Struct veloren_voxygen::hud::Hud
source · pub struct Hud {Show 32 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,
}
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)>
§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
Implementations§
source§impl Hud
impl Hud
pub fn new(global_state: &mut GlobalState, client: &Client) -> 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)
fn update_layout( &mut self, client: &Client, global_state: &mut GlobalState, debug_info: &Option<DebugInfo>, dt: Duration, info: HudInfo, camera: &Camera, interactable: Option<&Interactable> ) -> 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 new_message(&mut self, msg: ChatMsg)
pub fn new_notification(&mut self, msg: Notification)
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: Option<&Interactable> ) -> 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, client: &Client, global_state: &GlobalState )
Auto Trait Implementations§
impl !RefUnwindSafe for Hud
impl !Send for Hud
impl !Sync for Hud
impl Unpin for Hud
impl !UnwindSafe for Hud
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