veloren/voxygen/src/hud/character_window.rs
Cody 6b09fd7c53 Pedantic comment and language fixes.
Former-commit-id: eb49765c911aaa97a9c8ed351216a7a6f8411213
2019-05-17 18:32:07 -04:00

408 lines
13 KiB
Rust

use super::{img_ids::Imgs, Fonts, TEXT_COLOR, XP_COLOR};
use conrod_core::{
color,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget, WidgetCommon,
};
widget_ids! {
pub struct Ids {
charwindow,
charwindow_gradient,
charwindow_close,
charwindow_exp_progress_rectangle,
charwindow_exp_rectangle,
charwindow_frame,
content_align,
charwindow_rectangle,
charwindow_tab1,
charwindow_tab1_exp,
charwindow_tab1_expbar,
charwindow_tab1_level,
charwindow_tab1_statnames,
charwindow_tab1_stats,
charwindow_tab_bg,
charwindow_title,
window_3,
tab_bg,
tab_small_open,
tab_small_closed,
xp_charwindow,
divider,
head_bg,
shoulders_bg,
hands_bg,
belt_bg,
legs_bg,
feet_bg,
ring_r_bg,
ring_l_bg,
tabard_bg,
chest_bg,
back_bg,
gem_bg,
necklace_bg,
mainhand_bg,
offhand_bg,
charwindow_bg,
head_grid,
shoulders_grid,
hands_grid,
belt_grid,
legs_grid,
feet_grid,
ring_r_grid,
ring_l_grid,
tabard_grid,
chest_grid,
back_grid,
gem_grid,
necklace_grid,
mainhand_grid,
offhand_grid,
}
}
#[derive(WidgetCommon)]
pub struct CharacterWindow<'a> {
imgs: &'a Imgs,
fonts: &'a Fonts,
#[conrod(common_builder)]
common: widget::CommonBuilder,
}
impl<'a> CharacterWindow<'a> {
pub fn new(imgs: &'a Imgs, fonts: &'a Fonts) -> Self {
Self {
imgs,
fonts,
common: widget::CommonBuilder::default(),
}
}
}
pub enum Event {
Close,
}
impl<'a> Widget for CharacterWindow<'a> {
type State = Ids;
type Style = ();
type Event = Option<Event>;
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
Ids::new(id_gen)
}
fn style(&self) -> Self::Style {
()
}
fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
let widget::UpdateArgs { id, state, ui, .. } = args;
// TODO: Read from parameter/character struct.
let xp_percentage = 0.4;
// Frame
Image::new(self.imgs.window_3)
.middle_of(id)
.top_left_with_margins_on(ui.window, 212.0, 215.0)
.w_h(103.0 * 4.0, 122.0 * 4.0)
.set(state.charwindow_frame, ui);
// Icon
//Image::new(self.imgs.charwindow_icon)
//.w_h(40.0, 40.0)
//.top_left_with_margins_on(state.charwindow_frame, 4.0, 4.0)
//.set(state.charwindow_icon, ui);
// X-Button
if Button::image(self.imgs.close_button)
.w_h(28.0, 28.0)
.hover_image(self.imgs.close_button_hover)
.press_image(self.imgs.close_button_press)
.top_right_with_margins_on(state.charwindow_frame, 0.0, 0.0)
.set(state.charwindow_close, ui)
.was_clicked()
{
return Some(Event::Close);
}
// Title
// TODO: Use an actual character name.
Text::new("Character Name")
.mid_top_with_margin_on(state.charwindow_frame, 6.0)
.font_id(self.fonts.metamorph)
.font_size(14)
.color(TEXT_COLOR)
.set(state.charwindow_title, ui);
// Content Alignment
Rectangle::fill_with([95.0 * 4.0, 108.0 * 4.0], color::TRANSPARENT)
.mid_top_with_margin_on(state.charwindow_frame, 40.0)
.set(state.content_align, ui);
// Gradient BG
Image::new(self.imgs.charwindow_gradient)
.w_h(95.0 * 4.0, 108.0 * 4.0)
.middle_of(state.content_align)
.set(state.charwindow_gradient, ui);
// Contents
// Head
Image::new(self.imgs.head_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.mid_top_with_margin_on(state.content_align, 5.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.head_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.head_bg)
.set(state.head_grid, ui);
// Ring R
Image::new(self.imgs.ring_r_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.bottom_right_with_margins_on(state.content_align, 20.0, 20.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.ring_r_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.ring_r_bg)
.set(state.ring_r_grid, ui);
// Feet
Image::new(self.imgs.feet_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.ring_r_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.feet_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.feet_bg)
.set(state.feet_grid, ui);
// Legs
Image::new(self.imgs.legs_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.feet_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.legs_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.legs_bg)
.set(state.legs_grid, ui);
// Belt
Image::new(self.imgs.belt_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.legs_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.belt_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.belt_bg)
.set(state.belt_grid, ui);
// Hands
Image::new(self.imgs.hands_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.belt_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.hands_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.hands_bg)
.set(state.hands_grid, ui);
// Shoulders
Image::new(self.imgs.shoulders_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.hands_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.shoulders_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.shoulders_bg)
.set(state.shoulders_grid, ui);
// Ring L
Image::new(self.imgs.ring_l_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.bottom_left_with_margins_on(state.content_align, 20.0, 20.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.ring_l_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.ring_l_bg)
.set(state.ring_l_grid, ui);
// Tabard
Image::new(self.imgs.tabard_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.ring_l_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.tabard_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.tabard_bg)
.set(state.tabard_grid, ui);
// Chest
Image::new(self.imgs.chest_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.tabard_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.chest_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.chest_bg)
.set(state.chest_grid, ui);
// Back
Image::new(self.imgs.back_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.chest_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.back_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.back_bg)
.set(state.back_grid, ui);
// Gem
Image::new(self.imgs.gem_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.back_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.gem_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.gem_bg)
.set(state.gem_grid, ui);
// Necklace
Image::new(self.imgs.necklace_bg)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.up_from(state.gem_bg, 10.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.necklace_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 1.8, 28.0 * 1.8)
.middle_of(state.necklace_bg)
.set(state.necklace_grid, ui);
// Weapon Main Hand
Image::new(self.imgs.mainhand_bg)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.bottom_right_with_margins_on(state.ring_l_bg, 0.0, -115.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.mainhand_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.middle_of(state.mainhand_bg)
.set(state.mainhand_grid, ui);
// Weapon Off-Hand
Image::new(self.imgs.offhand_bg)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.bottom_left_with_margins_on(state.ring_r_bg, 0.0, -115.0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.1)))
.set(state.offhand_bg, ui);
Button::image(self.imgs.grid)
.w_h(28.0 * 2.2, 28.0 * 2.2)
.middle_of(state.offhand_bg)
.set(state.offhand_grid, ui);
// Stats Tab
// Tab BG
Image::new(self.imgs.tab_bg)
.w_h(51.0 * 4.0, 115.0 * 4.0)
.top_left_with_margins_on(state.charwindow_frame, 28.0, -200.0)
.set(state.charwindow_tab_bg, ui);
// Tab Rectangle
Rectangle::fill_with([45.0 * 4.0, 104.0 * 4.0], color::TRANSPARENT)
.top_left_with_margins_on(state.charwindow_tab_bg, 7.0 * 4.0, 4.0 * 4.0)
.set(state.charwindow_rectangle, ui);
// TODO: Add this back in when we have multiple tabs.
// Tab Button ->
// Button::image(self.imgs.charwindow_tab)
//.w_h(65.0, 23.0)
//.top_left_with_margins_on(state.charwindow_tab_bg, -18.0, 1.8)
//.label("Stats")
//.label_color(TEXT_COLOR)
//.label_font_size(14)
//.set(state.charwindow_tab1, ui);
// TODO: Use an actual character level.
Text::new("1")
.mid_top_with_margin_on(state.charwindow_rectangle, 10.0)
.font_id(self.fonts.opensans)
.font_size(30)
.color(TEXT_COLOR)
.set(state.charwindow_tab1_level, ui);
// Exp-Bar Background
Rectangle::fill_with([170.0, 10.0], color::BLACK)
.mid_top_with_margin_on(state.charwindow_rectangle, 50.0)
.set(state.charwindow_exp_rectangle, ui);
// Exp-Bar Progress
Rectangle::fill_with([170.0 * (xp_percentage), 6.0], XP_COLOR) // 0.8 = Experience percentage
.mid_left_with_margin_on(state.charwindow_tab1_expbar, 1.0)
.set(state.charwindow_exp_progress_rectangle, ui);
// Exp-Bar Foreground Frame
Image::new(self.imgs.progress_frame)
.w_h(170.0, 10.0)
.middle_of(state.charwindow_exp_rectangle)
.set(state.charwindow_tab1_expbar, ui);
// Exp-Text
// TODO: Shows current Exp over the next threshold Exp.
Text::new("120/170")
.mid_top_with_margin_on(state.charwindow_tab1_expbar, 10.0)
.font_id(self.fonts.opensans)
.font_size(15)
.color(TEXT_COLOR)
.set(state.charwindow_tab1_exp, ui);
// Divider
Image::new(self.imgs.divider)
.w_h(38.0 * 4.0, 5.0 * 4.0)
.mid_top_with_margin_on(state.charwindow_tab1_exp, 30.0)
.set(state.divider, ui);
// Stats
Text::new(
"Stamina\n\
\n\
Strength\n\
\n\
Dexterity\n\
\n\
Intelligence",
)
.top_left_with_margins_on(state.charwindow_rectangle, 140.0, 5.0)
.font_id(self.fonts.opensans)
.font_size(16)
.color(TEXT_COLOR)
.set(state.charwindow_tab1_statnames, ui);
// TODO: Shows actual stat points.
Text::new(
"1234\n\
\n\
12312\n\
\n\
12414\n\
\n\
124124",
)
.top_right_with_margins_on(state.charwindow_rectangle, 140.0, 5.0)
.font_id(self.fonts.opensans)
.font_size(16)
.color(TEXT_COLOR)
.set(state.charwindow_tab1_stats, ui);
None
}
}