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https://gitlab.com/veloren/veloren.git
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3f2e22f039
With an additional approximation to allow for the same size jumps given different framerates.
677 lines
26 KiB
Rust
677 lines
26 KiB
Rust
use super::{
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img_ids::Imgs, BarNumbers, Fonts, ShortcutNumbers, XpBar, CRITICAL_HP_COLOR,
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/*FOCUS_COLOR, RAGE_COLOR,*/ HP_COLOR, LOW_HP_COLOR, MANA_COLOR, TEXT_COLOR, XP_COLOR,
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};
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use crate::GlobalState;
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use common::comp::{item::Tool, Item, Stats};
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use conrod_core::{
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color,
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widget::{self, Button, Image, Rectangle, Text},
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widget_ids, Color, Colorable, Positionable, Sizeable, Widget, WidgetCommon,
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};
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use std::time::{Duration, Instant};
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widget_ids! {
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struct Ids {
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death_message_1,
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death_message_2,
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death_message_1_bg,
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death_message_2_bg,
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level_text,
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next_level_text,
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xp_bar_mid,
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xp_bar_mid_top,
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xp_bar_left,
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xp_bar_left_top,
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xp_bar_right,
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xp_bar_right_top,
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xp_bar_filling,
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xp_bar_filling_top,
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hotbar_align,
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xp_bar_subdivision,
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m1_slot,
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m1_slot_bg,
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m1_text,
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m1_content,
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m2_slot,
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m2_slot_bg,
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m2_text,
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m2_content,
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slot1,
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slot1_bg,
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slot1_text,
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slot2,
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slot2_bg,
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slot2_text,
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slot3,
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slot3_bg,
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slot3_text,
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slot4,
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slot4_bg,
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slot4_text,
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slot5,
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slot5_bg,
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slot5_text,
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slot6,
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slot6_bg,
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slot6_text,
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slot7,
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slot7_bg,
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slot7_text,
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slot8,
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slot8_bg,
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slot8_text,
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slot9,
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slot9_bg,
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slot9_text,
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slotq,
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slotq_bg,
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slotq_text,
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healthbar_bg,
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healthbar_filling,
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health_text,
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energybar_bg,
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energybar_filling,
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energy_text,
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level_up,
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level_down,
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level_align,
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level_message,
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stamina_wheel,
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}
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}
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pub enum ResourceType {
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Mana,
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//Rage,
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//Focus,
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}
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#[derive(WidgetCommon)]
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pub struct Skillbar<'a> {
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global_state: &'a GlobalState,
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imgs: &'a Imgs,
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_fonts: &'a Fonts,
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stats: &'a Stats,
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#[conrod(common_builder)]
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common: widget::CommonBuilder,
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current_resource: ResourceType,
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}
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impl<'a> Skillbar<'a> {
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pub fn new(
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global_state: &'a GlobalState,
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imgs: &'a Imgs,
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fonts: &'a Fonts,
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stats: &'a Stats,
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) -> Self {
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Self {
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imgs,
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_fonts: fonts,
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stats,
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global_state,
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current_resource: ResourceType::Mana,
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common: widget::CommonBuilder::default(),
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}
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}
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}
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pub struct State {
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ids: Ids,
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last_xp_value: u32,
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last_level: u32,
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last_update_xp: Instant,
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last_update_level: Instant,
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}
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impl<'a> Widget for Skillbar<'a> {
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type State = State;
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type Style = ();
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type Event = ();
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fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
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State {
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ids: Ids::new(id_gen),
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last_xp_value: 0,
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last_level: 1,
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last_update_xp: Instant::now(),
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last_update_level: Instant::now(),
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}
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}
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fn style(&self) -> Self::Style {
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()
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}
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fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
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let widget::UpdateArgs { state, ui, .. } = args;
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let level = (self.stats.level.level()).to_string();
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let next_level = (self.stats.level.level() + 1).to_string();
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let exp_percentage = (self.stats.exp.current() as f64) / (self.stats.exp.maximum() as f64);
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let hp_percentage =
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self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
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let energy_percentage =
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self.stats.energy.current() as f64 / self.stats.energy.maximum() as f64 * 100.0;
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let scale = 2.0;
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let bar_values = self.global_state.settings.gameplay.bar_numbers;
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let shortcuts = self.global_state.settings.gameplay.shortcut_numbers;
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const BG_COLOR: Color = Color::Rgba(1.0, 1.0, 1.0, 0.8);
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// Stamina Wheel
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/*
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let stamina_percentage =
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self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
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if stamina_percentage < 100.0 {
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Image::new(if stamina_percentage <= 0.1 {
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self.imgs.stamina_0
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} else if stamina_percentage < 12.5 {
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self.imgs.stamina_1
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} else if stamina_percentage < 25.0 {
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self.imgs.stamina_2
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} else if stamina_percentage < 37.5 {
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self.imgs.stamina_3
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} else if stamina_percentage < 50.0 {
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self.imgs.stamina_4
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} else if stamina_percentage < 62.5 {
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self.imgs.stamina_5
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} else if stamina_percentage < 75.0 {
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self.imgs.stamina_6
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} else if stamina_percentage < 87.5 {
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self.imgs.stamina_7
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} else {
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self.imgs.stamina_8
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})
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.w_h(37.0 * 3.0, 37.0 * 3.0)
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.mid_bottom_with_margin_on(ui.window, 150.0)
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.set(state.ids.stamina_wheel, ui);
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}
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*/
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// Level Up Message
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let current_level = self.stats.level.level();
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const FADE_IN_LVL: f32 = 1.0;
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const FADE_HOLD_LVL: f32 = 3.0;
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const FADE_OUT_LVL: f32 = 2.0;
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// Fade
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// Check if no other popup is displayed and a new one is needed
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if state.last_update_level.elapsed()
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> Duration::from_secs_f32(FADE_IN_LVL + FADE_HOLD_LVL + FADE_OUT_LVL)
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&& state.last_level != current_level
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{
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// Update last_value
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state.update(|s| s.last_level = current_level);
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state.update(|s| s.last_update_level = Instant::now());
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}
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let seconds_level = state.last_update_level.elapsed().as_secs_f32();
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let fade_level = if current_level == 1 {
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0.0
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} else if seconds_level < FADE_IN_LVL {
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seconds_level / FADE_IN_LVL
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} else if seconds_level < FADE_IN_LVL + FADE_HOLD_LVL {
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1.0
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} else {
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(1.0 - (seconds_level - FADE_IN_LVL - FADE_HOLD_LVL) / FADE_OUT_LVL).max(0.0)
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};
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// Contents
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Rectangle::fill_with([82.0 * 4.0, 40.0 * 4.0], color::TRANSPARENT)
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.mid_top_with_margin_on(ui.window, 300.0)
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.set(state.ids.level_align, ui);
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let level_up_text = format!("Level {}", self.stats.level.level() as u32);
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Text::new(&level_up_text)
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.middle_of(state.ids.level_align)
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.font_size(30)
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.color(Color::Rgba(1.0, 1.0, 1.0, fade_level))
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.set(state.ids.level_message, ui);
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Image::new(self.imgs.level_up)
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.w_h(82.0 * 4.0, 9.0 * 4.0)
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.mid_top_with_margin_on(state.ids.level_align, 0.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level)))
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.graphics_for(state.ids.level_align)
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.set(state.ids.level_up, ui);
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Image::new(self.imgs.level_down)
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.w_h(82.0 * 4.0, 9.0 * 4.0)
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.mid_bottom_with_margin_on(state.ids.level_align, 0.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_level)))
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.graphics_for(state.ids.level_align)
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.set(state.ids.level_down, ui);
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// Death message
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if hp_percentage == 0.0 {
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Text::new("You Died")
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.mid_top_with_margin_on(ui.window, 60.0)
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.font_size(40)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.set(state.ids.death_message_1_bg, ui);
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Text::new(&format!(
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"Press {:?} to respawn.",
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self.global_state.settings.controls.respawn
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))
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.mid_bottom_with_margin_on(state.ids.death_message_1, -30.0)
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.font_size(15)
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.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
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.set(state.ids.death_message_2_bg, ui);
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Text::new("You Died")
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.top_left_with_margins_on(state.ids.death_message_1_bg, -2.0, -2.0)
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.font_size(40)
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.color(CRITICAL_HP_COLOR)
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.set(state.ids.death_message_1, ui);
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Text::new(&format!(
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"Press {:?} to respawn.",
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self.global_state.settings.controls.respawn
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))
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.top_left_with_margins_on(state.ids.death_message_2_bg, -1.5, -1.5)
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.font_size(15)
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.color(CRITICAL_HP_COLOR)
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.set(state.ids.death_message_2, ui);
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}
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// Experience-Bar
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match self.global_state.settings.gameplay.xp_bar {
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XpBar::Always => {
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// Constant Display of the Exp Bar at the bottom of the screen
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Image::new(self.imgs.xp_bar_mid)
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.w_h(80.0 * scale, 10.0 * scale)
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.mid_bottom_with_margin_on(ui.window, 2.0)
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.set(state.ids.xp_bar_mid, ui);
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Image::new(self.imgs.xp_bar_right)
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.w_h(100.0 * scale, 10.0 * scale)
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.right_from(state.ids.xp_bar_mid, 0.0)
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.set(state.ids.xp_bar_right, ui);
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Image::new(self.imgs.xp_bar_left)
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.w_h(100.0 * scale, 10.0 * scale)
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.left_from(state.ids.xp_bar_mid, 0.0)
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.set(state.ids.xp_bar_left, ui);
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Image::new(self.imgs.bar_content)
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.w_h(260.0 * scale * exp_percentage, 5.0 * scale)
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.color(Some(XP_COLOR))
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.top_left_with_margins_on(state.ids.xp_bar_left, 2.0 * scale, 10.0 * scale)
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.set(state.ids.xp_bar_filling, ui);
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// Level Display
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Text::new(&level)
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.bottom_left_with_margins_on(state.ids.xp_bar_left, 3.5 * scale, 4.0 * scale)
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.font_size(10)
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.color(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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.set(state.ids.level_text, ui);
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Text::new(&next_level)
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.bottom_right_with_margins_on(state.ids.xp_bar_right, 3.5 * scale, 4.0 * scale)
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.font_size(10)
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.color(Color::Rgba(1.0, 1.0, 1.0, 1.0))
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.set(state.ids.next_level_text, ui);
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// M1 Slot
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Image::new(self.imgs.skillbar_slot_big)
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.w_h(40.0 * scale, 40.0 * scale)
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.top_left_with_margins_on(state.ids.xp_bar_mid, -40.0 * scale, 0.0)
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.set(state.ids.m1_slot, ui);
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}
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XpBar::OnGain => {
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// Displays the Exp Bar at the top of the screen when exp is gained and fades it out afterwards
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const FADE_IN_XP: f32 = 1.0;
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const FADE_HOLD_XP: f32 = 3.0;
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const FADE_OUT_XP: f32 = 2.0;
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let current_xp = self.stats.exp.current();
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// Check if no other popup is displayed and a new one is needed
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if state.last_update_xp.elapsed()
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> Duration::from_secs_f32(FADE_IN_XP + FADE_HOLD_XP + FADE_OUT_XP)
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&& state.last_xp_value != current_xp
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{
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// Update last_value
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state.update(|s| s.last_xp_value = current_xp);
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state.update(|s| s.last_update_xp = Instant::now());
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}
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let seconds_xp = state.last_update_xp.elapsed().as_secs_f32();
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let fade_xp = if current_xp == 0 {
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0.0
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} else if seconds_xp < FADE_IN_XP {
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seconds_xp / FADE_IN_XP
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} else if seconds_xp < FADE_IN_XP + FADE_HOLD_XP {
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1.0
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} else {
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(1.0 - (seconds_xp - FADE_IN_XP - FADE_HOLD_XP) / FADE_OUT_XP).max(0.0)
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};
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// Hotbar parts
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Image::new(self.imgs.xp_bar_mid)
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.w_h(80.0 * scale * 1.5, 10.0 * scale * 1.5)
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.mid_top_with_margin_on(ui.window, 20.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
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.set(state.ids.xp_bar_mid_top, ui);
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Image::new(self.imgs.xp_bar_right)
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.w_h(100.0 * scale * 1.5, 10.0 * scale * 1.5)
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.right_from(state.ids.xp_bar_mid_top, 0.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
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.set(state.ids.xp_bar_right_top, ui);
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Image::new(self.imgs.xp_bar_left)
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.w_h(100.0 * scale * 1.5, 10.0 * scale * 1.5)
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.left_from(state.ids.xp_bar_mid_top, 0.0)
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.color(Some(Color::Rgba(1.0, 1.0, 1.0, fade_xp)))
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.set(state.ids.xp_bar_left_top, ui);
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Image::new(self.imgs.bar_content)
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.w_h(260.0 * scale * 1.5 * exp_percentage, 6.0 * scale * 1.5)
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.color(Some(Color::Rgba(0.59, 0.41, 0.67, fade_xp)))
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.top_left_with_margins_on(
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state.ids.xp_bar_left_top,
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2.0 * scale * 1.5,
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10.0 * scale * 1.5,
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)
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.set(state.ids.xp_bar_filling_top, ui);
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// Level Display
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Text::new(&level)
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.bottom_left_with_margins_on(
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state.ids.xp_bar_left_top,
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3.0 * scale * 1.5,
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4.0 * scale * 1.5,
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)
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.font_size(17)
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.color(Color::Rgba(1.0, 1.0, 1.0, fade_xp))
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.set(state.ids.level_text, ui);
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Text::new(&next_level)
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.bottom_right_with_margins_on(
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state.ids.xp_bar_right_top,
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3.0 * scale * 1.5,
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4.0 * scale * 1.5,
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)
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.font_size(17)
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.color(Color::Rgba(1.0, 1.0, 1.0, fade_xp))
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.set(state.ids.next_level_text, ui);
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// Alignment for hotbar
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Rectangle::fill_with([80.0 * scale, 1.0], color::TRANSPARENT)
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.mid_bottom_with_margin_on(ui.window, 9.0)
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.set(state.ids.hotbar_align, ui);
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// M1 Slot
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Image::new(self.imgs.skillbar_slot_big)
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.w_h(40.0 * scale, 40.0 * scale)
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.top_left_with_margins_on(state.ids.hotbar_align, -40.0 * scale, 0.0)
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.set(state.ids.m1_slot, ui);
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}
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}
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// M1 Slot
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Image::new(self.imgs.skillbar_slot_big_bg)
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.w_h(37.0 * scale, 37.0 * scale)
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.color(Some(BG_COLOR))
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.middle_of(state.ids.m1_slot)
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.set(state.ids.m1_slot_bg, ui);
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Button::image(match self.stats.equipment.main {
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Some(Item::Tool { kind, .. }) => match kind {
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Tool::Sword => self.imgs.twohsword_m1,
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Tool::Hammer => self.imgs.twohhammer_m1,
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Tool::Axe => self.imgs.twohaxe_m1,
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_ => self.imgs.flyingrod_m1,
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},
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_ => self.imgs.flyingrod_m1,
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}) // Insert Icon here
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.w_h(38.0 * scale, 38.0 * scale)
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.middle_of(state.ids.m1_slot_bg)
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.set(state.ids.m1_content, ui);
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// M2 Slot
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Image::new(self.imgs.skillbar_slot_big)
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.w_h(40.0 * scale, 40.0 * scale)
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.right_from(state.ids.m1_slot, 0.0)
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.set(state.ids.m2_slot, ui);
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Image::new(self.imgs.skillbar_slot_big_bg)
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.w_h(37.0 * scale, 37.0 * scale)
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.color(Some(BG_COLOR))
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.middle_of(state.ids.m2_slot)
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.set(state.ids.m2_slot_bg, ui);
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Button::image(match self.stats.equipment.main {
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Some(Item::Tool { kind, .. }) => match kind {
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Tool::Sword => self.imgs.twohsword_m2,
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Tool::Hammer => self.imgs.twohhammer_m2,
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Tool::Axe => self.imgs.twohaxe_m2,
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_ => self.imgs.flyingrod_m2,
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},
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_ => self.imgs.flyingrod_m2,
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}) // Insert Icon here
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.w_h(38.0 * scale, 38.0 * scale)
|
|
.middle_of(state.ids.m2_slot_bg)
|
|
.set(state.ids.m2_content, ui);
|
|
//Slot 5
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.bottom_left_with_margins_on(state.ids.m1_slot, 0.0, -20.0 * scale)
|
|
.set(state.ids.slot5, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot5)
|
|
.set(state.ids.slot5_bg, ui);
|
|
// Slot 4
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.left_from(state.ids.slot5, 0.0)
|
|
.set(state.ids.slot4, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot4)
|
|
.set(state.ids.slot4_bg, ui);
|
|
// Slot 3
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.left_from(state.ids.slot4, 0.0)
|
|
.set(state.ids.slot3, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot3)
|
|
.set(state.ids.slot3_bg, ui);
|
|
// Slot 2
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.left_from(state.ids.slot3, 0.0)
|
|
.set(state.ids.slot2, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot2)
|
|
.set(state.ids.slot2_bg, ui);
|
|
// Slot 1
|
|
Image::new(self.imgs.skillbar_slot_l)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.left_from(state.ids.slot2, 0.0)
|
|
.set(state.ids.slot1, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot1)
|
|
.set(state.ids.slot1_bg, ui);
|
|
// Slot 6
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.bottom_right_with_margins_on(state.ids.m2_slot, 0.0, -20.0 * scale)
|
|
.set(state.ids.slot6, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot6)
|
|
.set(state.ids.slot6_bg, ui);
|
|
// Slot 7
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.right_from(state.ids.slot6, 0.0)
|
|
.set(state.ids.slot7, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot7)
|
|
.set(state.ids.slot7_bg, ui);
|
|
// Slot 8
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.right_from(state.ids.slot7, 0.0)
|
|
.set(state.ids.slot8, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot8)
|
|
.set(state.ids.slot8_bg, ui);
|
|
// Slot 9
|
|
Image::new(self.imgs.skillbar_slot)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.right_from(state.ids.slot8, 0.0)
|
|
.set(state.ids.slot9, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slot9)
|
|
.set(state.ids.slot9_bg, ui);
|
|
// Quickslot
|
|
Image::new(self.imgs.skillbar_slot_r)
|
|
.w_h(20.0 * scale, 20.0 * scale)
|
|
.right_from(state.ids.slot9, 0.0)
|
|
.set(state.ids.slotq, ui);
|
|
Image::new(self.imgs.skillbar_slot_bg)
|
|
.w_h(19.0 * scale, 19.0 * scale)
|
|
.color(Some(BG_COLOR))
|
|
.middle_of(state.ids.slotq)
|
|
.set(state.ids.slotq_bg, ui);
|
|
// Shortcuts
|
|
|
|
if let ShortcutNumbers::On = shortcuts {
|
|
Text::new("1")
|
|
.top_right_with_margins_on(state.ids.slot1_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot1_text, ui);
|
|
Text::new("2")
|
|
.top_right_with_margins_on(state.ids.slot2_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot2_text, ui);
|
|
Text::new("3")
|
|
.top_right_with_margins_on(state.ids.slot3_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot3_text, ui);
|
|
Text::new("4")
|
|
.top_right_with_margins_on(state.ids.slot4_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot4_text, ui);
|
|
Text::new("5")
|
|
.top_right_with_margins_on(state.ids.slot5_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot5_text, ui);
|
|
Text::new("M1")
|
|
.top_left_with_margins_on(state.ids.m1_slot, 5.0, 5.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.m1_text, ui);
|
|
Text::new("M2")
|
|
.top_right_with_margins_on(state.ids.m2_slot, 5.0, 5.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.m2_text, ui);
|
|
Text::new("6")
|
|
.top_left_with_margins_on(state.ids.slot6_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot6_text, ui);
|
|
Text::new("7")
|
|
.top_left_with_margins_on(state.ids.slot7_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot7_text, ui);
|
|
Text::new("8")
|
|
.top_left_with_margins_on(state.ids.slot8_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot8_text, ui);
|
|
Text::new("9")
|
|
.top_left_with_margins_on(state.ids.slot9_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slot9_text, ui);
|
|
Text::new("Q")
|
|
.top_left_with_margins_on(state.ids.slotq_bg, 1.0, 1.0)
|
|
.font_size(8)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.slotq_text, ui);
|
|
};
|
|
|
|
// Lifebar
|
|
Image::new(self.imgs.healthbar_bg)
|
|
.w_h(100.0 * scale, 20.0 * scale)
|
|
.top_left_with_margins_on(state.ids.m1_slot, 0.0, -100.0 * scale)
|
|
.set(state.ids.healthbar_bg, ui);
|
|
Image::new(self.imgs.bar_content)
|
|
.w_h(97.0 * scale * hp_percentage / 100.0, 16.0 * scale)
|
|
.color(Some(if hp_percentage <= 20.0 {
|
|
CRITICAL_HP_COLOR
|
|
} else if hp_percentage <= 40.0 {
|
|
LOW_HP_COLOR
|
|
} else {
|
|
HP_COLOR
|
|
}))
|
|
.top_right_with_margins_on(state.ids.healthbar_bg, 2.0 * scale, 1.0 * scale)
|
|
.set(state.ids.healthbar_filling, ui);
|
|
// Energybar
|
|
Image::new(self.imgs.energybar_bg)
|
|
.w_h(100.0 * scale, 20.0 * scale)
|
|
.top_right_with_margins_on(state.ids.m2_slot, 0.0, -100.0 * scale)
|
|
.set(state.ids.energybar_bg, ui);
|
|
Image::new(self.imgs.bar_content)
|
|
.w_h(97.0 * scale * energy_percentage / 100.0, 16.0 * scale)
|
|
.top_left_with_margins_on(state.ids.energybar_bg, 2.0 * scale, 1.0 * scale)
|
|
.color(Some(match self.current_resource {
|
|
ResourceType::Mana => MANA_COLOR,
|
|
//ResourceType::Focus => FOCUS_COLOR,
|
|
//ResourceType::Rage => RAGE_COLOR,
|
|
}))
|
|
.set(state.ids.energybar_filling, ui);
|
|
// Bar Text
|
|
// Values
|
|
if let BarNumbers::Values = bar_values {
|
|
let hp_text = format!(
|
|
"{}/{}",
|
|
self.stats.health.current() as u32,
|
|
self.stats.health.maximum() as u32
|
|
);
|
|
Text::new(&hp_text)
|
|
.mid_top_with_margin_on(state.ids.healthbar_bg, 5.0 * scale)
|
|
.font_size(14)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.health_text, ui);
|
|
let energy_text = format!(
|
|
"{}/{}",
|
|
self.stats.energy.current() as u32,
|
|
self.stats.energy.maximum() as u32
|
|
);
|
|
Text::new(&energy_text)
|
|
.mid_top_with_margin_on(state.ids.energybar_bg, 5.0 * scale)
|
|
.font_size(14)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.energy_text, ui);
|
|
}
|
|
//Percentages
|
|
if let BarNumbers::Percent = bar_values {
|
|
let hp_text = format!("{}%", hp_percentage as u32);
|
|
Text::new(&hp_text)
|
|
.mid_top_with_margin_on(state.ids.healthbar_bg, 5.0 * scale)
|
|
.font_size(14)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.health_text, ui);
|
|
let energy_text = format!("{}%", energy_percentage as u32);
|
|
Text::new(&energy_text)
|
|
.mid_top_with_margin_on(state.ids.energybar_bg, 5.0 * scale)
|
|
.font_size(14)
|
|
.color(TEXT_COLOR)
|
|
.set(state.ids.energy_text, ui);
|
|
}
|
|
}
|
|
|
|
// Buffs
|
|
// Add debuff slots above the health bar
|
|
// Add buff slots above the mana bar
|
|
|
|
// Debuffs
|
|
}
|