veloren/voxygen/src/hud/bag.rs

1292 lines
46 KiB
Rust

use super::{
cr_color,
img_ids::{Imgs, ImgsRot},
item_imgs::ItemImgs,
slots::{ArmorSlot, EquipSlot, InventorySlot, SlotManager},
Show, CRITICAL_HP_COLOR, LOW_HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0, UI_MAIN,
};
use crate::{
game_input::GameInput,
ui::{
fonts::Fonts,
slot::{ContentSize, SlotMaker},
ImageFrame, ItemTooltip, ItemTooltipManager, ItemTooltipable, Tooltip, TooltipManager,
Tooltipable,
},
GlobalState,
};
use client::Client;
use common::{
assets::AssetExt,
combat::{combat_rating, perception_dist_multiplier_from_stealth, Damage},
comp::{
inventory::InventorySortOrder,
item::{ItemDef, ItemDesc, MaterialStatManifest, Quality},
Body, Energy, Health, Inventory, Poise, SkillSet, Stats,
},
};
use conrod_core::{
color,
widget::{self, Button, Image, Rectangle, Scrollbar, State as ConrodState, Text},
widget_ids, Color, Colorable, Positionable, Scalar, Sizeable, UiCell, Widget, WidgetCommon,
};
use i18n::Localization;
use crate::hud::slots::SlotKind;
use specs::Entity as EcsEntity;
use std::{borrow::Borrow, sync::Arc};
use vek::Vec2;
widget_ids! {
pub struct InventoryScrollerIds {
test,
bag_close,
inv_alignment,
inv_grid_1,
inv_grid_2,
inv_scrollbar,
inv_slots_0,
inv_slots[],
bg,
bg_frame,
char_ico,
coin_ico,
space_txt,
coin_txt,
inventory_title,
inventory_title_bg,
scrollbar_bg,
second_phase_scrollbar_bg,
scrollbar_slots,
left_scrollbar_slots,
}
}
pub struct InventoryScrollerState {
ids: InventoryScrollerIds,
}
#[derive(WidgetCommon)]
pub struct InventoryScroller<'a> {
client: &'a Client,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
#[conrod(common_builder)]
common: widget::CommonBuilder,
item_tooltip_manager: &'a mut ItemTooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
localized_strings: &'a Localization,
show_stats: bool,
show_bag_inv: bool,
on_right: bool,
item_tooltip: &'a ItemTooltip<'a>,
playername: String,
entity: EcsEntity,
is_us: bool,
inventory: &'a Inventory,
bg_ids: &'a BackgroundIds,
show_salvage: bool,
}
impl<'a> InventoryScroller<'a> {
#[allow(clippy::too_many_arguments)]
pub fn new(
client: &'a Client,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
item_tooltip_manager: &'a mut ItemTooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
localized_strings: &'a Localization,
show_stats: bool,
show_bag_inv: bool,
on_right: bool,
item_tooltip: &'a ItemTooltip<'a>,
playername: String,
entity: EcsEntity,
is_us: bool,
inventory: &'a Inventory,
bg_ids: &'a BackgroundIds,
show_salvage: bool,
) -> Self {
InventoryScroller {
client,
imgs,
item_imgs,
fonts,
common: widget::CommonBuilder::default(),
item_tooltip_manager,
slot_manager,
pulse,
localized_strings,
show_stats,
show_bag_inv,
on_right,
item_tooltip,
playername,
entity,
is_us,
inventory,
bg_ids,
show_salvage,
}
}
fn background(&mut self, ui: &mut UiCell<'_>) {
let bg_id = if !self.on_right {
self.imgs.inv_bg_bag
} else {
self.imgs.player_inv_bg_bag
};
let img_id = if !self.on_right {
self.imgs.inv_frame_bag
} else {
self.imgs.player_inv_frame_bag
};
let mut bg = Image::new(if self.show_stats {
self.imgs.inv_bg_stats
} else if self.show_bag_inv {
bg_id
} else {
self.imgs.inv_bg_armor
})
.w_h(
424.0,
if self.show_bag_inv && !self.on_right {
548.0
} else {
708.0
},
);
if self.on_right {
bg = bg.bottom_right_with_margins_on(ui.window, 70.0, 5.0);
} else {
bg = bg.bottom_left_with_margins_on(ui.window, 230.0, 5.0);
}
bg.color(Some(UI_MAIN)).set(self.bg_ids.bg, ui);
Image::new(if self.show_bag_inv {
img_id
} else {
self.imgs.inv_frame
})
.w_h(
424.0,
if self.show_bag_inv && !self.on_right {
548.0
} else {
708.0
},
)
.middle_of(self.bg_ids.bg)
.color(Some(UI_HIGHLIGHT_0))
.set(self.bg_ids.bg_frame, ui);
}
fn title(&mut self, state: &mut ConrodState<'_, InventoryScrollerState>, ui: &mut UiCell<'_>) {
Text::new(
&self
.localized_strings
.get("hud.bag.inventory")
.replace("{playername}", &*self.playername),
)
.mid_top_with_margin_on(self.bg_ids.bg_frame, 9.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(22))
.color(Color::Rgba(0.0, 0.0, 0.0, 1.0))
.set(state.ids.inventory_title_bg, ui);
Text::new(
&self
.localized_strings
.get("hud.bag.inventory")
.replace("{playername}", &*self.playername),
)
.top_left_with_margins_on(state.ids.inventory_title_bg, 2.0, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(22))
.color(TEXT_COLOR)
.set(state.ids.inventory_title, ui);
}
fn scrollbar_and_slots(
&mut self,
state: &mut ConrodState<'_, InventoryScrollerState>,
ui: &mut UiCell<'_>,
) {
let space_max = self.inventory.slots().count();
// Slots Scrollbar
if space_max > 45 && !self.show_bag_inv {
// Scrollbar-BG
Image::new(self.imgs.scrollbar_bg)
.w_h(9.0, 173.0)
.bottom_right_with_margins_on(self.bg_ids.bg_frame, 42.0, 3.0)
.color(Some(UI_HIGHLIGHT_0))
.set(state.ids.scrollbar_bg, ui);
// Scrollbar
Scrollbar::y_axis(state.ids.inv_alignment)
.thickness(5.0)
.h(123.0)
.color(UI_MAIN)
.middle_of(state.ids.scrollbar_bg)
.set(state.ids.scrollbar_slots, ui);
} else if space_max > 135 && self.on_right {
// Scrollbar-BG
Image::new(self.imgs.scrollbar_bg_big)
.w_h(9.0, 592.0)
.bottom_right_with_margins_on(self.bg_ids.bg_frame, 42.0, 3.0)
.color(Some(UI_HIGHLIGHT_0))
.set(state.ids.scrollbar_bg, ui);
// Scrollbar
Scrollbar::y_axis(state.ids.inv_alignment)
.thickness(5.0)
.h(542.0)
.color(UI_MAIN)
.middle_of(state.ids.scrollbar_bg)
.set(state.ids.scrollbar_slots, ui);
};
// This is just for the offeror inventory scrollbar
if space_max >= 108 && !self.on_right && self.show_bag_inv {
// Left bag scrollbar background
Image::new(self.imgs.second_phase_scrollbar_bg)
.w_h(9.0, 434.0)
.bottom_right_with_margins_on(self.bg_ids.bg_frame, 42.0, 3.0)
.color(Some(UI_HIGHLIGHT_0))
.set(state.ids.second_phase_scrollbar_bg, ui);
// Left bag scrollbar
Scrollbar::y_axis(state.ids.inv_alignment)
.thickness(5.0)
.h(384.0)
.color(UI_MAIN)
.middle_of(state.ids.second_phase_scrollbar_bg)
.set(state.ids.left_scrollbar_slots, ui);
}
let grid_width = if self.show_bag_inv && !self.on_right {
440.0 // This for the left bag
} else if self.show_bag_inv && self.on_right {
600.0 // This for the expanded right bag
} else {
200.0
};
// Alignment for Grid
Rectangle::fill_with([362.0, grid_width], color::TRANSPARENT)
.bottom_left_with_margins_on(
self.bg_ids.bg_frame,
29.0,
if self.show_bag_inv && !self.on_right {
28.0
} else {
46.5
},
)
.scroll_kids_vertically()
.set(state.ids.inv_alignment, ui);
// Bag Slots
// Create available inventory slot widgets
if state.ids.inv_slots.len() < self.inventory.capacity() {
state.update(|s| {
s.ids
.inv_slots
.resize(self.inventory.capacity(), &mut ui.widget_id_generator());
});
}
// Determine the range of inventory slots that are provided by the loadout item
// that the mouse is over
let mouseover_loadout_slots = self
.slot_manager
.mouse_over_slot
.and_then(|x| {
if let SlotKind::Equip(e) = x {
self.inventory.get_slot_range_for_equip_slot(e)
} else {
None
}
})
.unwrap_or(0usize..0usize);
// Display inventory contents
let mut slot_maker = SlotMaker {
empty_slot: self.imgs.inv_slot,
filled_slot: self.imgs.inv_slot,
selected_slot: self.imgs.inv_slot_sel,
background_color: Some(UI_MAIN),
content_size: ContentSize {
width_height_ratio: 1.0,
max_fraction: 0.75,
},
selected_content_scale: 1.067,
amount_font: self.fonts.cyri.conrod_id,
amount_margins: Vec2::new(-4.0, 0.0),
amount_font_size: self.fonts.cyri.scale(12),
amount_text_color: TEXT_COLOR,
content_source: self.inventory,
image_source: self.item_imgs,
slot_manager: Some(self.slot_manager),
pulse: self.pulse,
};
for (i, (pos, item)) in self.inventory.slots_with_id().enumerate() {
let x = i % 9;
let y = i / 9;
// Slot
let mut slot_widget = slot_maker
.fabricate(
InventorySlot {
slot: pos,
ours: self.is_us,
entity: self.entity,
},
[40.0; 2],
)
.top_left_with_margins_on(
state.ids.inv_alignment,
0.0 + y as f64 * (40.0),
0.0 + x as f64 * (40.0),
);
// Highlight slots are provided by the loadout item that the mouse is over
if mouseover_loadout_slots.contains(&i) {
slot_widget = slot_widget.with_background_color(Color::Rgba(1.0, 1.0, 1.0, 1.0));
}
if self.show_salvage && item.as_ref().map_or(false, |item| item.is_salvageable()) {
slot_widget = slot_widget.with_background_color(Color::Rgba(1.0, 1.0, 1.0, 1.0));
}
if let Some(item) = item {
let quality_col_img = match item.quality() {
Quality::Low => self.imgs.inv_slot_grey,
Quality::Common => self.imgs.inv_slot_common,
Quality::Moderate => self.imgs.inv_slot_green,
Quality::High => self.imgs.inv_slot_blue,
Quality::Epic => self.imgs.inv_slot_purple,
Quality::Legendary => self.imgs.inv_slot_gold,
Quality::Artifact => self.imgs.inv_slot_orange,
_ => self.imgs.inv_slot_red,
};
let prices_info = self
.client
.pending_trade()
.as_ref()
.and_then(|(_, _, prices)| prices.clone());
if self.show_salvage && item.is_salvageable() {
let salvage_result: Vec<_> = item
.salvage_output()
.map(Arc::<ItemDef>::load_expect_cloned)
.map(|item| item as Arc<dyn ItemDesc>)
.collect();
// let items = core::iter::once(item as &dyn ItemDesc)
// .chain(salvage_result.iter().map(|item| item.borrow()));
let items = salvage_result
.iter()
.map(|item| item.borrow())
.chain(core::iter::once(item as &dyn ItemDesc));
slot_widget
.filled_slot(quality_col_img)
.with_item_tooltip(
self.item_tooltip_manager,
items,
&prices_info,
self.item_tooltip,
)
.set(state.ids.inv_slots[i], ui);
} else {
slot_widget
.filled_slot(quality_col_img)
.with_item_tooltip(
self.item_tooltip_manager,
core::iter::once(item as &dyn ItemDesc),
&prices_info,
self.item_tooltip,
)
.set(state.ids.inv_slots[i], ui);
}
} else {
slot_widget.set(state.ids.inv_slots[i], ui);
}
}
}
fn footer_metrics(
&mut self,
state: &mut ConrodState<'_, InventoryScrollerState>,
ui: &mut UiCell<'_>,
) {
let space_used = self.inventory.populated_slots();
let space_max = self.inventory.slots().count();
let bag_space = format!("{}/{}", space_used, space_max);
let bag_space_percentage = space_used as f32 / space_max as f32;
let coin_itemdef = Arc::<ItemDef>::load_expect_cloned("common.items.utility.coins");
let coin_count = self.inventory.item_count(&coin_itemdef);
// TODO: Reuse this to generally count a stackable item the player selected
//let cheese_itemdef =
// Arc::<ItemDef>::load_expect_cloned("common.items.food.cheese");
// let cheese_count = self.inventory.item_count(&cheese_itemdef);
// Coin Icon and Coin Text
Image::new(self.imgs.coin_ico)
.w_h(16.0, 17.0)
.bottom_left_with_margins_on(self.bg_ids.bg_frame, 2.0, 43.0)
.set(state.ids.coin_ico, ui);
Text::new(&format!("{}", coin_count))
.bottom_left_with_margins_on(self.bg_ids.bg_frame, 6.0, 64.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.color(Color::Rgba(0.871, 0.863, 0.05, 1.0))
.set(state.ids.coin_txt, ui);
// TODO: Add a customizable counter for stackable items here
// TODO: Cheese is funny until it's real
/*Image::new(self.imgs.cheese_ico)
.w_h(16.0, 17.0)
.bottom_left_with_margins_on(self.bg_ids.bg_frame, 2.0, 110.0)
.set(state.ids.cheese_ico, ui);
Text::new(&format!("{}", cheese_count))
.bottom_left_with_margins_on(self.bg_ids.bg_frame, 6.0, 144.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.color(Color::Rgba(0.871, 0.863, 0.05, 1.0))
.set(state.ids.cheese_txt, ui);*/
//Free Bag-Space
Text::new(&bag_space)
.bottom_right_with_margins_on(self.bg_ids.bg_frame, 6.0, 43.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.color(if bag_space_percentage < 0.8 {
TEXT_COLOR
} else if bag_space_percentage < 1.0 {
LOW_HP_COLOR
} else {
CRITICAL_HP_COLOR
})
.set(state.ids.space_txt, ui);
}
}
impl<'a> Widget for InventoryScroller<'a> {
type Event = ();
type State = InventoryScrollerState;
type Style = ();
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State {
InventoryScrollerState {
ids: InventoryScrollerIds::new(id_gen),
}
}
fn style(&self) -> Self::Style {}
fn update(mut self, args: widget::UpdateArgs<Self>) -> Self::Event {
let widget::UpdateArgs { state, ui, .. } = args;
self.background(ui);
self.title(state, ui);
self.scrollbar_and_slots(state, ui);
self.footer_metrics(state, ui);
}
}
widget_ids! {
pub struct BackgroundIds {
bg,
bg_frame,
}
}
widget_ids! {
pub struct BagIds {
test,
inventory_scroller,
bag_close,
//tooltip[],
char_ico,
coin_ico,
space_txt,
inventory_title,
inventory_title_bg,
inventory_sort,
scrollbar_bg,
scrollbar_slots,
tab_1,
tab_2,
tab_3,
tab_4,
bag_expand_btn,
// Armor Slots
slots_bg,
head_slot,
neck_slot,
chest_slot,
shoulders_slot,
hands_slot,
legs_slot,
belt_slot,
lantern_slot,
ring1_slot,
ring2_slot,
feet_slot,
back_slot,
tabard_slot,
glider_slot,
active_mainhand_slot,
active_offhand_slot,
inactive_mainhand_slot,
inactive_offhand_slot,
swap_equipped_weapons_btn,
bag1_slot,
bag2_slot,
bag3_slot,
bag4_slot,
// Stats
stat_icons[],
stat_txts[],
}
}
#[derive(WidgetCommon)]
pub struct Bag<'a> {
client: &'a Client,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
#[conrod(common_builder)]
common: widget::CommonBuilder,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
item_tooltip_manager: &'a mut ItemTooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
localized_strings: &'a Localization,
stats: &'a Stats,
skill_set: &'a SkillSet,
health: &'a Health,
energy: &'a Energy,
show: &'a Show,
body: &'a Body,
msm: &'a MaterialStatManifest,
poise: &'a Poise,
}
impl<'a> Bag<'a> {
#[allow(clippy::too_many_arguments)]
pub fn new(
client: &'a Client,
global_state: &'a GlobalState,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
item_tooltip_manager: &'a mut ItemTooltipManager,
slot_manager: &'a mut SlotManager,
pulse: f32,
localized_strings: &'a Localization,
stats: &'a Stats,
skill_set: &'a SkillSet,
health: &'a Health,
energy: &'a Energy,
show: &'a Show,
body: &'a Body,
msm: &'a MaterialStatManifest,
poise: &'a Poise,
) -> Self {
Self {
client,
global_state,
imgs,
item_imgs,
fonts,
common: widget::CommonBuilder::default(),
rot_imgs,
tooltip_manager,
item_tooltip_manager,
slot_manager,
pulse,
localized_strings,
stats,
skill_set,
energy,
health,
show,
body,
msm,
poise,
}
}
}
const STATS: [&str; 6] = [
"Health",
"Energy",
"Protection",
"Combat Rating",
"Stun Resilience",
"Stealth",
];
pub struct BagState {
ids: BagIds,
bg_ids: BackgroundIds,
}
pub enum Event {
BagExpand,
Close,
SortInventory,
SwapEquippedWeapons,
}
impl<'a> Widget for Bag<'a> {
type Event = Option<Event>;
type State = BagState;
type Style = ();
fn init_state(&self, mut id_gen: widget::id::Generator) -> Self::State {
BagState {
bg_ids: BackgroundIds {
bg: id_gen.next(),
bg_frame: id_gen.next(),
},
ids: BagIds::new(id_gen),
}
}
fn style(&self) -> Self::Style {}
fn update(self, args: widget::UpdateArgs<Self>) -> Self::Event {
common_base::prof_span!("Bag::update");
let widget::UpdateArgs { state, ui, .. } = args;
let i18n = &self.localized_strings;
let key_layout = &self.global_state.window.key_layout;
let mut event = None;
let bag_tooltip = Tooltip::new({
// Edge images [t, b, r, l]
// Corner images [tr, tl, br, bl]
let edge = &self.rot_imgs.tt_side;
let corner = &self.rot_imgs.tt_corner;
ImageFrame::new(
[edge.cw180, edge.none, edge.cw270, edge.cw90],
[corner.none, corner.cw270, corner.cw90, corner.cw180],
Color::Rgba(0.08, 0.07, 0.04, 1.0),
5.0,
)
})
.title_font_size(self.fonts.cyri.scale(15))
.parent(ui.window)
.desc_font_size(self.fonts.cyri.scale(12))
.font_id(self.fonts.cyri.conrod_id)
.desc_text_color(TEXT_COLOR);
let inventories = self.client.inventories();
let inventory = match inventories.get(self.client.entity()) {
Some(l) => l,
None => return None,
};
// Tooltips
let tooltip = Tooltip::new({
// Edge images [t, b, r, l]
// Corner images [tr, tl, br, bl]
let edge = &self.rot_imgs.tt_side;
let corner = &self.rot_imgs.tt_corner;
ImageFrame::new(
[edge.cw180, edge.none, edge.cw270, edge.cw90],
[corner.none, corner.cw270, corner.cw90, corner.cw180],
Color::Rgba(0.08, 0.07, 0.04, 1.0),
5.0,
)
})
.title_font_size(self.fonts.cyri.scale(15))
.parent(ui.window)
.desc_font_size(self.fonts.cyri.scale(12))
.font_id(self.fonts.cyri.conrod_id)
.desc_text_color(TEXT_COLOR);
let item_tooltip = ItemTooltip::new(
{
// Edge images [t, b, r, l]
// Corner images [tr, tl, br, bl]
let edge = &self.rot_imgs.tt_side;
let corner = &self.rot_imgs.tt_corner;
ImageFrame::new(
[edge.cw180, edge.none, edge.cw270, edge.cw90],
[corner.none, corner.cw270, corner.cw90, corner.cw180],
Color::Rgba(0.08, 0.07, 0.04, 1.0),
5.0,
)
},
self.client,
self.imgs,
self.item_imgs,
self.pulse,
self.msm,
self.localized_strings,
)
.title_font_size(self.fonts.cyri.scale(20))
.parent(ui.window)
.desc_font_size(self.fonts.cyri.scale(12))
.font_id(self.fonts.cyri.conrod_id)
.desc_text_color(TEXT_COLOR);
InventoryScroller::new(
self.client,
self.imgs,
self.item_imgs,
self.fonts,
self.item_tooltip_manager,
self.slot_manager,
self.pulse,
self.localized_strings,
self.show.stats,
self.show.bag_inv,
true,
&item_tooltip,
self.stats.name.to_string(),
self.client.entity(),
true,
inventory,
&state.bg_ids,
self.show.crafting_fields.salvage,
)
.set(state.ids.inventory_scroller, ui);
// Char Pixel-Art
Image::new(self.imgs.char_art)
.w_h(40.0, 37.0)
.top_left_with_margins_on(state.bg_ids.bg, 4.0, 2.0)
.set(state.ids.char_ico, ui);
// Button to expand bag
let txt = if self.show.bag_inv {
"Show Loadout"
} else {
"Expand Bag"
};
let expand_btn = Button::image(if self.show.bag_inv {
self.imgs.collapse_btn
} else {
self.imgs.expand_btn
})
.w_h(30.0, 17.0)
.hover_image(if self.show.bag_inv {
self.imgs.collapse_btn_hover
} else {
self.imgs.expand_btn_hover
})
.press_image(if self.show.bag_inv {
self.imgs.collapse_btn_press
} else {
self.imgs.expand_btn_press
});
// Only show expand button when it's needed...
if inventory.slots().count() > 45 || self.show.bag_inv {
let expand_btn_top = if self.show.bag_inv { 53.0 } else { 460.0 };
if expand_btn
.top_right_with_margins_on(state.bg_ids.bg_frame, expand_btn_top, 37.0)
.with_tooltip(self.tooltip_manager, txt, "", &bag_tooltip, TEXT_COLOR)
.set(state.ids.bag_expand_btn, ui)
.was_clicked()
{
event = Some(Event::BagExpand);
}
}
// Sort inventory button
let inv_sort_btn_top: Scalar = if !self.show.bag_inv { 460.0 } else { 53.0 };
if Button::image(self.imgs.inv_sort_btn)
.w_h(30.0, 17.0)
.hover_image(self.imgs.inv_sort_btn_hover)
.press_image(self.imgs.inv_sort_btn_press)
.top_left_with_margins_on(state.bg_ids.bg_frame, inv_sort_btn_top, 47.0)
.with_tooltip(
self.tooltip_manager,
match inventory.next_sort_order() {
InventorySortOrder::Name => i18n.get("hud.bag.sort_by_name"),
InventorySortOrder::Quality => i18n.get("hud.bag.sort_by_quality"),
InventorySortOrder::Tag => i18n.get("hud.bag.sort_by_category"),
},
"",
&tooltip,
color::WHITE,
)
.set(state.ids.inventory_sort, ui)
.was_clicked()
{
event = Some(Event::SortInventory);
}
// Armor Slots
let mut slot_maker = SlotMaker {
empty_slot: self.imgs.armor_slot_empty,
filled_slot: self.imgs.armor_slot,
selected_slot: self.imgs.armor_slot_sel,
background_color: Some(UI_HIGHLIGHT_0),
content_size: ContentSize {
width_height_ratio: 1.0,
max_fraction: 0.75, /* Changes the item image size by setting a maximum
* fraction
* of either the width or height */
},
selected_content_scale: 1.067,
amount_font: self.fonts.cyri.conrod_id,
amount_margins: Vec2::new(-4.0, 0.0),
amount_font_size: self.fonts.cyri.scale(12),
amount_text_color: TEXT_COLOR,
content_source: inventory,
image_source: self.item_imgs,
slot_manager: Some(self.slot_manager),
pulse: self.pulse,
};
// NOTE: Yes, macros considered harmful.
// Though, this code mutably captures two different fields of `self`
// This works because it's different branches of if-let
// so in reality borrow checker allows you to do this as you
// capture only one field.
//
// The less impossible, but still tricky part is denote type of
// `$slot_maker` which has 1 lifetype parameter and 3 type parameters
// in such way that it implements all traits conrod needs.
//
// And final part is that this uses that much of arguments
// that just by passing all of them, you will get about the same
// amount of lines this macro has or even more.
//
// So considering how many times we copy-paste this code
// and how easy this macro looks it sounds like lawful evil.
//
// What this actually does is checks if we have equipped item on this slot
// and if we do, display item tooltip for it.
// If not, just show text of slot name.
macro_rules! set_tooltip {
($slot_maker:expr, $slot_id:expr, $slot:expr, $desc:expr) => {
if let Some(item) = inventory.equipped($slot) {
let manager = &mut *self.item_tooltip_manager;
$slot_maker
.with_item_tooltip(
manager,
core::iter::once(item as &dyn ItemDesc),
&None,
&item_tooltip,
)
.set($slot_id, ui)
} else {
let manager = &mut *self.tooltip_manager;
$slot_maker
.with_tooltip(manager, i18n.get($desc), "", &tooltip, color::WHITE)
.set($slot_id, ui)
}
};
}
let filled_slot = self.imgs.armor_slot;
if !self.show.bag_inv {
// Stat icons and text
state.update(|s| {
s.ids
.stat_icons
.resize(STATS.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.ids
.stat_txts
.resize(STATS.len(), &mut ui.widget_id_generator())
});
// Stats
let combat_rating = combat_rating(
inventory,
self.health,
self.energy,
self.poise,
self.skill_set,
*self.body,
self.msm,
)
.min(999.9);
let indicator_col = cr_color(combat_rating);
for i in STATS.iter().copied().enumerate() {
let btn = Button::image(match i.1 {
"Health" => self.imgs.health_ico,
"Energy" => self.imgs.energy_ico,
"Combat Rating" => self.imgs.combat_rating_ico,
"Protection" => self.imgs.protection_ico,
"Stun Resilience" => self.imgs.stun_res_ico,
"Stealth" => self.imgs.stealth_rating_ico,
_ => self.imgs.nothing,
})
.w_h(20.0, 20.0)
.image_color(if i.1 == "Combat Rating" {
indicator_col
} else {
TEXT_COLOR
});
let protection_txt = format!(
"{}%",
(100.0
* Damage::compute_damage_reduction(None, Some(inventory), Some(self.stats)))
as i32
);
let health_txt = format!("{}", self.health.maximum().round() as usize);
let energy_txt = format!("{}", self.energy.maximum().round() as usize);
let combat_rating_txt = format!("{}", (combat_rating * 10.0) as usize);
let stun_res_txt = format!(
"{}",
(100.0 * Poise::compute_poise_damage_reduction(inventory)) as i32
);
let stealth_txt = format!(
"{:.1}%",
((1.0 - perception_dist_multiplier_from_stealth(Some(inventory), None))
* 100.0)
);
let btn = if i.0 == 0 {
btn.top_left_with_margins_on(state.bg_ids.bg_frame, 55.0, 10.0)
} else {
btn.down_from(state.ids.stat_icons[i.0 - 1], 7.0)
};
let tooltip_head = match i.1 {
"Health" => i18n.get("hud.bag.health"),
"Energy" => i18n.get("hud.bag.energy"),
"Combat Rating" => i18n.get("hud.bag.combat_rating"),
"Protection" => i18n.get("hud.bag.protection"),
"Stun Resilience" => i18n.get("hud.bag.stun_res"),
"Stealth" => i18n.get("hud.bag.stealth"),
_ => "",
};
let tooltip_txt = match i.1 {
"Combat Rating" => i18n.get("hud.bag.combat_rating_desc"),
"Protection" => i18n.get("hud.bag.protection_desc"),
"Stun Resilience" => i18n.get("hud.bag.stun_res_desc"),
_ => "",
};
btn.with_tooltip(
self.tooltip_manager,
tooltip_head,
tooltip_txt,
&bag_tooltip,
TEXT_COLOR,
)
.set(state.ids.stat_icons[i.0], ui);
Text::new(match i.1 {
"Health" => &health_txt,
"Energy" => &energy_txt,
"Combat Rating" => &combat_rating_txt,
"Protection" => &protection_txt,
"Stun Resilience" => &stun_res_txt,
"Stealth" => &stealth_txt,
_ => "",
})
.right_from(state.ids.stat_icons[i.0], 10.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.color(TEXT_COLOR)
.graphics_for(state.ids.stat_icons[i.0])
.set(state.ids.stat_txts[i.0], ui);
}
// Loadout Slots
// Head
let item_slot = EquipSlot::Armor(ArmorSlot::Head);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.mid_top_with_margin_on(state.bg_ids.bg_frame, 60.0)
.with_icon(self.imgs.head_bg, Vec2::new(32.0, 40.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.head_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.head");
// Necklace
let item_slot = EquipSlot::Armor(ArmorSlot::Neck);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.mid_bottom_with_margin_on(state.ids.head_slot, -55.0)
.with_icon(self.imgs.necklace_bg, Vec2::new(40.0, 31.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.neck_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.neck");
// Chest
//Image::new(self.imgs.armor_slot) // different graphics for empty/non empty
let item_slot = EquipSlot::Armor(ArmorSlot::Chest);
let slot = slot_maker
.fabricate(item_slot, [85.0; 2])
.mid_bottom_with_margin_on(state.ids.neck_slot, -95.0)
.with_icon(self.imgs.chest_bg, Vec2::new(64.0, 42.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.chest_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.chest");
// Shoulders
let item_slot = EquipSlot::Armor(ArmorSlot::Shoulders);
let slot = slot_maker
.fabricate(item_slot, [70.0; 2])
.bottom_left_with_margins_on(state.ids.chest_slot, 0.0, -80.0)
.with_icon(self.imgs.shoulders_bg, Vec2::new(60.0, 36.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.shoulders_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.shoulders");
// Hands
let item_slot = EquipSlot::Armor(ArmorSlot::Hands);
let slot = slot_maker
.fabricate(item_slot, [70.0; 2])
.bottom_right_with_margins_on(state.ids.chest_slot, 0.0, -80.0)
.with_icon(self.imgs.hands_bg, Vec2::new(55.0, 60.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.hands_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.hands");
// Belt
let item_slot = EquipSlot::Armor(ArmorSlot::Belt);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.mid_bottom_with_margin_on(state.ids.chest_slot, -55.0)
.with_icon(self.imgs.belt_bg, Vec2::new(40.0, 23.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.belt_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.belt");
// Legs
let item_slot = EquipSlot::Armor(ArmorSlot::Legs);
let slot = slot_maker
.fabricate(item_slot, [85.0; 2])
.mid_bottom_with_margin_on(state.ids.belt_slot, -95.0)
.with_icon(self.imgs.legs_bg, Vec2::new(48.0, 70.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.legs_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.legs");
// Ring
let item_slot = EquipSlot::Armor(ArmorSlot::Ring1);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.bottom_left_with_margins_on(state.ids.hands_slot, -55.0, 0.0)
.with_icon(self.imgs.ring_bg, Vec2::new(36.0, 40.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.ring1_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.ring");
// Ring 2
let item_slot = EquipSlot::Armor(ArmorSlot::Ring2);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.bottom_right_with_margins_on(state.ids.shoulders_slot, -55.0, 0.0)
.with_icon(self.imgs.ring_bg, Vec2::new(36.0, 40.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.ring2_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.ring");
// Back
let item_slot = EquipSlot::Armor(ArmorSlot::Back);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.down_from(state.ids.ring2_slot, 10.0)
.with_icon(self.imgs.back_bg, Vec2::new(33.0, 40.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.back_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.back");
// Foot
let item_slot = EquipSlot::Armor(ArmorSlot::Feet);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.down_from(state.ids.ring1_slot, 10.0)
.with_icon(self.imgs.feet_bg, Vec2::new(32.0, 40.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.feet_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.feet");
// Lantern
let item_slot = EquipSlot::Lantern;
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.top_right_with_margins_on(state.bg_ids.bg_frame, 60.0, 5.0)
.with_icon(self.imgs.lantern_bg, Vec2::new(24.0, 38.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.lantern_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.lantern");
// Glider
let item_slot = EquipSlot::Glider;
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.down_from(state.ids.lantern_slot, 5.0)
.with_icon(self.imgs.glider_bg, Vec2::new(38.0, 38.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.glider_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.glider");
// Tabard
let item_slot = EquipSlot::Armor(ArmorSlot::Tabard);
let slot = slot_maker
.fabricate(item_slot, [45.0; 2])
.down_from(state.ids.glider_slot, 5.0)
.with_icon(self.imgs.tabard_bg, Vec2::new(38.0, 38.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.tabard_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.tabard");
// Active Mainhand/Left-Slot
let item_slot = EquipSlot::ActiveMainhand;
let slot = slot_maker
.fabricate(item_slot, [85.0; 2])
.bottom_right_with_margins_on(state.ids.back_slot, -95.0, 0.0)
.with_icon(self.imgs.mainhand_bg, Vec2::new(75.0, 75.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.active_mainhand_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.mainhand");
// Active Offhand/Right-Slot
let item_slot = EquipSlot::ActiveOffhand;
let slot = slot_maker
.fabricate(item_slot, [85.0; 2])
.bottom_left_with_margins_on(state.ids.feet_slot, -95.0, 0.0)
.with_icon(self.imgs.offhand_bg, Vec2::new(75.0, 75.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.active_offhand_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.offhand");
// Inactive Mainhand/Left-Slot
let item_slot = EquipSlot::InactiveMainhand;
let slot = slot_maker
.fabricate(item_slot, [40.0; 2])
.bottom_right_with_margins_on(state.ids.active_mainhand_slot, 3.0, -47.0)
.with_icon(self.imgs.mainhand_bg, Vec2::new(35.0, 35.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.inactive_mainhand_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.inactive_mainhand");
// Inactive Offhand/Right-Slot
let item_slot = EquipSlot::InactiveOffhand;
let slot = slot_maker
.fabricate(item_slot, [40.0; 2])
.bottom_left_with_margins_on(state.ids.active_offhand_slot, 3.0, -47.0)
.with_icon(self.imgs.offhand_bg, Vec2::new(35.0, 35.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.inactive_offhand_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.inactive_offhand");
if Button::image(self.imgs.swap_equipped_weapons_btn)
.hover_image(self.imgs.swap_equipped_weapons_btn_hover)
.press_image(self.imgs.swap_equipped_weapons_btn_press)
.w_h(32.0, 40.0)
.bottom_left_with_margins_on(state.bg_ids.bg_frame, 0.0, 23.3)
.align_middle_y_of(state.ids.active_mainhand_slot)
.with_tooltip(
self.tooltip_manager,
i18n.get("hud.bag.swap_equipped_weapons_title"),
if let Some(key) = self
.global_state
.settings
.controls
.get_binding(GameInput::SwapLoadout)
{
i18n.get("hud.bag.swap_equipped_weapons_desc")
.replace("{key}", key.display_string(key_layout).as_str())
} else {
"".to_string()
}
.as_str(),
&tooltip,
color::WHITE,
)
.set(state.ids.swap_equipped_weapons_btn, ui)
.was_clicked()
{
event = Some(Event::SwapEquippedWeapons);
}
}
// Bag 1
let item_slot = EquipSlot::Armor(ArmorSlot::Bag1);
let slot = slot_maker
.fabricate(item_slot, [35.0; 2])
.bottom_left_with_margins_on(
state.bg_ids.bg_frame,
if self.show.bag_inv { 600.0 } else { 167.0 },
3.0,
)
.with_icon(self.imgs.bag_bg, Vec2::new(28.0, 24.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.bag1_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.bag");
// Bag 2
let item_slot = EquipSlot::Armor(ArmorSlot::Bag2);
let slot = slot_maker
.fabricate(item_slot, [35.0; 2])
.down_from(state.ids.bag1_slot, 2.0)
.with_icon(self.imgs.bag_bg, Vec2::new(28.0, 24.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.bag2_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.bag");
// Bag 3
let item_slot = EquipSlot::Armor(ArmorSlot::Bag3);
let slot = slot_maker
.fabricate(item_slot, [35.0; 2])
.down_from(state.ids.bag2_slot, 2.0)
.with_icon(self.imgs.bag_bg, Vec2::new(28.0, 24.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.bag3_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.bag");
// Bag 4
let item_slot = EquipSlot::Armor(ArmorSlot::Bag4);
let slot = slot_maker
.fabricate(item_slot, [35.0; 2])
.down_from(state.ids.bag3_slot, 2.0)
.with_icon(self.imgs.bag_bg, Vec2::new(28.0, 24.0), Some(UI_MAIN))
.filled_slot(filled_slot);
let slot_id = state.ids.bag4_slot;
set_tooltip!(slot, slot_id, item_slot, "hud.bag.bag");
// Close button
if Button::image(self.imgs.close_btn)
.w_h(24.0, 25.0)
.hover_image(self.imgs.close_btn_hover)
.press_image(self.imgs.close_btn_press)
.top_right_with_margins_on(state.bg_ids.bg, 0.0, 0.0)
.set(state.ids.bag_close, ui)
.was_clicked()
{
event = Some(Event::Close);
}
event
}
}