Struct Hud

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pub struct Hud {
Show 35 fields ui: Ui, ids: Ids, world_map: (Vec<Rotations>, Vec2<u32>), imgs: Imgs, item_imgs: ItemImgs, item_i18n: ItemI18n, fonts: Fonts, rot_imgs: ImgsRot, failed_block_pickups: HashMap<VolumePos, CollectFailedData>, failed_entity_pickups: HashMap<Entity, CollectFailedData>, new_loot_messages: VecDeque<LootMessage>, new_messages: VecDeque<ChatMsg>, message_backlog: VecDeque<ChatMsg>, new_notifications: VecDeque<Notification>, speech_bubbles: HashMap<Uid, SpeechBubble>, content_bubbles: Vec<(Vec3<f32>, SpeechBubble)>, pub show: Show, to_focus: Option<Option<Id>>, force_ungrab: bool, force_chat_input: Option<String>, force_chat_cursor: Option<Index>, tab_complete: Option<String>, pulse: f32, hp_pulse: f32, slot_manager: SlotManager<SlotKind>, hotbar: State, events: Vec<Event>, crosshair_opacity: f32, floaters: Floaters, voxel_minimap: VoxelMinimap, map_drag: Vec2<f64>, force_chat: bool, clear_chat: bool, current_dialogue: Option<(Entity, Dialogue<true>)>, extra_markers: HashMap<Vec2<i32>, Marker>,
}

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§ui: Ui§ids: Ids§world_map: (Vec<Rotations>, Vec2<u32>)§imgs: Imgs§item_imgs: ItemImgs§item_i18n: ItemI18n§fonts: Fonts§rot_imgs: ImgsRot§failed_block_pickups: HashMap<VolumePos, CollectFailedData>§failed_entity_pickups: HashMap<Entity, CollectFailedData>§new_loot_messages: VecDeque<LootMessage>§new_messages: VecDeque<ChatMsg>§message_backlog: VecDeque<ChatMsg>

Stores messages sent while the chat is hidden.

This is needed because messages in new_messages are also shown as new chat bubbles, so new_messages must be cleared every frame.

Uses VecDeque to pop excess messages.

§new_notifications: VecDeque<Notification>§speech_bubbles: HashMap<Uid, SpeechBubble>§content_bubbles: Vec<(Vec3<f32>, SpeechBubble)>§show: Show§to_focus: Option<Option<Id>>§force_ungrab: bool§force_chat_input: Option<String>§force_chat_cursor: Option<Index>§tab_complete: Option<String>§pulse: f32§hp_pulse: f32§slot_manager: SlotManager<SlotKind>§hotbar: State§events: Vec<Event>§crosshair_opacity: f32§floaters: Floaters§voxel_minimap: VoxelMinimap§map_drag: Vec2<f64>§force_chat: bool§clear_chat: bool§current_dialogue: Option<(Entity, Dialogue<true>)>§extra_markers: HashMap<Vec2<i32>, Marker>

Implementations§

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impl Hud

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pub fn new(global_state: &mut GlobalState, client: &Client) -> Self

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pub fn clear_chat(&mut self)

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pub fn set_prompt_dialog(&mut self, prompt_dialog: PromptDialogSettings)

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pub fn update_fonts(&mut self, i18n: &Localization)

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pub fn set_slots_use_prefixes(&mut self, use_prefixes: bool)

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pub fn set_slots_prefix_switch_point(&mut self, prefix_switch_point: u32)

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fn update_layout( &mut self, client: &Client, global_state: &mut GlobalState, debug_info: &Option<DebugInfo>, dt: Duration, info: HudInfo<'_>, camera: &Camera, (entity_interactables, block_interactables): (HashMap<Entity, Vec<EntityInteraction>>, HashMap<VolumePos, (Block, Vec<&BlockInteraction>)>), ) -> Vec<Event>

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fn show_bag( slot_manager: &mut SlotManager<SlotKind>, show: &mut Show, state: bool, )

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pub fn add_failed_block_pickup( &mut self, pos: VolumePos, reason: HudCollectFailedReason, )

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pub fn add_failed_entity_pickup( &mut self, entity: EcsEntity, reason: HudCollectFailedReason, )

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pub fn new_loot_message(&mut self, item: LootMessage)

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pub fn dialogue(&mut self, sender: EcsEntity, dialogue: Dialogue<true>)

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pub fn new_message(&mut self, msg: ChatMsg)

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pub fn add_backlog_messages(&mut self, messages: &mut MessageBacklog)

Add chat messages that were received while outside the session state where the hud is displayed.

These messages are from the past so they won’t be displayed as chat bubbles and will be ordered before any messages added via new_message this tick.

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pub fn new_notification(&mut self, msg: Notification)

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pub fn set_scaling_mode(&mut self, scale_mode: ScaleMode)

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pub fn scale_change(&mut self, scale_change: ScaleChange) -> ScaleMode

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fn typing(&self) -> bool

Checks if a TextEdit widget has the keyboard captured.

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fn is_captured<W: Widget>(ui: &Ui) -> bool

Checks if a widget of type W has captured the keyboard

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pub fn handle_event( &mut self, event: WinEvent, global_state: &mut GlobalState, client_inventory: Option<&Inventory>, ) -> bool

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pub fn maintain( &mut self, client: &Client, global_state: &mut GlobalState, debug_info: &Option<DebugInfo>, camera: &Camera, dt: Duration, info: HudInfo<'_>, interactable_map: (HashMap<Entity, Vec<EntityInteraction>>, HashMap<VolumePos, (Block, Vec<&BlockInteraction>)>), ) -> Vec<Event>

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pub fn clear_cursor(&mut self)

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pub fn render<'a>(&'a self, drawer: &mut UiDrawer<'_, 'a>)

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pub fn free_look(&mut self, free_look: bool)

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pub fn auto_walk(&mut self, auto_walk: bool)

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pub fn camera_clamp(&mut self, camera_clamp: bool)

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pub fn zoom_lock_reminder(&mut self)

Remind the player camera zoom is currently locked, for example if they are trying to zoom.

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pub fn zoom_lock_toggle(&mut self, state: bool)

Start showing a temporary notification (ChangeNotification) that zoom lock was toggled on/off.

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pub fn show_content_bubble(&mut self, pos: Vec3<f32>, content: Content)

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pub fn handle_outcome( &mut self, outcome: &Outcome, client: &Client, global_state: &GlobalState, )

Auto Trait Implementations§

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impl !Freeze for Hud

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impl !RefUnwindSafe for Hud

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impl !Send for Hud

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impl !Sync for Hud

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impl Unpin for Hud

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impl !UnwindSafe for Hud

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