add battery-ui #6
3 changed files with 36 additions and 19 deletions
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@ -8,14 +8,17 @@ use crate::{
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct Gost {
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pub struct Gost {
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/// current electric charge of the Ghost
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/// current electric charge of the Ghost
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charge: u32,
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pub charge: f32,
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/// max electric charge of the Ghost
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/// max electric charge of the Ghost
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max_charge: u32,
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pub max_charge: f32
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}
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}
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impl Default for Gost {
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impl Default for Gost {
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fn default() -> Self {
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fn default() -> Self {
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Self { charge: 100, max_charge: 100 }
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Self {
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charge: 1000.0,
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max_charge: 1000.0
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}
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}
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}
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}
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}
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@ -11,14 +11,14 @@ const GAME_NAME: &str = "Powercreep";
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#[derive(Debug)]
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#[derive(Debug)]
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struct State {
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struct State {
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activity: Activity,
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activity: Activity,
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gohst: Gost,
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gohst: Gost
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}
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}
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impl Default for State {
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impl Default for State {
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fn default() -> Self {
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fn default() -> Self {
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Self {
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Self {
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activity: Activity::House,
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activity: Activity::House,
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gohst: Default::default(),
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gohst: Default::default()
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}
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}
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}
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}
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}
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}
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40
src/ui.rs
40
src/ui.rs
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@ -1,17 +1,31 @@
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use comfy::egui::Pos2;
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use comfy::egui::Rect;
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use comfy::EngineContext;
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use comfy::egui;
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use comfy::GREEN;
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use comfy::RED;
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use crate::State;
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use crate::State;
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use comfy::{
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draw_rect, draw_rect_outline, screen_height, screen_to_world, screen_width,
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EngineContext, Vec2, BLUE, RED
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};
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pub fn draw(state: &State, engine: &EngineContext) {
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pub fn draw(state: &State, engine: &EngineContext) {
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egui::Area::new("batterie_show")
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// seperate fill state into smaller section for better readability
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.anchor(egui::Align2::RIGHT_BOTTOM, egui::vec2(0.0, 0.0))
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let section_count = 5;
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.show(egui(), |ui| {
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let mut start_positon = screen_to_world(Vec2::new(screen_width(), screen_height()));
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let painter = ui.painter();
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// section size in world codinates
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painter.rect(Rect{min: Pos2::new(0.0, 0.0), max: Pos2::new(32.0, 32.0)}, 0.0, RED, (4.0, GREEN));
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let section_size = Vec2::new(0.5, 0.25);
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start_positon.x -= 0.5 * section_size.x + 0.5 * section_size.y;
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});
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start_positon.y += 0.5 * section_size.y + 0.5 * section_size.y;
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// draw fill level
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{
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let gohst = &state.gohst;
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let percent = gohst.charge / gohst.max_charge;
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let mut size = section_size;
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size.y = section_size.y * section_count as f32 * percent;
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let mut position = start_positon;
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position.y += 0.5 * -section_size.y + 0.5 * size.y;
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draw_rect(position, size, BLUE, 100);
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}
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// draw sections
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for i in 0 .. section_count {
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let mut position = start_positon;
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position.y += i as f32 * section_size.y;
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draw_rect_outline(position, section_size, 0.1, RED, 100);
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}
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}
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}
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