(Some(focus_id)); }, None => {}, } self.new_messages = VecDeque::new(); // Windows // Char Window will always appear at the left side. Other Windows default to the // left side, but when the Char Window is opened they will appear to the right // of it. // Settings if let Windows::Settings = self.show.open_windows { for event in SettingsWindow::new( &global_state, &self.show, &self.imgs, &self.fonts, &self.voxygen_i18n, ) .set(self.ids.settings_window, ui_widgets) { match event { settings_window::Event::Sct(sct) => { events.push(Event::Sct(sct)); }, settings_window::Event::SctPlayerBatch(sct_player_batch) => { events.push(Event::SctPlayerBatch(sct_player_batch)); }, settings_window::Event::SctDamageBatch(sct_damage_batch) => { events.push(Event::SctDamageBatch(sct_damage_batch)); }, settings_window::Event::ToggleHelp => self.show.help = !self.show.help, settings_window::Event::ToggleDebug => self.show.debug = !self.show.debug, settings_window::Event::ChangeTab(tab) => self.show.open_setting_tab(tab), settings_window::Event::Close => self.show.settings(false), settings_window::Event::AdjustMousePan(sensitivity) => { events.push(Event::AdjustMousePan(sensitivity)); }, settings_window::Event::AdjustMouseZoom(sensitivity) => { events.push(Event::AdjustMouseZoom(sensitivity)); }, settings_window::Event::ChatTransp(chat_transp) => { events.push(Event::ChatTransp(chat_transp)); }, settings_window::Event::ToggleZoomInvert(zoom_inverted) => { events.push(Event::ToggleZoomInvert(zoom_inverted)); }, settings_window::Event::ToggleMouseYInvert(mouse_y_inverted) => { events.push(Event::ToggleMouseYInvert(mouse_y_inverted)); }, settings_window::Event::AdjustViewDistance(view_distance) => { events.push(Event::AdjustViewDistance(view_distance)); }, settings_window::Event::CrosshairTransp(crosshair_transp) => { events.push(Event::CrosshairTransp(crosshair_transp)); }, settings_window::Event::Intro(intro_show) => { events.push(Event::Intro(intro_show)); }, settings_window::Event::AdjustMusicVolume(music_volume) => { events.push(Event::AdjustMusicVolume(music_volume)); }, settings_window::Event::AdjustSfxVolume(sfx_volume) => { events.push(Event::AdjustSfxVolume(sfx_volume)); }, settings_window::Event::MaximumFPS(max_fps) => { events.push(Event::ChangeMaxFPS(max_fps)); }, settings_window::Event::ChangeAudioDevice(name) => { events.push(Event::ChangeAudioDevice(name)); }, settings_window::Event::CrosshairType(crosshair_type) => { events.push(Event::CrosshairType(crosshair_type)); }, settings_window::Event::ToggleXpBar(xp_bar) => { events.push(Event::ToggleXpBar(xp_bar)); }, settings_window::Event::ToggleBarNumbers(bar_numbers) => { events.push(Event::ToggleBarNumbers(bar_numbers)); }, settings_window::Event::ToggleShortcutNumbers(shortcut_numbers) => { events.push(Event::ToggleShortcutNumbers(shortcut_numbers)); }, settings_window::Event::UiScale(scale_change) => { events.push(Event::UiScale(scale_change)); }, settings_window::Event::AdjustFOV(new_fov) => { events.push(Event::ChangeFOV(new_fov)); }, settings_window::Event::AdjustGamma(new_gamma) => { events.push(Event::ChangeGamma(new_gamma)); }, settings_window::Event::ChangeAaMode(new_aa_mode) => { events.push(Event::ChangeAaMode(new_aa_mode)); }, settings_window::Event::ChangeCloudMode(new_cloud_mode) => { events.push(Event::ChangeCloudMode(new_cloud_mode)); }, settings_window::Event::ChangeFluidMode(new_fluid_mode) => { events.push(Event::ChangeFluidMode(new_fluid_mode)); }, settings_window::Event::ChangeLanguage(language) => { events.push(Event::ChangeLanguage(language)); }, settings_window::Event::ToggleFullscreen => { events.push(Event::ToggleFullscreen); }, settings_window::Event::AdjustWindowSize(new_size) => { events.push(Event::AdjustWindowSize(new_size)); }, } } } // Social Window if self.show.social { for event in Social::new( &self.show, client, &self.imgs, &self.fonts, &self.voxygen_i18n, ) .set(self.ids.social_window, ui_widgets) { match event { social::Event::Close => self.show.social(false), social::Event::ChangeSocialTab(social_tab) => { self.show.open_social_tab(social_tab) }, } } } // Character Window if self.show.character_window { let ecs = client.state().ecs(); let stats = ecs.read_storage::(); let player_stats = stats.get(client.entity()).unwrap(); match CharacterWindow::new( &self.show, &player_stats, &self.imgs, &self.fonts, &self.voxygen_i18n, ) .set(self.ids.character_window, ui_widgets) { Some(character_window::Event::Close) => { self.show.character_window(false); self.force_ungrab = true; }, None => {}, } } // Spellbook if self.show.spell { match Spell::new( &self.show, client, &self.imgs, &self.fonts, &self.voxygen_i18n, ) .set(self.ids.spell, ui_widgets) { Some(spell::Event::Close) => { self.show.spell(false); self.force_ungrab = true; }, None => {}, } } // Quest Log if self.show.quest { match Quest::new( &self.show, client, &self.imgs, &self.fonts, &self.voxygen_i18n, ) .set(self.ids.quest, ui_widgets) { Some(quest::Event::Close) => { self.show.quest(false); self.force_ungrab = true; }, None => {}, } } // Map if self.show.map { match Map::new( &self.show, client, &self.imgs, &self.rot_imgs, &self.world_map, &self.fonts, self.pulse, self.velocity, ) .set(self.ids.map, ui_widgets) { Some(map::Event::Close) => { self.show.map(false); self.force_ungrab = true; }, None => {}, } } if self.show.esc_menu { match EscMenu::new(&self.imgs, &self.fonts, &self.voxygen_i18n) .set(self.ids.esc_menu, ui_widgets) { Some(esc_menu::Event::OpenSettings(tab)) => { self.show.open_setting_tab(tab); }, Some(esc_menu::Event::Close) => { self.show.esc_menu = false; self.show.want_grab = false; self.force_ungrab = true; // Unpause the game if we are on singleplayer if let Some(singleplayer) = global_state.singleplayer.as_ref() { singleplayer.pause(false); }; }, Some(esc_menu::Event::Logout) => { events.push(Event::Logout); }, Some(esc_menu::Event::Quit) => events.push(Event::Quit), Some(esc_menu::Event::CharacterSelection) => events.push(Event::CharacterSelection), None => {}, } } events } pub fn new_message(&mut self, msg: ClientEvent) { self.new_messages.push_back(msg); } pub fn scale_change(&mut self, scale_change: ScaleChange) -> ScaleMode { let scale_mode = match scale_change { ScaleChange::Adjust(scale) => ScaleMode::Absolute(scale), ScaleChange::ToAbsolute => self.ui.scale().scaling_mode_as_absolute(), ScaleChange::ToRelative => self.ui.scale().scaling_mode_as_relative(), }; self.ui.set_scaling_mode(scale_mode); scale_mode } // Checks if a TextEdit widget has the keyboard captured. fn typing(&self) -> bool { if let Some(id) = self.ui.widget_capturing_keyboard() { self.ui .widget_graph() .widget(id) .filter(|c| { c.type_id == std::any::TypeId::of::<::State>() }) .is_some() } else { false } } pub fn handle_event(&mut self, event: WinEvent, global_state: &mut GlobalState) -> bool { let cursor_grabbed = global_state.window.is_cursor_grabbed(); let handled = match event { WinEvent::Ui(event) => { if (self.typing() && event.is_keyboard() && self.show.ui) || !(cursor_grabbed && event.is_keyboard_or_mouse()) { self.ui.handle_event(event); } true }, WinEvent::InputUpdate(GameInput::ToggleInterface, true) if !self.typing() => { self.show.toggle_ui(); true }, WinEvent::InputUpdate(GameInput::ToggleCursor, true) if !self.typing() => { self.force_ungrab = !self.force_ungrab; true }, _ if !self.show.ui => false, WinEvent::Zoom(_) => !cursor_grabbed && !self.ui.no_widget_capturing_mouse(), WinEvent::InputUpdate(GameInput::Enter, true) => { self.ui.focus_widget(if self.typing() { None } else { Some(self.ids.chat) }); true }, WinEvent::InputUpdate(GameInput::Escape, true) => { if self.typing() { self.ui.focus_widget(None); } else { // Close windows on esc self.show.toggle_windows(global_state); } true }, // Press key while not typing WinEvent::InputUpdate(key, true) if !self.typing() => match key { GameInput::Command => { self.force_chat_input = Some("/".to_owned()); self.force_chat_cursor = Some(Index { line: 0, char: 1 }); self.ui.focus_widget(Some(self.ids.chat)); true }, GameInput::Map => { self.show.toggle_map(); true }, GameInput::Bag => { self.show.toggle_bag(); true }, GameInput::QuestLog => { self.show.toggle_quest(); true }, GameInput::CharacterWindow => { self.show.toggle_char_window(); true }, GameInput::Social => { self.show.toggle_social(); true }, GameInput::Spellbook => { self.show.toggle_spell(); true }, GameInput::Settings => { self.show.toggle_settings(); true }, GameInput::Help => { self.show.toggle_help(); true }, GameInput::ToggleDebug => { global_state.settings.gameplay.toggle_debug = !global_state.settings.gameplay.toggle_debug; true }, GameInput::ToggleIngameUi => { self.show.ingame = !self.show.ingame; true }, _ => false, }, // Else the player is typing in chat WinEvent::InputUpdate(_key, _) => self.typing(), WinEvent::Char(_) => self.typing(), WinEvent::Focused(state) => { self.force_ungrab = !state; true }, _ => false, }; // Handle cursor grab. global_state .window .grab_cursor(!self.force_ungrab && self.show.want_grab); handled } pub fn maintain( &mut self, client: &Client, global_state: &mut GlobalState, debug_info: DebugInfo, camera: &Camera, dt: Duration, ) -> Vec { if let Some(maybe_id) = self.to_focus.take() { self.ui.focus_widget(maybe_id); } let events = self.update_layout(client, global_state, debug_info, dt); let (v_mat, p_mat, _) = camera.compute_dependents(client); self.ui .maintain(&mut global_state.window.renderer_mut(), Some(p_mat * v_mat)); // Check if item images need to be reloaded self.item_imgs.reload_if_changed(&mut self.ui); events } pub fn render(&self, renderer: &mut Renderer, globals: &Consts) { // Don't show anything if the UI is toggled off. if self.show.ui { self.ui.render(renderer, Some(globals)); } } }