from __future__ import annotations from engine.controls_menu import ControlsMenu from engine.game_modes import CharacterCreationFlow, MainMenu, PauseMenu from engine.render.ui_draw import LINE_HEIGHT, draw_panel, draw_text, text_width from engine.ui import AbilityBar, CharacterMenu from engine.world_creation import WorldCreationMenu MENU_OPTION_LABELS: dict[str, str] = { "continue": "Continue", "new_game": "New Game", "controls": "Configure Controls", "resume": "Resume", "save_and_quit_to_menu": "Save & Quit to Menu", } ROW_H = LINE_HEIGHT PADDING = 16.0 def _draw_option_list(buckets, options: list[str], selected_index: int, x: float, y: float) -> None: for i, option in enumerate(options): label = MENU_OPTION_LABELS.get(option, option) row_y = y + i * ROW_H if i == selected_index: draw_panel(buckets, "highlight", x - 6, row_y - 2, text_width("> " + label) + 12, ROW_H) draw_text(buckets, ("> " if i == selected_index else " ") + label, x, row_y) def draw_main_menu(buckets, menu: MainMenu, viewport_w: float, viewport_h: float) -> None: options = menu.options() panel_w, panel_h = 320.0, PADDING * 2 + ROW_H * (len(options) + 1) x = (viewport_w - panel_w) / 2 y = (viewport_h - panel_h) / 2 draw_panel(buckets, "background", x, y, panel_w, panel_h) draw_text(buckets, "Mi2d RPG Engine", x + PADDING, y + PADDING) _draw_option_list(buckets, options, menu.selected_index, x + PADDING, y + PADDING + ROW_H * 1.5) def draw_pause_menu(buckets, menu: PauseMenu, viewport_w: float, viewport_h: float) -> None: options = list(PauseMenu.OPTIONS) panel_w, panel_h = 320.0, PADDING * 2 + ROW_H * (len(options) + 1) x = (viewport_w - panel_w) / 2 y = (viewport_h - panel_h) / 2 draw_panel(buckets, "background", x, y, panel_w, panel_h) draw_text(buckets, "Paused", x + PADDING, y + PADDING) _draw_option_list(buckets, options, menu.selected_index, x + PADDING, y + PADDING + ROW_H * 1.5) def draw_character_creation(buckets, flow: CharacterCreationFlow, viewport_w: float, viewport_h: float) -> None: panel_w, panel_h = 420.0, 220.0 x = (viewport_w - panel_w) / 2 y = (viewport_h - panel_h) / 2 draw_panel(buckets, "background", x, y, panel_w, panel_h) draw_text(buckets, "New Character", x + PADDING, y + PADDING) if flow.step == "species": species = flow.species_list() current = flow.creator.species_id or "-" draw_text(buckets, f"Species: < {current} >", x + PADDING, y + PADDING + ROW_H * 2) draw_text(buckets, f"({flow.species_index + 1}/{max(len(species), 1)})", x + PADDING, y + PADDING + ROW_H * 3) draw_text(buckets, "Left/Right to choose, Enter to continue", x + PADDING, y + panel_h - PADDING - ROW_H) else: draw_text(buckets, f"Species: {flow.creator.species_id}", x + PADDING, y + PADDING + ROW_H * 2) draw_text(buckets, f"Name: {flow.creator.name}_", x + PADDING, y + PADDING + ROW_H * 3) draw_text(buckets, "Type a name, Enter to confirm, Esc to go back", x + PADDING, y + panel_h - PADDING - ROW_H) def draw_world_creation(buckets, menu: WorldCreationMenu, viewport_w: float, viewport_h: float) -> None: panel_w, panel_h = 480.0, PADDING * 2 + ROW_H * (len(menu.templates) * 2 + 2) x = (viewport_w - panel_w) / 2 y = (viewport_h - panel_h) / 2 draw_panel(buckets, "background", x, y, panel_w, panel_h) draw_text(buckets, "Choose a World", x + PADDING, y + PADDING) selected = menu.selected_index if menu.selected_index is not None else 0 for i, template in enumerate(menu.templates): row_y = y + PADDING + ROW_H * (1.5 + i * 2) if i == selected: draw_panel(buckets, "highlight", x + PADDING - 6, row_y - 2, text_width(template.name) + 12, ROW_H) draw_text(buckets, template.name, x + PADDING, row_y) draw_text(buckets, template.description[:60], x + PADDING + 10, row_y + ROW_H) draw_text(buckets, "Up/Down to choose, Enter to confirm", x + PADDING, y + panel_h - PADDING - ROW_H) def draw_controls_menu(buckets, menu: ControlsMenu, viewport_w: float, viewport_h: float) -> None: panel_w = 480.0 panel_h = PADDING * 2 + ROW_H * (len(menu.actions) + 2) x = (viewport_w - panel_w) / 2 y = max(20.0, (viewport_h - panel_h) / 2) draw_panel(buckets, "background", x, y, panel_w, panel_h) draw_text(buckets, "Configure Controls", x + PADDING, y + PADDING) for i, action in enumerate(menu.actions): row_y = y + PADDING + ROW_H * (i + 1.5) keys = ", ".join(menu.keybindings.keys_for_action(action)) or "-" capturing = menu.awaiting_key and i == menu.selected_index label = f"{action}: {'press a key...' if capturing else keys}" if i == menu.selected_index: draw_panel(buckets, "highlight", x + PADDING - 6, row_y - 2, text_width(label) + 12, ROW_H) draw_text(buckets, label, x + PADDING, row_y) footer_y = y + panel_h - PADDING - ROW_H draw_text(buckets, "Enter to rebind, Esc to go back", x + PADDING, footer_y) CHARACTER_CARD_W = 260.0 CHARACTER_CARD_H = 200.0 ABILITY_BAR_SLOT_W = 30.0 ABILITY_BAR_SLOT_H = 30.0 ABILITY_BAR_GAP = 3.0 ABILITY_BAR_KEY_LABELS = ("1", "2", "3", "4", "5", "6", "7", "8", "9", "0") ABILITY_BAR_W = len(ABILITY_BAR_KEY_LABELS) * ABILITY_BAR_SLOT_W + (len(ABILITY_BAR_KEY_LABELS) - 1) * ABILITY_BAR_GAP def draw_ability_bar(buckets, bar: AbilityBar, viewport_h: float) -> None: """Bottom-left action hotbar (numkeys 1-9/0 select a slot, "e"/gp_b activates whichever's selected - see main.py). engine/ui.py::AbilityBar had never been wired to any rendering, populated from the player's actual loadout, or hooked up to input consumption before, which is why it "didn't show" at all. """ y = viewport_h - ABILITY_BAR_SLOT_H - PADDING for i, key_label in enumerate(ABILITY_BAR_KEY_LABELS): x = PADDING + i * (ABILITY_BAR_SLOT_W + ABILITY_BAR_GAP) panel_name = "highlight" if i == bar.selected_index else "border" draw_panel(buckets, panel_name, x, y, ABILITY_BAR_SLOT_W, ABILITY_BAR_SLOT_H) draw_text(buckets, key_label, x + 2, y + 2, size=10.0, char_advance=7.0) slot = bar.slots[i] if slot is not None: draw_text(buckets, slot.ability_id[:5], x + 1, y + 16, size=8.0, char_advance=6.0) def _medical_lines(character, registry) -> list[str]: """One line per body part (integrity, or REMOVED) plus an indented sub-line for each of its ailments and organs - the data's all on Character.resolved_body_parts() (engine/character.py) already, this just flattens it for the medical tab (see draw_character_card). """ lines = [f"Blood: {character.blood_percentage:.0f}%"] for slot, part in sorted(character.resolved_body_parts().items()): if part is None: continue if part.removed: lines.append(f"{slot}: REMOVED") continue lines.append(f"{slot}: {part.integrity:.0f}%") for ailment in part.ailments: lines.append(f" {ailment.name} (sev {ailment.severity:.1f})") for organ in part.organs: organ_def = registry.organ_defs.get(organ.organ_def_id) organ_name = organ_def.name if organ_def is not None else organ.organ_def_id status = "removed" if organ.removed else f"{organ.integrity:.0f}%" lines.append(f" {organ_name}: {status}") return lines def draw_character_card(buckets, character, menu: CharacterMenu, registry, viewport_h: float) -> None: """Bio/equipment/medical card, next to the ability bar along the bottom edge (see draw_ability_bar) - engine/ui.py::CharacterMenu had never been wired to any rendering before, which is why it "didn't show" - see main.py's toggle_character_card. """ x = PADDING + ABILITY_BAR_W + PADDING y = viewport_h - CHARACTER_CARD_H - PADDING draw_panel(buckets, "background", x, y, CHARACTER_CARD_W, CHARACTER_CARD_H) name = character.name or "(unnamed)" draw_text(buckets, name, x + 10, y + 10) tab_y = y + 10 + ROW_H for i, tab in enumerate(CharacterMenu.TABS): label = f"[{tab}]" if tab == menu.active_tab else f" {tab} " draw_text(buckets, label, x + 10 + i * 70, tab_y) body_y = tab_y + ROW_H * 1.5 if menu.active_tab == "bio": draw_text(buckets, f"Species: {character.species_id or '-'}", x + 10, body_y) draw_text(buckets, f"Blood: {character.blood_percentage:.0f}%", x + 10, body_y + ROW_H) for i, (skill_id, value) in enumerate(sorted(character.bio.items())): draw_text(buckets, f"{skill_id}: {value}", x + 10, body_y + ROW_H * (2 + i)) elif menu.active_tab == "equipment": for i, piece in enumerate(character.clothing or character.default_clothing): draw_text(buckets, f"{piece.slot}: {piece.item_def_id}", x + 10, body_y + ROW_H * i) else: for i, line in enumerate(_medical_lines(character, registry)): draw_text(buckets, line, x + 10, body_y + ROW_H * i)