veloren/voxygen/src/hud/diary.rs
2021-08-26 14:49:52 +03:00

2466 lines
77 KiB
Rust

use super::{
img_ids::{Imgs, ImgsRot},
item_imgs::{animate_by_pulse, ItemImgs, ItemKey::Tool},
Position, PositionSpecifier, Show, CRITICAL_HP_COLOR, HP_COLOR, TEXT_COLOR, UI_HIGHLIGHT_0,
UI_MAIN, XP_COLOR,
};
use crate::ui::{fonts::Fonts, ImageFrame, Tooltip, TooltipManager, Tooltipable};
use conrod_core::{
color,
image::Id,
widget::{self, button, Button, Image, Rectangle, State, Text},
widget_ids, Color, Colorable, Labelable, Positionable, Sizeable, UiCell, Widget, WidgetCommon,
};
use i18n::Localization;
use client::{self, Client};
use common::comp::{
item::tool::ToolKind,
skills::{self, Boost, BoostValue, Skill},
SkillSet,
};
const ART_SIZE: [f64; 2] = [320.0, 320.0];
widget_ids! {
pub struct Ids {
frame,
bg,
icon,
close,
title,
content_align,
exp_bar_bg,
exp_bar_frame,
exp_bar_content_align,
exp_bar_content,
exp_bar_rank,
exp_bar_txt,
tree_title_txt,
lock_imgs[],
available_pts_txt,
weapon_imgs[],
weapon_btns[],
skills_top_l_align,
skills_top_r_align,
skills_bot_l_align,
skills_bot_r_align,
skills_top_l[],
skills_top_r[],
skills_bot_l[],
skills_bot_r[],
sword_render,
skill_sword_combo_0,
skill_sword_combo_1,
skill_sword_combo_2,
skill_sword_combo_3,
skill_sword_combo_4,
skill_sword_dash_0,
skill_sword_dash_1,
skill_sword_dash_2,
skill_sword_dash_3,
skill_sword_dash_4,
skill_sword_dash_5,
skill_sword_dash_6,
skill_sword_spin_0,
skill_sword_spin_1,
skill_sword_spin_2,
skill_sword_spin_3,
skill_sword_spin_4,
skill_sword_passive_0,
axe_render,
skill_axe_combo_0,
skill_axe_combo_1,
skill_axe_combo_2,
skill_axe_combo_3,
skill_axe_combo_4,
skill_axe_spin_0,
skill_axe_spin_1,
skill_axe_spin_2,
skill_axe_spin_3,
skill_axe_spin_4,
skill_axe_spin_5,
skill_axe_leap_0,
skill_axe_leap_1,
skill_axe_leap_2,
skill_axe_leap_3,
skill_axe_leap_4,
hammer_render,
skill_hammer_combo_0,
skill_hammer_combo_1,
skill_hammer_combo_2,
skill_hammer_combo_3,
skill_hammer_combo_4,
skill_hammer_charged_0,
skill_hammer_charged_1,
skill_hammer_charged_2,
skill_hammer_charged_3,
skill_hammer_charged_4,
skill_hammer_leap_0,
skill_hammer_leap_1,
skill_hammer_leap_2,
skill_hammer_leap_3,
skill_hammer_leap_4,
skill_hammer_leap_5,
bow_render,
skill_bow_charged_0,
skill_bow_charged_1,
skill_bow_charged_2,
skill_bow_charged_3,
skill_bow_charged_4,
skill_bow_charged_5,
skill_bow_repeater_0,
skill_bow_repeater_1,
skill_bow_repeater_2,
skill_bow_repeater_3,
skill_bow_shotgun_0,
skill_bow_shotgun_1,
skill_bow_shotgun_2,
skill_bow_shotgun_3,
skill_bow_shotgun_4,
skill_bow_passive_0,
staff_render,
skill_staff_basic_0,
skill_staff_basic_1,
skill_staff_basic_2,
skill_staff_basic_3,
skill_staff_basic_4,
skill_staff_beam_0,
skill_staff_beam_1,
skill_staff_beam_2,
skill_staff_beam_3,
skill_staff_beam_4,
skill_staff_shockwave_0,
skill_staff_shockwave_1,
skill_staff_shockwave_2,
skill_staff_shockwave_3,
skill_staff_shockwave_4,
sceptre_render,
skill_sceptre_lifesteal_0,
skill_sceptre_lifesteal_1,
skill_sceptre_lifesteal_2,
skill_sceptre_lifesteal_3,
skill_sceptre_lifesteal_4,
skill_sceptre_heal_0,
skill_sceptre_heal_1,
skill_sceptre_heal_2,
skill_sceptre_heal_3,
skill_sceptre_heal_4,
skill_sceptre_aura_0,
skill_sceptre_aura_1,
skill_sceptre_aura_2,
skill_sceptre_aura_3,
skill_sceptre_aura_4,
pick_render,
skill_pick_m1,
skill_pick_m1_0,
skill_pick_m1_1,
skill_pick_m1_2,
general_combat_render_0,
general_combat_render_1,
skill_general_stat_0,
skill_general_stat_1,
skill_general_tree_0,
skill_general_tree_1,
skill_general_tree_2,
skill_general_tree_3,
skill_general_tree_4,
skill_general_tree_5,
skill_general_roll_0,
skill_general_roll_1,
skill_general_roll_2,
skill_general_roll_3,
skill_general_climb_0,
skill_general_climb_1,
skill_general_climb_2,
skill_general_swim_0,
skill_general_swim_1,
}
}
#[derive(WidgetCommon)]
pub struct Diary<'a> {
show: &'a Show,
_client: &'a Client,
skill_set: &'a SkillSet,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
pulse: f32,
#[conrod(common_builder)]
common: widget::CommonBuilder,
created_btns_top_l: usize,
created_btns_top_r: usize,
created_btns_bot_l: usize,
created_btns_bot_r: usize,
}
impl<'a> Diary<'a> {
pub fn new(
show: &'a Show,
_client: &'a Client,
skill_set: &'a SkillSet,
imgs: &'a Imgs,
item_imgs: &'a ItemImgs,
fonts: &'a Fonts,
localized_strings: &'a Localization,
rot_imgs: &'a ImgsRot,
tooltip_manager: &'a mut TooltipManager,
pulse: f32,
) -> Self {
Self {
show,
_client,
skill_set,
imgs,
item_imgs,
fonts,
localized_strings,
rot_imgs,
tooltip_manager,
pulse,
common: widget::CommonBuilder::default(),
created_btns_top_l: 0,
created_btns_top_r: 0,
created_btns_bot_l: 0,
created_btns_bot_r: 0,
}
}
}
pub type SelectedSkillTree = skills::SkillGroupKind;
// TODO: make it enum?
const TREES: [&str; 8] = [
"General Combat",
"Sword",
"Hammer",
"Axe",
"Sceptre",
"Bow",
"Fire Staff",
"Mining",
];
pub enum Event {
Close,
ChangeSkillTree(SelectedSkillTree),
UnlockSkill(Skill),
}
impl<'a> Widget for Diary<'a> {
type Event = Vec<Event>;
type State = Ids;
type Style = ();
fn init_state(&self, id_gen: widget::id::Generator) -> Self::State { Ids::new(id_gen) }
fn style(&self) -> Self::Style {}
fn update(mut self, args: widget::UpdateArgs<Self>) -> Self::Event {
common_base::prof_span!("Diary::update");
let widget::UpdateArgs { state, ui, .. } = args;
let mut events = Vec::new();
// Tooltips
let diary_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 sel_tab = &self.show.skilltreetab;
//Animation timer Frame
let frame_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 0.8;
Image::new(self.imgs.diary_bg)
.w_h(1202.0, 886.0)
.mid_top_with_margin_on(ui.window, 5.0)
.color(Some(UI_MAIN))
.set(state.bg, ui);
Image::new(self.imgs.diary_frame)
.w_h(1202.0, 886.0)
.middle_of(state.bg)
.color(Some(UI_HIGHLIGHT_0))
.set(state.frame, ui);
// Icon
Image::new(self.imgs.spellbook_button)
.w_h(30.0, 27.0)
.top_left_with_margins_on(state.frame, 8.0, 8.0)
.set(state.icon, ui);
// X-Button
if Button::image(self.imgs.close_button)
.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.frame, 0.0, 0.0)
.set(state.close, ui)
.was_clicked()
{
events.push(Event::Close);
}
// Title
Text::new(self.localized_strings.get("hud.diary"))
.mid_top_with_margin_on(state.frame, 3.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(29))
.color(TEXT_COLOR)
.set(state.title, ui);
// Content Alignment
Rectangle::fill_with([599.0 * 2.0, 419.0 * 2.0], color::TRANSPARENT)
.mid_top_with_margin_on(state.frame, 46.0)
.set(state.content_align, ui);
// Contents
// Skill Trees
// Skill Tree Selection
state.update(|s| {
s.weapon_btns
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.weapon_imgs
.resize(TREES.len(), &mut ui.widget_id_generator())
});
state.update(|s| {
s.lock_imgs
.resize(TREES.len(), &mut ui.widget_id_generator())
});
// Draw skillgroup tab's icons
for (i, skilltree_name) in TREES.iter().copied().enumerate() {
let skill_group = match skill_tree_from_str(skilltree_name) {
Some(st) => st,
None => {
tracing::warn!("unexpected tree name: {}", skilltree_name);
continue;
},
};
// Check if we have this skill tree unlocked
let locked = !self.skill_set.contains_skill_group(skill_group);
// Weapon button image
let btn_img = {
let img = match skilltree_name {
"General Combat" => self.imgs.swords_crossed,
"Sword" => self.imgs.sword,
"Hammer" => self.imgs.hammer,
"Axe" => self.imgs.axe,
"Sceptre" => self.imgs.sceptre,
"Bow" => self.imgs.bow,
"Fire Staff" => self.imgs.staff,
"Mining" => self.imgs.mining,
_ => self.imgs.nothing,
};
if i == 0 {
Image::new(img).top_left_with_margins_on(state.content_align, 10.0, 5.0)
} else {
Image::new(img).down_from(state.weapon_btns[i - 1], 5.0)
}
};
btn_img.w_h(50.0, 50.0).set(state.weapon_imgs[i], ui);
// Lock Image
if locked {
Image::new(self.imgs.lock)
.w_h(50.0, 50.0)
.middle_of(state.weapon_imgs[i])
.graphics_for(state.weapon_imgs[i])
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 0.8)))
.set(state.lock_imgs[i], ui);
}
// Weapon icons
let have_points = {
let available = self.skill_set.available_sp(skill_group);
let earned = self.skill_set.earned_sp(skill_group);
let total_cost = skill_group.total_skill_point_cost();
available > 0 && (earned - available) < total_cost
};
let border_image = if skill_group == *sel_tab || have_points {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border
};
let hover_image = if skill_group == *sel_tab {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_mo
};
let press_image = if skill_group == *sel_tab {
self.imgs.wpn_icon_border_pressed
} else {
self.imgs.wpn_icon_border_press
};
let color = if skill_group != *sel_tab && have_points {
Color::Rgba(0.92, 0.76, 0.0, frame_ani)
} else {
TEXT_COLOR
};
let tooltip_txt = if locked {
self.localized_strings.get("hud.skill.not_unlocked")
} else {
""
};
let wpn_button = Button::image(border_image)
.w_h(50.0, 50.0)
.hover_image(hover_image)
.press_image(press_image)
.middle_of(state.weapon_imgs[i])
.image_color(color)
.with_tooltip(
self.tooltip_manager,
skilltree_name,
tooltip_txt,
&diary_tooltip,
TEXT_COLOR,
)
.set(state.weapon_btns[i], ui);
if wpn_button.was_clicked() {
events.push(Event::ChangeSkillTree(skill_group))
}
}
// Exp Bars and Rank Display
let current_exp = self.skill_set.experience(*sel_tab) as f64;
let max_exp = self.skill_set.skill_point_cost(*sel_tab) as f64;
let exp_percentage = current_exp / max_exp;
let rank = self.skill_set.earned_sp(*sel_tab);
let rank_txt = format!("{}", rank);
let exp_txt = format!("{}/{}", current_exp, max_exp);
let available_pts = self.skill_set.available_sp(*sel_tab);
let available_pts_txt = format!("{}", available_pts);
Image::new(self.imgs.diary_exp_bg)
.w_h(480.0, 76.0)
.mid_bottom_with_margin_on(state.content_align, 10.0)
.set(state.exp_bar_bg, ui);
Rectangle::fill_with([400.0, 40.0], color::TRANSPARENT)
.top_left_with_margins_on(state.exp_bar_bg, 32.0, 40.0)
.set(state.exp_bar_content_align, ui);
Image::new(self.imgs.bar_content)
.w_h(400.0 * exp_percentage, 40.0)
.top_left_with_margins_on(state.exp_bar_content_align, 0.0, 0.0)
.color(Some(XP_COLOR))
.set(state.exp_bar_content, ui);
Image::new(self.imgs.diary_exp_frame)
.w_h(480.0, 76.0)
.color(Some(UI_HIGHLIGHT_0))
.middle_of(state.exp_bar_bg)
.set(state.exp_bar_frame, ui);
// Show EXP bar text on hover
if ui
.widget_input(state.exp_bar_frame)
.mouse()
.map_or(false, |m| m.is_over())
{
Text::new(&exp_txt)
.mid_top_with_margin_on(state.exp_bar_frame, 47.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(14))
.color(TEXT_COLOR)
.graphics_for(state.exp_bar_frame)
.set(state.exp_bar_txt, ui);
}
Text::new(&rank_txt)
.mid_top_with_margin_on(state.exp_bar_frame, 5.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(28))
.color(TEXT_COLOR)
.set(state.exp_bar_rank, ui);
Text::new(
&self
.localized_strings
.get("hud.skill.sp_available")
.replace("{number}", &available_pts_txt),
)
.mid_top_with_margin_on(state.content_align, 700.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(28))
.color(if available_pts > 0 {
Color::Rgba(0.92, 0.76, 0.0, frame_ani)
} else {
TEXT_COLOR
})
.set(state.available_pts_txt, ui);
// Skill Trees
// Alignment Placing
let x = 200.0;
let y = 100.0;
// Alignment rectangles for skills
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.top_left_with_margins_on(state.content_align, y, x)
.set(state.skills_top_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.top_right_with_margins_on(state.content_align, y, x)
.set(state.skills_top_r_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_left_with_margins_on(state.content_align, y, x)
.set(state.skills_bot_l_align, ui);
Rectangle::fill_with([124.0 * 2.0, 124.0 * 2.0], color::TRANSPARENT)
.bottom_right_with_margins_on(state.content_align, y, x)
.set(state.skills_bot_r_align, ui);
match sel_tab {
SelectedSkillTree::General => {
self.handle_general_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Sword) => {
self.handle_sword_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Hammer) => {
self.handle_hammer_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Axe) => {
self.handle_axe_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Sceptre) => {
self.handle_sceptre_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Bow) => {
self.handle_bow_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Staff) => {
self.handle_staff_skills_window(&diary_tooltip, state, ui, events)
},
SelectedSkillTree::Weapon(ToolKind::Pick) => {
self.handle_mining_skills_window(&diary_tooltip, state, ui, events)
},
_ => events,
}
}
}
fn skill_tree_from_str(string: &str) -> Option<SelectedSkillTree> {
match string {
"General Combat" => Some(SelectedSkillTree::General),
"Sword" => Some(SelectedSkillTree::Weapon(ToolKind::Sword)),
"Hammer" => Some(SelectedSkillTree::Weapon(ToolKind::Hammer)),
"Axe" => Some(SelectedSkillTree::Weapon(ToolKind::Axe)),
"Sceptre" => Some(SelectedSkillTree::Weapon(ToolKind::Sceptre)),
"Bow" => Some(SelectedSkillTree::Weapon(ToolKind::Bow)),
"Fire Staff" => Some(SelectedSkillTree::Weapon(ToolKind::Staff)),
"Mining" => Some(SelectedSkillTree::Weapon(ToolKind::Pick)),
_ => None,
}
}
/// Formats skill description, e.g.
///
/// "Increase max health by {boost}{SP}"
///
/// turns into
///
/// """
/// Increase max health by 5
///
/// Requires 4 SP
/// """
fn format_skill_description<'a>(
raw_description: &'a str,
skill: Skill,
skill_set: &'a skills::SkillSet,
localized_strings: &'a Localization,
) -> String {
let boost = skill.boost();
let with_values = match boost {
BoostValue::Number(x) => {
let value = x.abs();
raw_description.replace("{boost}", &value.to_string())
},
BoostValue::NonDescriptive => raw_description.to_owned(),
};
match skill_set.skill_level(skill) {
Ok(level) if level == skill.max_level() => with_values.replace("{SP}", ""),
_ => with_values.replace(
"{SP}",
&localized_strings
.get("hud.skill.req_sp")
.replace("{number}", &format!("{}", skill_set.skill_cost(skill))),
),
}
}
impl<'a> Diary<'a> {
fn handle_general_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
let tree_title = self.localized_strings.get("common.weapons.general");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 2;
let skills_top_r = 6;
let skills_bot_l = 4;
let skills_bot_r = 5;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
use skills::{
ClimbSkill,
GeneralSkill::*,
RollSkill::{self, *},
SkillGroupKind::*,
SwimSkill,
};
use ToolKind::*;
// General Combat
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_general_combat_left".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.general_combat_render_0, ui);
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_general_combat_right".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.general_combat_render_0)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.general_combat_render_1, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
self.create_unlock_skill_button(
Skill::General(HealthIncrease),
self.imgs.health_plus_skill,
state.skills_top_l[0],
"inc_health",
state.skill_general_stat_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::General(EnergyIncrease),
self.imgs.energy_plus_skill,
state.skills_top_l[1],
"inc_energy",
state.skill_general_stat_1,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Sword)),
self.imgs.unlock_sword_skill,
state.skills_top_r[0],
"unlck_sword",
state.skill_general_tree_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Axe)),
self.imgs.unlock_axe_skill,
state.skills_top_r[1],
"unlck_axe",
state.skill_general_tree_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Hammer)),
self.imgs.unlock_hammer_skill,
state.skills_top_r[2],
"unlck_hammer",
state.skill_general_tree_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Bow)),
self.imgs.unlock_bow_skill,
state.skills_top_r[3],
"unlck_bow",
state.skill_general_tree_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Staff)),
self.imgs.unlock_staff_skill0,
state.skills_top_r[4],
"unlck_staff",
state.skill_general_tree_4,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::UnlockGroup(Weapon(Sceptre)),
self.imgs.unlock_sceptre_skill,
state.skills_top_r[5],
"unlck_sceptre",
state.skill_general_tree_5,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
Button::image(self.imgs.skill_dodge_skill)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_bot_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.dodge_title"),
self.localized_strings.get("hud.skill.dodge"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_roll_0, ui);
self.create_unlock_skill_button(
Skill::Roll(RollSkill::Cost),
self.imgs.utility_cost_skill,
state.skills_bot_l[1],
"roll_energy",
state.skill_general_roll_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Roll(Strength),
self.imgs.utility_speed_skill,
state.skills_bot_l[2],
"roll_speed",
state.skill_general_roll_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Roll(Duration),
self.imgs.utility_duration_skill,
state.skills_bot_l[3],
"roll_dur",
state.skill_general_roll_3,
ui,
&mut events,
&diary_tooltip,
);
// Bottom right skills
Button::image(self.imgs.skill_climbing_skill)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_bot_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.climbing_title"),
self.localized_strings.get("hud.skill.climbing"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_climb_0, ui);
self.create_unlock_skill_button(
Skill::Climb(ClimbSkill::Cost),
self.imgs.utility_cost_skill,
state.skills_bot_r[1],
"climbing_cost",
state.skill_general_climb_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Climb(ClimbSkill::Speed),
self.imgs.utility_speed_skill,
state.skills_bot_r[2],
"climbing_speed",
state.skill_general_climb_2,
ui,
&mut events,
&diary_tooltip,
);
Button::image(self.imgs.skill_swim_skill)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_bot_r[3], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.swim_title"),
self.localized_strings.get("hud.skill.swim"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_general_swim_0, ui);
self.create_unlock_skill_button(
Skill::Swim(SwimSkill::Speed),
self.imgs.utility_speed_skill,
state.skills_bot_r[4],
"swim_speed",
state.skill_general_swim_1,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_sword_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.sword");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 5;
let skills_top_r = 7;
let skills_bot_l = 5;
let skills_bot_r = 1;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::SwordSkill::*;
// Sword
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_sword".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.sword_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.twohsword_m1)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.sw_trip_str_title"),
self.localized_strings.get("hud.skill.sw_trip_str"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_combo_0, ui);
self.create_unlock_skill_button(
Skill::Sword(TsCombo),
self.imgs.physical_combo_skill,
state.skills_top_l[1],
"sw_trip_str_combo",
state.skill_sword_combo_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(TsDamage),
self.imgs.physical_damage_skill,
state.skills_top_l[2],
"sw_trip_str_dmg",
state.skill_sword_combo_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(TsSpeed),
self.imgs.physical_speed_skill,
state.skills_top_l[3],
"sw_trip_str_sp",
state.skill_sword_combo_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(TsRegen),
self.imgs.physical_energy_regen_skill,
state.skills_top_l[4],
"sw_trip_str_reg",
state.skill_sword_combo_4,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.twohsword_m2)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.sw_dash_title"),
self.localized_strings.get("hud.skill.sw_dash"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sword_dash_0, ui);
self.create_unlock_skill_button(
Skill::Sword(DDamage),
self.imgs.physical_damage_skill,
state.skills_top_r[1],
"sw_dash_dmg",
state.skill_sword_dash_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(DDrain),
self.imgs.physical_energy_drain_skill,
state.skills_top_r[2],
"sw_dash_drain",
state.skill_sword_dash_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(DCost),
self.imgs.physical_cost_skill,
state.skills_top_r[3],
"sw_dash_cost",
state.skill_sword_dash_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(DSpeed),
self.imgs.physical_speed_skill,
state.skills_top_r[4],
"sw_dash_speed",
state.skill_sword_dash_4,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(DInfinite),
self.imgs.physical_distance_skill,
state.skills_top_r[5],
"sw_dash_charge_through",
state.skill_sword_dash_5,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(DScaling),
self.imgs.physical_amount_skill,
state.skills_top_r[6],
"sw_dash_scale",
state.skill_sword_dash_6,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Sword(UnlockSpin),
self.imgs.sword_whirlwind,
state.skills_bot_l[0],
"sw_spin",
state.skill_sword_spin_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(SDamage),
self.imgs.physical_damage_skill,
state.skills_bot_l[1],
"sw_spin_dmg",
state.skill_sword_spin_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(SSpeed),
self.imgs.physical_damage_skill,
state.skills_bot_l[2],
"sw_spin_spd",
state.skill_sword_spin_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(SCost),
self.imgs.physical_cost_skill,
state.skills_bot_l[3],
"sw_spin_cost",
state.skill_sword_spin_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sword(SSpins),
self.imgs.physical_amount_skill,
state.skills_bot_l[4],
"sw_spin_spins",
state.skill_sword_spin_4,
ui,
&mut events,
&diary_tooltip,
);
// Bottom right skills
self.create_unlock_skill_button(
Skill::Sword(InterruptingAttacks),
self.imgs.physical_damage_skill,
state.skills_bot_r[0],
"sw_interrupt",
state.skill_sword_passive_0,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_hammer_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.hammer");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 5;
let skills_top_r = 5;
let skills_bot_l = 6;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::HammerSkill::*;
// Hammer
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_hammer".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.hammer_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.twohhammer_m1)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings
.get("hud.skill.hmr_single_strike_title"),
self.localized_strings.get("hud.skill.hmr_single_strike"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_combo_0, ui);
self.create_unlock_skill_button(
Skill::Hammer(SsKnockback),
self.imgs.physical_knockback_skill,
state.skills_top_l[1],
"hmr_single_strike_knockback",
state.skill_hammer_combo_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(SsDamage),
self.imgs.physical_damage_skill,
state.skills_top_l[2],
"hmr_single_strike_damage",
state.skill_hammer_combo_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(SsSpeed),
self.imgs.physical_speed_skill,
state.skills_top_l[3],
"hmr_single_strike_speed",
state.skill_hammer_combo_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(SsRegen),
self.imgs.physical_energy_regen_skill,
state.skills_top_l[4],
"hmr_single_strike_regen",
state.skill_hammer_combo_4,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.hammergolf)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings
.get("hud.skill.hmr_charged_melee_title"),
self.localized_strings.get("hud.skill.hmr_charged_melee"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_hammer_charged_0, ui);
self.create_unlock_skill_button(
Skill::Hammer(CKnockback),
self.imgs.physical_knockback_skill,
state.skills_top_r[1],
"hmr_charged_melee_knockback",
state.skill_hammer_charged_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(CDamage),
self.imgs.physical_damage_skill,
state.skills_top_r[2],
"hmr_charged_melee_damage",
state.skill_hammer_charged_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(CDrain),
self.imgs.physical_energy_drain_skill,
state.skills_top_r[3],
"hmr_charged_melee_nrg_drain",
state.skill_hammer_charged_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(CSpeed),
self.imgs.physical_amount_skill,
state.skills_top_r[4],
"hmr_charged_rate",
state.skill_hammer_charged_4,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Hammer(UnlockLeap),
self.imgs.hammerleap,
state.skills_bot_l[0],
"hmr_unlock_leap",
state.skill_hammer_leap_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(LDamage),
self.imgs.physical_damage_skill,
state.skills_bot_l[1],
"hmr_leap_damage",
state.skill_hammer_leap_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(LKnockback),
self.imgs.physical_knockback_skill,
state.skills_bot_l[2],
"hmr_leap_knockback",
state.skill_hammer_leap_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(LCost),
self.imgs.physical_cost_skill,
state.skills_bot_l[3],
"hmr_leap_cost",
state.skill_hammer_leap_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(LDistance),
self.imgs.physical_distance_skill,
state.skills_bot_l[4],
"hmr_leap_distance",
state.skill_hammer_leap_4,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Hammer(LRange),
self.imgs.physical_radius_skill,
state.skills_bot_l[5],
"hmr_leap_radius",
state.skill_hammer_leap_5,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_axe_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.axe");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 5;
let skills_top_r = 6;
let skills_bot_l = 5;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::AxeSkill::*;
// Axe
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_axe".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.axe_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.twohaxe_m1)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings
.get("hud.skill.axe_double_strike_title"),
self.localized_strings.get("hud.skill.axe_double_strike"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_combo_0, ui);
self.create_unlock_skill_button(
Skill::Axe(DsCombo),
self.imgs.physical_combo_skill,
state.skills_top_l[1],
"axe_double_strike_combo",
state.skill_axe_combo_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(DsDamage),
self.imgs.physical_damage_skill,
state.skills_top_l[2],
"axe_double_strike_damage",
state.skill_axe_combo_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(DsSpeed),
self.imgs.physical_speed_skill,
state.skills_top_l[3],
"axe_double_strike_speed",
state.skill_axe_combo_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(DsRegen),
self.imgs.physical_energy_regen_skill,
state.skills_top_l[4],
"axe_double_strike_regen",
state.skill_axe_combo_4,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.axespin)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.axe_spin_title"),
self.localized_strings.get("hud.skill.axe_spin"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_axe_spin_0, ui);
self.create_unlock_skill_button(
Skill::Axe(SInfinite),
self.imgs.physical_infinite_skill,
state.skills_top_r[1],
"axe_infinite_axe_spin",
state.skill_axe_spin_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(SDamage),
self.imgs.physical_damage_skill,
state.skills_top_r[2],
"axe_spin_damage",
state.skill_axe_spin_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(SHelicopter),
self.imgs.physical_helicopter_skill,
state.skills_top_r[3],
"axe_spin_helicopter",
state.skill_axe_spin_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(SSpeed),
self.imgs.physical_speed_skill,
state.skills_top_r[4],
"axe_spin_speed",
state.skill_axe_spin_4,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(SCost),
self.imgs.physical_cost_skill,
state.skills_top_r[5],
"axe_spin_cost",
state.skill_axe_spin_5,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Axe(UnlockLeap),
self.imgs.skill_axe_leap_slash,
state.skills_bot_l[0],
"axe_unlock_leap",
state.skill_axe_leap_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(LDamage),
self.imgs.physical_damage_skill,
state.skills_bot_l[1],
"axe_leap_damage",
state.skill_axe_leap_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(LKnockback),
self.imgs.physical_knockback_skill,
state.skills_bot_l[2],
"axe_leap_knockback",
state.skill_axe_leap_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(LCost),
self.imgs.physical_cost_skill,
state.skills_bot_l[3],
"axe_leap_cost",
state.skill_axe_leap_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Axe(LDistance),
self.imgs.physical_distance_skill,
state.skills_bot_l[4],
"axe_leap_distance",
state.skill_axe_leap_4,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_sceptre_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.sceptre");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 5;
let skills_top_r = 5;
let skills_bot_l = 5;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::SceptreSkill::*;
// Sceptre
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_sceptre".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.sceptre_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.skill_sceptre_lifesteal)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.sc_lifesteal_title"),
self.localized_strings.get("hud.skill.sc_lifesteal"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_lifesteal_0, ui);
self.create_unlock_skill_button(
Skill::Sceptre(LDamage),
self.imgs.magic_damage_skill,
state.skills_top_l[1],
"sc_lifesteal_damage",
state.skill_sceptre_lifesteal_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(LRange),
self.imgs.magic_distance_skill,
state.skills_top_l[2],
"sc_lifesteal_range",
state.skill_sceptre_lifesteal_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(LLifesteal),
self.imgs.magic_lifesteal_skill,
state.skills_top_l[3],
"sc_lifesteal_lifesteal",
state.skill_sceptre_lifesteal_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(LRegen),
self.imgs.magic_energy_regen_skill,
state.skills_top_l[4],
"sc_lifesteal_regen",
state.skill_sceptre_lifesteal_4,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.skill_sceptre_heal)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.sc_heal_title"),
self.localized_strings.get("hud.skill.sc_heal"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_sceptre_heal_0, ui);
self.create_unlock_skill_button(
Skill::Sceptre(HHeal),
self.imgs.heal_heal_skill,
state.skills_top_r[1],
"sc_heal_heal",
state.skill_sceptre_heal_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(HDuration),
self.imgs.heal_duration_skill,
state.skills_top_r[2],
"sc_heal_duration",
state.skill_sceptre_heal_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(HRange),
self.imgs.heal_radius_skill,
state.skills_top_r[3],
"sc_heal_range",
state.skill_sceptre_heal_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(HCost),
self.imgs.heal_cost_skill,
state.skills_top_r[4],
"sc_heal_cost",
state.skill_sceptre_heal_4,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Sceptre(UnlockAura),
self.imgs.skill_sceptre_aura,
state.skills_bot_l[0],
"sc_wardaura_unlock",
state.skill_sceptre_aura_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(AStrength),
self.imgs.buff_damage_skill,
state.skills_bot_l[1],
"sc_wardaura_strength",
state.skill_sceptre_aura_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(ADuration),
self.imgs.buff_duration_skill,
state.skills_bot_l[2],
"sc_wardaura_duration",
state.skill_sceptre_aura_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(ARange),
self.imgs.buff_radius_skill,
state.skills_bot_l[3],
"sc_wardaura_range",
state.skill_sceptre_aura_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Sceptre(ACost),
self.imgs.buff_cost_skill,
state.skills_bot_l[4],
"sc_wardaura_cost",
state.skill_sceptre_aura_4,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_bow_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.bow");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 6;
let skills_top_r = 4;
let skills_bot_l = 5;
let skills_bot_r = 1;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::BowSkill::*;
// Bow
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_bow".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.set(state.bow_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.bow_m1)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.bow_charged_title"),
self.localized_strings.get("hud.skill.bow_charged"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_charged_0, ui);
self.create_unlock_skill_button(
Skill::Bow(CDamage),
self.imgs.physical_damage_skill,
state.skills_top_l[1],
"bow_charged_damage",
state.skill_bow_charged_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(CRegen),
self.imgs.physical_energy_regen_skill,
state.skills_top_l[2],
"bow_charged_energy_regen",
state.skill_bow_charged_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(CKnockback),
self.imgs.physical_knockback_skill,
state.skills_top_l[3],
"bow_charged_knockback",
state.skill_bow_charged_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(CSpeed),
self.imgs.physical_speed_skill,
state.skills_top_l[4],
"bow_charged_speed",
state.skill_bow_charged_4,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(CMove),
self.imgs.physical_speed_skill,
state.skills_top_l[5],
"bow_charged_move",
state.skill_bow_charged_5,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.bow_m2)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.bow_repeater_title"),
self.localized_strings.get("hud.skill.bow_repeater"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_0, ui);
self.create_unlock_skill_button(
Skill::Bow(RDamage),
self.imgs.physical_damage_skill,
state.skills_top_r[1],
"bow_repeater_damage",
state.skill_bow_repeater_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(RCost),
self.imgs.physical_cost_skill,
state.skills_top_r[2],
"bow_repeater_cost",
state.skill_bow_repeater_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(RSpeed),
self.imgs.physical_speed_skill,
state.skills_top_r[3],
"bow_repeater_speed",
state.skill_bow_repeater_3,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Bow(UnlockShotgun),
self.imgs.skill_bow_jump_burst,
state.skills_bot_l[0],
"bow_shotgun_unlock",
state.skill_bow_shotgun_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(SDamage),
self.imgs.physical_damage_skill,
state.skills_bot_l[1],
"bow_shotgun_damage",
state.skill_bow_shotgun_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(SCost),
self.imgs.physical_cost_skill,
state.skills_bot_l[2],
"bow_shotgun_cost",
state.skill_bow_shotgun_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(SArrows),
self.imgs.physical_amount_skill,
state.skills_bot_l[3],
"bow_shotgun_arrow_count",
state.skill_bow_shotgun_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Bow(SSpread),
self.imgs.physical_explosion_skill,
state.skills_bot_l[4],
"bow_shotgun_spread",
state.skill_bow_shotgun_4,
ui,
&mut events,
&diary_tooltip,
);
// Bottom right skills
self.create_unlock_skill_button(
Skill::Bow(ProjSpeed),
self.imgs.physical_projectile_speed_skill,
state.skills_bot_r[0],
"bow_projectile_speed",
state.skill_bow_passive_0,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_staff_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.weapons.staff");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 4;
let skills_top_r = 5;
let skills_bot_l = 5;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::StaffSkill::*;
// Staff
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_staff_fire".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.staff_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.fireball)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.st_fireball_title"),
self.localized_strings.get("hud.skill.st_fireball"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_basic_0, ui);
self.create_unlock_skill_button(
Skill::Staff(BDamage),
self.imgs.magic_damage_skill,
state.skills_top_l[1],
"st_damage",
state.skill_staff_basic_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(BRegen),
self.imgs.magic_energy_regen_skill,
state.skills_top_l[2],
"st_energy_regen",
state.skill_staff_basic_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(BRadius),
self.imgs.magic_radius_skill,
state.skills_top_l[3],
"st_explosion_radius",
state.skill_staff_basic_3,
ui,
&mut events,
&diary_tooltip,
);
// Top right skills
Button::image(self.imgs.flamethrower)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings
.get("hud.skill.st_flamethrower_title"),
self.localized_strings.get("hud.skill.st_flamethrower"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_staff_beam_0, ui);
self.create_unlock_skill_button(
Skill::Staff(FDamage),
self.imgs.magic_damage_skill,
state.skills_top_r[1],
"st_flamethrower_damage",
state.skill_staff_beam_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(FDrain),
self.imgs.magic_energy_drain_skill,
state.skills_top_r[2],
"st_energy_drain",
state.skill_staff_beam_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(FRange),
self.imgs.magic_radius_skill,
state.skills_top_r[3],
"st_flamethrower_range",
state.skill_staff_beam_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(FVelocity),
self.imgs.magic_projectile_speed_skill,
state.skills_top_r[4],
"st_flame_velocity",
state.skill_staff_beam_4,
ui,
&mut events,
&diary_tooltip,
);
// Bottom left skills
self.create_unlock_skill_button(
Skill::Staff(UnlockShockwave),
self.imgs.fire_aoe,
state.skills_bot_l[0],
"st_shockwave_unlock",
state.skill_staff_shockwave_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(SDamage),
self.imgs.magic_damage_skill,
state.skills_bot_l[1],
"st_shockwave_damage",
state.skill_staff_shockwave_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(SKnockback),
self.imgs.magic_knockback_skill,
state.skills_bot_l[2],
"st_shockwave_knockback",
state.skill_staff_shockwave_2,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(SCost),
self.imgs.magic_cost_skill,
state.skills_bot_l[3],
"st_shockwave_cost",
state.skill_staff_shockwave_3,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Staff(SRange),
self.imgs.magic_radius_skill,
state.skills_bot_l[4],
"st_shockwave_range",
state.skill_staff_shockwave_4,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn handle_mining_skills_window(
&mut self,
diary_tooltip: &Tooltip,
state: &mut State<Ids>,
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = self.localized_strings.get("common.tool.mining");
Text::new(tree_title)
.mid_top_with_margin_on(state.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.tree_title_txt, ui);
// Number of skills per rectangle per weapon, start counting at 0
// Maximum of 9 skills/8 indices
let skills_top_l = 4;
let skills_top_r = 0;
let skills_bot_l = 0;
let skills_bot_r = 0;
self.setup_state_for_skill_icons(
state,
ui,
skills_top_l,
skills_top_r,
skills_bot_l,
skills_bot_r,
);
// Skill icons and buttons
use skills::MiningSkill::*;
// Mining
Image::new(animate_by_pulse(
&self
.item_imgs
.img_ids_or_not_found_img(Tool("example_pick".to_string())),
self.pulse,
))
.wh(ART_SIZE)
.middle_of(state.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.pick_render, ui);
// Top Left skills
// 5 1 6
// 3 0 4
// 8 2 7
Button::image(self.imgs.pickaxe)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
self.localized_strings.get("hud.skill.pick_strike_title"),
self.localized_strings.get("hud.skill.pick_strike"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_pick_m1, ui);
self.create_unlock_skill_button(
Skill::Pick(Speed),
self.imgs.pickaxe_speed_skill,
state.skills_top_l[1],
"pick_strike_speed",
state.skill_pick_m1_0,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Pick(OreGain),
self.imgs.pickaxe_oregain_skill,
state.skills_top_l[2],
"pick_strike_oregain",
state.skill_pick_m1_1,
ui,
&mut events,
&diary_tooltip,
);
self.create_unlock_skill_button(
Skill::Pick(GemGain),
self.imgs.pickaxe_gemgain_skill,
state.skills_top_l[3],
"pick_strike_gemgain",
state.skill_pick_m1_2,
ui,
&mut events,
&diary_tooltip,
);
events
}
fn setup_state_for_skill_icons(
&mut self,
state: &mut State<Ids>,
ui: &mut UiCell,
skills_top_l: usize,
skills_top_r: usize,
skills_bot_l: usize,
skills_bot_r: usize,
) {
// Update widget id array len
state.update(|s| {
s.skills_top_l
.resize(skills_top_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_top_r
.resize(skills_top_r, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_bot_l
.resize(skills_bot_l, &mut ui.widget_id_generator())
});
state.update(|s| {
s.skills_bot_r
.resize(skills_bot_r, &mut ui.widget_id_generator())
});
// Create Background Images to place skill icons on them later
// Create central skill first, others around it:
//
// 5 1 6
// 3 0 4
// 8 2 7
//
//
let offset_0 = 22.0;
let offset_1 = -122.0;
let offset_2 = offset_1 - -20.0;
let skill_pos = |idx, align, central_skill| {
use PositionSpecifier::*;
match idx {
// Central skill
0 => MiddleOf(align),
// 12:00
1 => UpFrom(central_skill, offset_0),
// 6:00
2 => DownFrom(central_skill, offset_0),
// 3:00
3 => LeftFrom(central_skill, offset_0),
// 9:00
4 => RightFrom(central_skill, offset_0),
// 10:30
5 => TopLeftWithMarginsOn(central_skill, offset_1, offset_2),
// 1:30
6 => TopRightWithMarginsOn(central_skill, offset_1, offset_2),
// 4:30
7 => BottomLeftWithMarginsOn(central_skill, offset_1, offset_2),
// 7:30
8 => BottomRightWithMarginsOn(central_skill, offset_1, offset_2),
buttons => {
panic!("{} > 8 position number", buttons);
},
}
};
// TOP-LEFT Skills
//
// TODO: Why this uses while loop on field of struct and not just
// `for i in 0..skils_top_l`?
while self.created_btns_top_l < skills_top_l {
let pos = skill_pos(
self.created_btns_top_l,
state.skills_top_l_align,
state.skills_top_l[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.skills_top_l[self.created_btns_top_l], ui);
self.created_btns_top_l += 1;
}
// TOP-RIGHT Skills
while self.created_btns_top_r < skills_top_r {
let pos = skill_pos(
self.created_btns_top_r,
state.skills_top_r_align,
state.skills_top_r[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.skills_top_r[self.created_btns_top_r], ui);
self.created_btns_top_r += 1;
}
// BOTTOM-LEFT Skills
while self.created_btns_bot_l < skills_bot_l {
let pos = skill_pos(
self.created_btns_bot_l,
state.skills_bot_l_align,
state.skills_bot_l[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.skills_bot_l[self.created_btns_bot_l], ui);
self.created_btns_bot_l += 1;
}
// BOTTOM-RIGHT Skills
while self.created_btns_bot_r < skills_bot_r {
let pos = skill_pos(
self.created_btns_bot_r,
state.skills_bot_r_align,
state.skills_bot_r[0],
);
Button::image(self.imgs.wpn_icon_border_skills)
.w_h(80.0, 100.0)
.position(pos)
.set(state.skills_bot_r[self.created_btns_bot_r], ui);
self.created_btns_bot_r += 1;
}
}
fn create_unlock_skill_button(
&mut self,
skill: Skill,
id: Id,
conrod_widget_id: conrod_core::widget::id::Id,
skill_key: &str,
widget_id: widget::Id,
ui: &mut UiCell,
events: &mut Vec<Event>,
diary_tooltip: &Tooltip,
) {
if Self::create_skill_button(
id,
conrod_widget_id,
self.skill_set,
skill,
self.fonts,
&Self::get_skill_label(skill, self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
self.localized_strings
.get(&format!("hud.skill.{}_title", skill_key)),
&format_skill_description(
self.localized_strings
.get(&format!("hud.skill.{}", skill_key)),
skill,
self.skill_set,
self.localized_strings,
),
diary_tooltip,
TEXT_COLOR,
)
.set(widget_id, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
}
// FIXME: inline this before merge
fn create_skill_button<'b>(
image: Id,
state: widget::Id,
skill_set: &'b skills::SkillSet,
skill: Skill,
fonts: &'b Fonts,
label: &'b str,
) -> Button<'b, button::Image> {
Button::image(image)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state, 3.0)
.label(label)
.label_y(conrod_core::position::Relative::Scalar(-47.0))
.label_x(conrod_core::position::Relative::Scalar(0.0))
.label_color(if skill_set.is_at_max_level(skill) {
TEXT_COLOR
} else if skill_set.sufficient_skill_points(skill) {
HP_COLOR
} else {
CRITICAL_HP_COLOR
})
.label_font_size(fonts.cyri.scale(15))
.label_font_id(fonts.cyri.conrod_id)
.image_color(if skill_set.prerequisites_met(skill) {
TEXT_COLOR
} else {
Color::Rgba(0.41, 0.41, 0.41, 0.7)
})
}
// FIXME: inline this before merge
fn get_skill_label(skill: Skill, skill_set: &skills::SkillSet) -> String {
if skill_set.prerequisites_met(skill) {
format!(
"{}/{}",
skill_set.skill_level(skill).map_or(0, |l| l.unwrap_or(1)),
skill.max_level().unwrap_or(1)
)
} else {
"".to_string()
}
}
}