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>,
new_notifications: VecDeque<UserNotification>,
speech_bubbles: HashMap<Uid, SpeechBubble>,
content_bubbles: Vec<(Vec3<f32>, SpeechBubble)>,
pub persisted_state: Rc<RefCell<PersistedHudState>>,
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, Instant, Dialogue<true>)>,
extra_markers: Vec<ExtraMarker>,
}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>§new_notifications: VecDeque<UserNotification>§speech_bubbles: HashMap<Uid, SpeechBubble>§content_bubbles: Vec<(Vec3<f32>, SpeechBubble)>§persisted_state: Rc<RefCell<PersistedHudState>>§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, Instant, Dialogue<true>)>§extra_markers: Vec<ExtraMarker>Implementations§
Source§impl Hud
impl Hud
pub fn new( global_state: &mut GlobalState, persisted_state: Rc<RefCell<PersistedHudState>>, client: &Client, ) -> Self
pub fn clear_chat(&mut self)
pub fn set_prompt_dialog(&mut self, prompt_dialog: PromptDialogSettings)
pub fn update_fonts(&mut self, i18n: &Localization)
pub fn set_slots_use_prefixes(&mut self, use_prefixes: bool)
pub fn set_slots_prefix_switch_point(&mut self, prefix_switch_point: u32)
pub fn current_dialogue(&self) -> Option<EcsEntity>
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>
fn show_bag( slot_manager: &mut SlotManager<SlotKind>, show: &mut Show, state: bool, )
pub fn add_failed_block_pickup( &mut self, pos: VolumePos, reason: HudCollectFailedReason, )
pub fn add_failed_entity_pickup( &mut self, entity: EcsEntity, reason: HudCollectFailedReason, )
pub fn new_loot_message(&mut self, item: LootMessage)
pub fn dialogue( &mut self, sender: EcsEntity, player_pos: Vec3<f32>, dialogue: Dialogue<true>, global_state: &mut GlobalState, )
pub fn new_message(&mut self, msg: ChatMsg)
pub fn new_notification(&mut self, msg: UserNotification)
pub fn set_scaling_mode(&mut self, scale_mode: ScaleMode)
pub fn scale_change(&mut self, scale_change: ScaleChange) -> ScaleMode
Sourcefn is_captured<W: Widget>(ui: &Ui) -> bool
fn is_captured<W: Widget>(ui: &Ui) -> bool
Checks if a widget of type W has captured the keyboard
pub fn handle_event( &mut self, event: WinEvent, global_state: &mut GlobalState, client_inventory: Option<&Inventory>, ) -> bool
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>
pub fn clear_cursor(&mut self)
pub fn render<'a>(&'a self, drawer: &mut UiDrawer<'_, 'a>)
pub fn free_look(&mut self, free_look: bool)
pub fn auto_walk(&mut self, auto_walk: bool)
pub fn camera_clamp(&mut self, camera_clamp: bool)
Sourcepub fn zoom_lock_reminder(&mut self)
pub fn zoom_lock_reminder(&mut self)
Remind the player camera zoom is currently locked, for example if they are trying to zoom.
Sourcepub fn zoom_lock_toggle(&mut self, state: bool)
pub fn zoom_lock_toggle(&mut self, state: bool)
Start showing a temporary notification (ChangeNotification) that zoom lock was toggled on/off.
pub fn show_content_bubble(&mut self, pos: Vec3<f32>, content: Content)
pub fn handle_outcome( &mut self, outcome: &Outcome, scene_data: &SceneData<'_>, global_state: &GlobalState, )
Auto Trait Implementations§
impl !Freeze for Hud
impl !RefUnwindSafe for Hud
impl !Send for Hud
impl !Sync for Hud
impl !UnwindSafe for Hud
impl Unpin for Hud
impl UnsafeUnpin for Hud
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