veloren/voxygen/src/hud/mod.rs
2019-07-29 14:06:13 +00:00

941 lines
31 KiB
Rust

mod bag;
mod buttons;
mod character_window;
mod chat;
mod esc_menu;
mod img_ids;
mod map;
mod minimap;
mod settings_window;
mod skillbar;
mod small_window;
pub use settings_window::ScaleChange;
use bag::Bag;
use buttons::Buttons;
use character_window::CharacterWindow;
use chat::Chat;
use esc_menu::EscMenu;
use img_ids::Imgs;
use map::Map;
use minimap::MiniMap;
use serde::{Deserialize, Serialize};
use settings_window::{SettingsTab, SettingsWindow};
use skillbar::Skillbar;
use small_window::{SmallWindow, SmallWindowType};
use crate::{
render::{Consts, Globals, Renderer},
scene::camera::Camera,
settings::ControlSettings,
ui::{Ingameable, ScaleMode, Ui},
window::{Event as WinEvent, GameInput},
GlobalState,
};
use client::{Client, Event as ClientEvent};
use common::{comp, terrain::TerrainChunkSize, vol::VolSize};
use conrod_core::{
text::cursor::Index,
widget::{self, Button, Image, Rectangle, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, Widget,
};
use specs::Join;
use std::collections::VecDeque;
use vek::*;
#[cfg(feature = "discord")]
use crate::{discord, discord::DiscordUpdate};
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_2: Color = Color::Rgba(0.0, 0.0, 0.0, 1.0);
const HP_COLOR: Color = Color::Rgba(0.33, 0.63, 0.0, 1.0);
const MANA_COLOR: Color = Color::Rgba(0.42, 0.41, 0.66, 1.0);
const TELL_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0);
const PRIVATE_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0);
const BROADCAST_COLOR: Color = Color::Rgba(0.0, 1.0, 0.0, 1.0);
const GAME_UPDATE_COLOR: Color = Color::Rgba(1.0, 1.0, 0.0, 1.0);
widget_ids! {
struct Ids {
// Crosshair
crosshair_inner,
crosshair_outer,
// Character Names
name_tags[],
// Health Bars
health_bars[],
health_bar_backs[],
// Test
bag_space_add,
// Debug
debug_bg,
fps_counter,
ping,
coordinates,
loaded_distance,
// Game Version
version,
// Help
help,
help_bg,
// Window Frames
window_frame_0,
window_frame_1,
window_frame_2,
window_frame_3,
window_frame_4,
window_frame_5,
// Contents
button_help2,
// External
chat,
map,
character_window,
minimap,
bag,
skillbar,
buttons,
esc_menu,
small_window,
settings_window,
}
}
font_ids! {
pub struct Fonts {
opensans: "voxygen/font/OpenSans-Regular.ttf",
metamorph: "voxygen/font/Metamorphous-Regular.ttf",
}
}
pub struct DebugInfo {
pub tps: f64,
pub ping_ms: f64,
pub coordinates: Option<comp::Pos>,
}
pub enum Event {
SendMessage(String),
AdjustMousePan(u32),
AdjustMouseZoom(u32),
AdjustViewDistance(u32),
AdjustVolume(f32),
ChangeAudioDevice(String),
ChangeMaxFPS(u32),
CrosshairTransp(f32),
CrosshairType(CrosshairType),
UiScale(ScaleChange),
CharacterSelection,
Logout,
Quit,
}
// 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.
CharacterAnd(Option<SmallWindowType>), // Show character window + optionally another.
Small(SmallWindowType),
None,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum CrosshairType {
Round,
RoundEdges,
Edges,
}
pub struct Show {
ui: bool,
help: bool,
debug: bool,
bag: bool,
esc_menu: bool,
open_windows: Windows,
map: bool,
inventory_test_button: bool,
mini_map: bool,
ingame: bool,
settings_tab: SettingsTab,
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 = !open;
}
fn toggle_map(&mut self) {
self.map(!self.map)
}
fn toggle_mini_map(&mut self) {
self.mini_map = !self.mini_map;
}
fn toggle_small(&mut self, target: SmallWindowType) {
self.open_windows = match self.open_windows {
Windows::Small(small) if small == target => Windows::None,
Windows::None | Windows::Small(_) => Windows::Small(target),
Windows::CharacterAnd(small) => match small {
Some(small) if small == target => Windows::CharacterAnd(None),
_ => Windows::CharacterAnd(Some(target)),
},
Windows::Settings => Windows::Settings,
};
}
fn toggle_char_window(&mut self) {
self.open_windows = match self.open_windows {
Windows::CharacterAnd(small) => match small {
Some(small) => Windows::Small(small),
None => Windows::None,
},
Windows::Small(small) => Windows::CharacterAnd(Some(small)),
Windows::None => Windows::CharacterAnd(None),
Windows::Settings => Windows::Settings,
}
}
fn settings(&mut self, open: bool) {
self.open_windows = if open {
Windows::Settings
} else {
Windows::None
};
self.bag = 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) {
if self.bag
|| self.esc_menu
|| self.map
|| match self.open_windows {
Windows::None => false,
_ => true,
}
{
self.bag = false;
self.esc_menu = false;
self.map = false;
self.open_windows = Windows::None;
self.want_grab = true;
} else {
self.esc_menu = true;
self.want_grab = false;
}
}
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;
}
}
pub struct Hud {
ui: Ui,
ids: Ids,
imgs: Imgs,
fonts: Fonts,
new_messages: VecDeque<ClientEvent>,
inventory_space: usize,
show: Show,
to_focus: Option<Option<widget::Id>>,
force_ungrab: bool,
force_chat_input: Option<String>,
force_chat_cursor: Option<Index>,
}
impl Hud {
pub fn new(global_state: &mut GlobalState) -> 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 images.
let imgs = Imgs::load(&mut ui).expect("Failed to load images!");
// Load fonts.
let fonts = Fonts::load(&mut ui).expect("Failed to load fonts!");
Self {
ui,
imgs,
fonts,
ids,
new_messages: VecDeque::new(),
inventory_space: 8,
show: Show {
help: false,
debug: true,
bag: false,
esc_menu: false,
open_windows: Windows::None,
map: false,
ui: true,
inventory_test_button: false,
mini_map: false,
settings_tab: SettingsTab::Interface,
want_grab: true,
ingame: true,
},
to_focus: None,
force_ungrab: false,
force_chat_input: None,
force_chat_cursor: None,
}
}
fn update_layout(
&mut self,
client: &Client,
global_state: &GlobalState,
debug_info: DebugInfo,
) -> Vec<Event> {
let mut events = Vec::new();
let ref mut ui_widgets = self.ui.set_widgets().0;
let version = format!("{}-{}", env!("CARGO_PKG_VERSION"), common::util::GIT_HASH);
// Nametags and healthbars
if self.show.ingame {
let ecs = client.state().ecs();
let pos = ecs.read_storage::<comp::Pos>();
let stats = ecs.read_storage::<comp::Stats>();
let player = ecs.read_storage::<comp::Player>();
let entities = ecs.entities();
let me = client.entity();
let view_distance = client.view_distance().unwrap_or(1);
// Get player position.
let player_pos = client
.state()
.ecs()
.read_storage::<comp::Pos>()
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
let mut name_id_walker = self.ids.name_tags.walk();
let mut health_id_walker = self.ids.health_bars.walk();
let mut health_back_id_walker = self.ids.health_bar_backs.walk();
// Crosshair
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);
// Render Name Tags
for (pos, name) in (&entities, &pos, &stats, player.maybe())
.join()
.filter(|(entity, _, stats, _)| *entity != me && !stats.is_dead)
// Don't process nametags outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
.map(|(_, pos, stats, player)| {
// 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
};
(pos.0, name)
})
{
let id = name_id_walker.next(
&mut self.ids.name_tags,
&mut ui_widgets.widget_id_generator(),
);
Text::new(&name)
.font_size(20)
.color(Color::Rgba(0.61, 0.61, 0.89, 1.0))
.x_y(0.0, 0.0)
.position_ingame(pos + Vec3::new(0.0, 0.0, 3.0))
.resolution(100.0)
.set(id, ui_widgets);
}
// Render Health Bars
for (_entity, pos, stats) in (&entities, &pos, &stats)
.join()
.filter(|(entity, _, stats)| {
*entity != me
&& !stats.is_dead
&& stats.health.get_current() != stats.health.get_maximum()
})
// Don't process health bars outside the vd (visibility further limited by ui backend)
.filter(|(_, pos, _)| {
(pos.0 - player_pos)
.map2(TerrainChunkSize::SIZE, |d, sz| d.abs() as f32 / sz as f32)
.magnitude()
< view_distance as f32
})
{
let back_id = health_back_id_walker.next(
&mut self.ids.health_bar_backs,
&mut ui_widgets.widget_id_generator(),
);
let bar_id = health_id_walker.next(
&mut self.ids.health_bars,
&mut ui_widgets.widget_id_generator(),
);
// Background
Rectangle::fill_with([120.0, 8.0], Color::Rgba(0.3, 0.3, 0.3, 0.5))
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.resolution(100.0)
.set(back_id, ui_widgets);
// % HP Filling
Rectangle::fill_with(
[
120.0
* (stats.health.get_current() as f64
/ stats.health.get_maximum() as f64),
8.0,
],
HP_COLOR,
)
.x_y(0.0, -25.0)
.position_ingame(pos.0 + Vec3::new(0.0, 0.0, 3.0))
.resolution(100.0)
.set(bar_id, ui_widgets);
}
}
// Display debug window.
if self.show.debug {
// Alpha Version
Text::new(&version)
.top_left_with_margins_on(ui_widgets.window, 5.0, 5.0)
.font_size(14)
.font_id(self.fonts.opensans)
.color(TEXT_COLOR)
.set(self.ids.version, ui_widgets);
// Ticks per second
Text::new(&format!("FPS: {:.1}", debug_info.tps))
.color(TEXT_COLOR)
.down_from(self.ids.version, 5.0)
.font_id(self.fonts.opensans)
.font_size(14)
.set(self.ids.fps_counter, ui_widgets);
// Ping
Text::new(&format!("Ping: {:.1}ms", debug_info.ping_ms))
.color(TEXT_COLOR)
.down_from(self.ids.fps_counter, 5.0)
.font_id(self.fonts.opensans)
.font_size(14)
.set(self.ids.ping, ui_widgets);
// Players position
let coordinates_text = match debug_info.coordinates {
Some(coordinates) => format!("Coordinates: {:.1}", coordinates.0),
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.opensans)
.font_size(14)
.set(self.ids.coordinates, ui_widgets);
// Loaded distance
Text::new(&format!(
"View distance: {} chunks",
client.loaded_distance().unwrap_or(0)
))
.color(TEXT_COLOR)
.down_from(self.ids.coordinates, 5.0)
.font_id(self.fonts.opensans)
.font_size(14)
.set(self.ids.loaded_distance, ui_widgets);
}
// Add Bag-Space Button.
if self.show.inventory_test_button {
if Button::image(self.imgs.button)
.w_h(100.0, 100.0)
.middle_of(ui_widgets.window)
.label("Add 1 Space")
.label_font_size(20)
.label_color(TEXT_COLOR)
.hover_image(self.imgs.button_hover)
.press_image(self.imgs.button_press)
.set(self.ids.bag_space_add, ui_widgets)
.was_clicked()
{
if self.inventory_space < 100 {
self.inventory_space += 1;
} else {
}
};
}
// Help Text
if self.show.help {
Image::new(self.imgs.window_frame_2)
.top_left_with_margins_on(ui_widgets.window, 3.0, 3.0)
.w_h(300.0, 190.0)
.set(self.ids.help_bg, ui_widgets);
Text::new(get_help_text(&global_state.settings.controls).as_str())
.color(TEXT_COLOR)
.top_left_with_margins_on(self.ids.help_bg, 20.0, 20.0)
.font_id(self.fonts.opensans)
.font_size(18)
.set(self.ids.help, ui_widgets);
// X-button
if Button::image(self.imgs.close_button)
.w_h(100.0 * 0.2, 100.0 * 0.2)
.hover_image(self.imgs.close_button_hover)
.press_image(self.imgs.close_button_press)
.top_right_with_margins_on(self.ids.help_bg, 4.0, 4.0)
.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::ToggleSmall(small)) => self.show.toggle_small(small),
Some(buttons::Event::ToggleMap) => self.show.toggle_map(),
None => {}
}
// MiniMap
match MiniMap::new(&self.show, client, &self.imgs, &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(self.inventory_space, &self.imgs, &self.fonts)
.set(self.ids.bag, ui_widgets)
{
Some(bag::Event::Close) => {
self.show.bag(false);
self.force_ungrab = true;
}
None => {}
}
}
// Skillbar
// Get player stats
if let Some(stats) = client
.state()
.ecs()
.read_storage::<comp::Stats>()
.get(client.entity())
{
Skillbar::new(&self.imgs, &self.fonts, stats).set(self.ids.skillbar, ui_widgets);
}
// Chat box
let mut chat = Chat::new(&mut self.new_messages, &self.imgs, &self.fonts);
if let Some(input) = self.force_chat_input.take() {
chat = chat.input(input);
}
if let Some(pos) = self.force_chat_cursor.take() {
chat = chat.cursor_pos(pos);
}
match chat.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)
.set(self.ids.settings_window, ui_widgets)
{
match event {
settings_window::Event::ToggleHelp => self.show.toggle_help(),
settings_window::Event::ToggleInventoryTestButton => {
self.show.inventory_test_button = !self.show.inventory_test_button
}
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::AdjustViewDistance(view_distance) => {
events.push(Event::AdjustViewDistance(view_distance));
}
settings_window::Event::CrosshairTransp(crosshair_transp) => {
events.push(Event::CrosshairTransp(crosshair_transp));
}
settings_window::Event::AdjustVolume(volume) => {
events.push(Event::AdjustVolume(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::UiScale(scale_change) => {
events.push(Event::UiScale(scale_change));
}
}
}
}
// Small Window
if let Windows::Small(small) | Windows::CharacterAnd(Some(small)) = self.show.open_windows {
match SmallWindow::new(small, &self.show, &self.imgs, &self.fonts)
.set(self.ids.small_window, ui_widgets)
{
Some(small_window::Event::Close) => {
self.show.open_windows = match self.show.open_windows {
Windows::Small(_) => Windows::None,
Windows::CharacterAnd(_) => Windows::CharacterAnd(None),
_ => Windows::Settings,
}
}
None => {}
}
}
// Character Window
if let Windows::CharacterAnd(small) = self.show.open_windows {
let ecs = client.state().ecs();
let stats = ecs.read_storage::<comp::Stats>();
let player_stats = stats.get(client.entity()).unwrap();
match CharacterWindow::new(&self.imgs, &self.fonts, &player_stats)
.set(self.ids.character_window, ui_widgets)
{
Some(character_window::Event::Close) => {
self.show.open_windows = match small {
Some(small) => Windows::Small(small),
None => Windows::None,
}
}
None => {}
}
}
// Map
if self.show.map {
match Map::new(&self.show, client, &self.imgs, &self.fonts)
.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).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;
}
Some(esc_menu::Event::Logout) => {
events.push(Event::Logout);
#[cfg(feature = "discord")]
{
discord::send_all(vec![
DiscordUpdate::Details("Menu".into()),
DiscordUpdate::State("Idling".into()),
DiscordUpdate::LargeImg("bg_main".into()),
]);
}
}
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::<<widget::TextEdit as Widget>::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();
}
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_small(SmallWindowType::QuestLog);
true
}
GameInput::CharacterWindow => {
self.show.toggle_char_window();
true
}
GameInput::Social => {
self.show.toggle_small(SmallWindowType::Social);
true
}
GameInput::Spellbook => {
self.show.toggle_small(SmallWindowType::Spellbook);
true
}
GameInput::Settings => {
self.show.toggle_settings();
true
}
GameInput::Help => {
self.show.toggle_help();
true
}
GameInput::ToggleDebug => {
self.show.debug = !self.show.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,
) -> Vec<Event> {
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);
let (view_mat, _, _) = camera.compute_dependents(client);
let fov = camera.get_fov();
self.ui.maintain(
&mut global_state.window.renderer_mut(),
Some((view_mat, fov)),
);
events
}
pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
// Don't show anything if the UI is toggled off.
if self.show.ui {
self.ui.render(renderer, Some(globals));
}
}
}
// Get the text to show in the help window and use the
// length of the longest line to resize the window.
fn get_help_text(cs: &ControlSettings) -> String {
format!(
"{free_cursor:?} = Free cursor\n\
{escape:?} = Open/close menus\n\
\n\
{help:?} = Toggle this window\n\
{toggle_interface:?} = Toggle interface\n\
\n\
{chat:?} = Open chat\n\
Mouse Wheel = Scroll chat/zoom",
free_cursor = cs.toggle_cursor,
escape = cs.escape,
help = cs.help,
toggle_interface = cs.toggle_interface,
chat = cs.enter
)
}