ARPG UI Framework: Implementing With Egui V0.4.0

by Kenji Nakamura 49 views

Implementing a complete UI framework is crucial for any ARPG, and in this article, we'll dive deep into the process using egui. We'll explore the user story, value proposition, acceptance criteria, technical specifications, and more. This comprehensive guide will cover everything you need to know to create a responsive, intuitive user interface for your game.

User Story: Why a Great UI Matters

As a player interacting with complex ARPG systems, a responsive, intuitive user interface is essential. I need it to provide clear information and smooth interactions, so that I can manage inventory, skills, stats, and game settings efficiently without breaking immersion or the flow of gameplay. A well-designed UI is not just a nice-to-have; it's a game-changer for player experience. Think about it, guys – how frustrating is it when you're battling hordes of enemies, and your inventory management feels like a mini-game in itself? We want to avoid that!

The Value Proposition: More Than Just Pretty Buttons

The UI serves as the critical bridge between player intent and game mechanics. In ARPGs, players juggle dozens of systems simultaneously. The UI is what determines whether the game feels smooth or clunky. A well-designed UI framework provides:

  • Information Clarity: Complex stats presented understandably
  • Efficient Workflows: Common actions require minimal clicks
  • Visual Feedback: Immediate response to all interactions
  • Customization: Players can arrange UI to their preference
  • Performance: UI updates don't impact gameplay framerate

The difference between good and great ARPGs often comes down to UI polish and responsiveness. The best ARPGs are those where the UI feels like an extension of your mind, allowing you to react and strategize without friction. Imagine effortlessly swapping gear, managing skills, and tracking quests, all while staying fully immersed in the game world. That's the power of a well-crafted UI.

Acceptance Criteria: Setting the Bar High

To ensure we build a top-notch UI, we need clear acceptance criteria. These criteria cover various aspects, from core architecture to visual polish.

  • [ ] Core UI Architecture:
    • [ ] Egui integration with Bevy rendering: This is the foundation, ensuring our UI library works seamlessly with our game engine.
    • [ ] UI state management system: A robust system to track and manage UI elements and their states.
    • [ ] Theme and styling system: Allows for consistent and customizable UI aesthetics.
    • [ ] Layout management with anchoring: Ensures UI elements are positioned correctly across different screen sizes.
    • [ ] UI scaling for different resolutions: Makes the UI look crisp and clear regardless of the player's resolution.
    • [ ] Input handling and focus management: Handles user input and ensures the correct UI element is in focus.
  • [ ] HUD Elements:
    • [ ] Health/Mana/Resource globes: Visual indicators for player resources.
    • [ ] Skill bar with cooldown visualization: Allows players to quickly access and track their skills.
    • [ ] Buff/debuff icons with timers: Displays active buffs and debuffs with their durations.
    • [ ] Experience bar with level indicator: Tracks player progression and level.
    • [ ] Mini-map with fog of war: Helps players navigate the game world.
    • [ ] Quest tracker overlay: Keeps track of active quests.
  • [ ] Windows and Panels:
    • [ ] Inventory grid with drag-and-drop: A crucial feature for managing items.
    • [ ] Character stats panel: Displays detailed player stats.
    • [ ] Skill tree interface: Allows players to allocate skill points and customize their builds.
    • [ ] Quest log with categories: Organizes and tracks quests.
    • [ ] Settings menu with tabs: Provides options for customizing the game experience.
    • [ ] Map overlay system: Displays a full-screen map with points of interest.
  • [ ] Interactive Elements:
    • [ ] Tooltips with comparison: Provides detailed information about items and skills, with comparisons.
    • [ ] Context menus: Offers quick actions based on the selected item or element.
    • [ ] Modal dialogs: Displays important messages or prompts.
    • [ ] Notification system: Informs players about game events.
    • [ ] Chat interface: Allows players to communicate in multiplayer games.
    • [ ] Trade window: Facilitates item trading between players.
  • [ ] Visual Polish:
    • [ ] Smooth animations and transitions: Enhances the overall user experience.
    • [ ] Particle effects on UI elements: Adds visual flair and feedback.
    • [ ] Sound feedback for interactions: Provides auditory cues for UI interactions.
    • [ ] Visual states (hover, pressed, disabled): Clearly indicates the state of UI elements.
    • [ ] Loading screens with tips: Keeps players engaged during loading times.

Technical Specifications: Diving into the Code

Let's get technical and explore the code snippets that form the foundation of our UI framework. This section will cover the UI framework architecture, HUD implementation, inventory window, and tooltip system.

UI Framework Architecture

// crates/hephaestus_ui/src/lib.rs
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts, EguiPlugin};
use serde::{Deserialize, Serialize};

pub struct HephaestusUIPlugin;

impl Plugin for HephaestusUIPlugin {
    fn build(&self, app: &mut App) {
        app
            .add_plugins(EguiPlugin)
            .init_resource::<UIState>()
            .init_resource::<UITheme>()
            .init_resource::<WindowManager>()
            .init_resource::<TooltipSystem>()
            .add_event::<UIEvent>()
            
            // UI Systems
            .add_systems(Startup, (
                setup_ui_theme,
                load_ui_layouts,
                initialize_windows,
            ))
            .add_systems(Update, (
                // Input layer
                handle_ui_input,
                update_drag_drop,
                
                // Window management
                update_window_positions,
                handle_window_focus,
                
                // HUD updates
                update_health_mana_display,
                update_skill_bar,
                update_buff_icons,
                update_minimap,
                
                // Interactive windows
                render_inventory_window,
                render_character_panel,
                render_skill_tree,
                render_settings_menu,
                
                // Overlay systems
                render_tooltips,
                render_notifications,
                show_damage_numbers,
            ).chain());
    }
}

/// Central UI state management
#[derive(Resource, Default)]
pub struct UIState {
    pub open_windows: HashSet<WindowType>,
    pub focused_window: Option<WindowType>,
    pub hud_visible: bool,
    pub ui_scale: f32,
    pub drag_data: Option<DragData>,
    pub tooltip_data: Option<TooltipData>,
    pub notifications: VecDeque<Notification>,
}

#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum WindowType {
    Inventory,
    Character,
    SkillTree,
    QuestLog,
    Map,
    Settings,
    Stash,
    Trade,
}

/// UI Theme configuration
#[derive(Resource, Serialize, Deserialize)]
pub struct UITheme {
    pub colors: ColorScheme,
    pub fonts: FontSettings,
    pub animations: AnimationSettings,
    pub sounds: UISounds,
}

#[derive(Serialize, Deserialize)]
pub struct ColorScheme {
    pub background: Color32,
    pub panel: Color32,
    pub text: Color32,
    pub text_secondary: Color32,
    pub accent: Color32,
    pub success: Color32,
    pub warning: Color32,
    pub error: Color32,
    pub rarity_colors: RarityColors,
}

#[derive(Serialize, Deserialize)]
pub struct RarityColors {
    pub normal: Color32,
    pub magic: Color32,
    pub rare: Color32,
    pub unique: Color32,
    pub set: Color32,
    pub currency: Color32,
}

impl UITheme {
    pub fn apply_to_egui(&self, ctx: &egui::Context) {
        let mut style = (*ctx.style()).clone();
        
        style.visuals.window_fill = self.colors.panel;
        style.visuals.panel_fill = self.colors.panel;
        style.visuals.faint_bg_color = self.colors.background;
        style.visuals.extreme_bg_color = self.colors.background;
        style.visuals.code_bg_color = self.colors.background;
        
        style.visuals.widgets.inactive.bg_fill = self.colors.panel;
        style.visuals.widgets.hovered.bg_fill = self.colors.accent;
        style.visuals.widgets.active.bg_fill = self.colors.accent;
        
        style.visuals.selection.bg_fill = self.colors.accent;
        style.visuals.selection.stroke.color = self.colors.text;
        
        ctx.set_style(style);
    }
}

This code snippet showcases the core architecture of our UI framework. We're using bevy_egui to integrate egui with Bevy, our game engine. The HephaestusUIPlugin sets up the UI by initializing resources, adding events, and registering systems. The UIState resource manages the overall state of the UI, such as open windows and tooltips. UITheme allows us to define and apply consistent styling across the UI. The apply_to_egui function demonstrates how we can apply our custom theme to egui's styling system.

HUD Implementation

The HUD (Heads-Up Display) is a critical part of any ARPG, providing essential information to the player at a glance. Here's how we can implement the health and mana globes, as well as the skill bar:

// crates/hephaestus_ui/src/hud.rs
use super::*;

/// Health and resource display
pub fn render_health_mana_globes(
    contexts: &mut EguiContexts,
    player_stats: &PlayerStats,
    ui_theme: &UITheme,
) {
    let ctx = contexts.ctx_mut();
    
    // Health Globe - Bottom Left
    egui::Area::new("health_globe")
        .anchor(egui::Align2::LEFT_BOTTOM, egui::vec2(20.0, -20.0))
        .show(ctx, |ui| {
            ui.allocate_ui(egui::vec2(150.0, 150.0), |ui| {
                // Draw globe background
                let rect = ui.available_rect_before_wrap();
                let painter = ui.painter();
                
                // Background circle
                painter.circle_filled(
                    rect.center(),
                    rect.width() / 2.0,
                    Color32::from_rgba(40, 10, 10, 200),
                );
                
                // Health fill (using custom shader would be better)
                let health_percent = player_stats.health_current / player_stats.health_max;
                let fill_height = rect.height() * health_percent;
                
                painter.rect_filled(
                    Rect::from_min_size(
                        pos2(rect.left(), rect.bottom() - fill_height),
                        vec2(rect.width(), fill_height),
                    ),
                    Rounding::none(),
                    Color32::from_rgb(200, 20, 20),
                );
                
                // Text overlay
                ui.put(
                    rect,
                    egui::Label::new(
                        RichText::new(format!(
                            "{}/{}",
                            player_stats.health_current as i32,
                            player_stats.health_max as i32
                        ))
                        .color(Color32::WHITE)
                        .size(16.0)
                    )
                );
            });
        });
    
    // Mana Globe - Bottom Right
    egui::Area::new("mana_globe")
        .anchor(egui::Align2::RIGHT_BOTTOM, egui::vec2(-20.0, -20.0))
        .show(ctx, |ui| {
            ui.allocate_ui(egui::vec2(150.0, 150.0), |ui| {
                let rect = ui.available_rect_before_wrap();
                let painter = ui.painter();
                
                painter.circle_filled(
                    rect.center(),
                    rect.width() / 2.0,
                    Color32::from_rgba(10, 10, 40, 200),
                );
                
                let mana_percent = player_stats.mana_current / player_stats.mana_max;
                let fill_height = rect.height() * mana_percent;
                
                painter.rect_filled(
                    Rect::from_min_size(
                        pos2(rect.left(), rect.bottom() - fill_height),
                        vec2(rect.width(), fill_height),
                    ),
                    Rounding::none(),
                    Color32::from_rgb(20, 20, 200),
                );
                
                ui.put(
                    rect,
                    egui::Label::new(
                        RichText::new(format!(
                            "{}/{}",
                            player_stats.mana_current as i32,
                            player_stats.mana_max as i32
                        ))
                        .color(Color32::WHITE)
                        .size(16.0)
                    )
                );
            });
        });
}

/// Skill bar with cooldowns
pub fn render_skill_bar(
    contexts: &mut EguiContexts,
    skill_bar: &SkillBar,
    ui_theme: &UITheme,
) {
    let ctx = contexts.ctx_mut();
    
    egui::TopBottomPanel::bottom("skill_bar")
        .resizable(false)
        .show(ctx, |ui| {
            ui.horizontal(|ui| {
                ui.spacing_mut().item_spacing = egui::vec2(4.0, 0.0);
                
                // Center the skill bar
                let available_width = ui.available_width();
                let skill_bar_width = skill_bar.slots.len() as f32 * 54.0;
                ui.add_space((available_width - skill_bar_width) / 2.0);
                
                for (index, slot) in skill_bar.slots.iter().enumerate() {
                    let response = ui.allocate_ui(egui::vec2(50.0, 50.0), |ui| {
                        render_skill_slot(ui, slot, index, ui_theme);
                    }).response;
                    
                    // Handle skill activation
                    if response.clicked() || ui.input(|i| i.key_pressed(slot.hotkey)) {
                        // Trigger skill cast event
                    }
                    
                    // Show tooltip on hover
                    if response.hovered() {
                        if let Some(skill) = &slot.skill {
                            show_skill_tooltip(ui, skill);
                        }
                    }
                }
            });
        });
}

fn render_skill_slot(
    ui: &mut egui::Ui,
    slot: &SkillSlot,
    index: usize,
    theme: &UITheme,
) {
    let rect = ui.available_rect_before_wrap();
    let painter = ui.painter();
    
    // Background
    painter.rect_filled(
        rect,
        Rounding::same(4.0),
        Color32::from_rgba(20, 20, 20, 200),
    );
    
    // Border
    painter.rect_stroke(
        rect,
        Rounding::same(4.0),
        Stroke::new(2.0, theme.colors.accent),
    );
    
    if let Some(skill) = &slot.skill {
        // Skill icon
        if let Some(texture_id) = get_skill_texture(skill.id) {
            painter.image(
                texture_id,
                rect.shrink(4.0),
                Rect::from_min_size(pos2(0.0, 0.0), vec2(1.0, 1.0)),
                Color32::WHITE,
            );
        }
        
        // Cooldown overlay
        if !slot.cooldown_timer.finished() {
            let cooldown_percent = slot.cooldown_timer.percent_left();
            let overlay_height = rect.height() * cooldown_percent;
            
            painter.rect_filled(
                Rect::from_min_size(
                    rect.min,
                    vec2(rect.width(), overlay_height),
                ),
                Rounding::same(4.0),
                Color32::from_rgba(0, 0, 0, 180),
            );
            
            // Cooldown text
            let remaining = slot.cooldown_timer.remaining_secs();
            painter.text(
                rect.center(),
                Align2::CENTER_CENTER,
                format!("{:.1}", remaining),
                FontId::proportional(20.0),
                Color32::WHITE,
            );
        }
        
        // Charges indicator
        if slot.max_charges > 1 {
            painter.text(
                rect.right_bottom() - vec2(5.0, 5.0),
                Align2::RIGHT_BOTTOM,
                format!("{}", slot.current_charges),
                FontId::proportional(14.0),
                Color32::YELLOW,
            );
        }
    }
    
    // Hotkey indicator
    painter.text(
        rect.left_top() + vec2(5.0, 5.0),
        Align2::LEFT_TOP,
        format!("{}", index + 1),
        FontId::proportional(12.0),
        Color32::GRAY,
    );
}

The render_health_mana_globes function demonstrates how to create circular health and mana displays using egui's drawing capabilities. We calculate the fill percentage based on the player's stats and draw filled rectangles to represent the current health and mana levels. The render_skill_bar function shows how to create a skill bar with cooldown visualizations. We iterate through skill slots, rendering each slot and displaying a cooldown overlay if the skill is on cooldown.

Inventory Window

The inventory window is where players manage their loot and gear. A well-designed inventory system is crucial for an ARPG. Here's a glimpse of how we can implement it using egui:

// crates/hephaestus_ui/src/windows/inventory.rs
use super::*;

pub fn render_inventory_window(
    contexts: &mut EguiContexts,
    inventory: &mut Inventory,
    ui_state: &mut UIState,
    ui_theme: &UITheme,
) {
    if !ui_state.open_windows.contains(&WindowType::Inventory) {
        return;
    }
    
    let ctx = contexts.ctx_mut();
    
    egui::Window::new("Inventory")
        .id(egui::Id::new("inventory_window"))
        .default_size(egui::vec2(400.0, 600.0))
        .resizable(true)
        .collapsible(false)
        .show(ctx, |ui| {
            // Character paper doll
            ui.horizontal(|ui| {
                ui.group(|ui| {
                    ui.set_min_size(egui::vec2(200.0, 300.0));
                    render_equipment_slots(ui, &mut inventory.equipment, ui_state);
                });
                
                ui.vertical(|ui| {
                    // Stats summary
                    ui.group(|ui| {
                        ui.label("Stats");
                        ui.separator();
                        render_stat_summary(ui, inventory);
                    });
                    
                    // Currency display
                    ui.group(|ui| {
                        ui.label("Currency");
                        ui.separator();
                        render_currency_display(ui, &inventory.currency);
                    });
                });
            });
            
            ui.separator();
            
            // Inventory grid
            egui::ScrollArea::vertical()
                .max_height(300.0)
                .show(ui, |ui| {
                    render_inventory_grid(ui, &mut inventory.items, ui_state, ui_theme);
                });
            
            ui.separator();
            
            // Inventory controls
            ui.horizontal(|ui| {
                if ui.button("Sort").clicked() {
                    inventory.sort_items();
                }
                if ui.button("Deposit All").clicked() {
                    // Transfer to stash
                }
                ui.label(format!(
                    "Space: {}/{}",
                    inventory.used_space(),
                    inventory.max_space
                ));
            });
        });
}

fn render_inventory_grid(
    ui: &mut egui::Ui,
    items: &mut InventoryGrid,
    ui_state: &mut UIState,
    theme: &UITheme,
) {
    let grid_size = items.size;
    let cell_size = 40.0;
    
    ui.allocate_ui(
        egui::vec2(grid_size.0 as f32 * cell_size, grid_size.1 as f32 * cell_size),
        |ui| {
            let painter = ui.painter();
            let rect = ui.available_rect_before_wrap();
            
            // Draw grid background
            for y in 0..grid_size.1 {
                for x in 0..grid_size.0 {
                    let cell_rect = Rect::from_min_size(
                        rect.min + vec2(x as f32 * cell_size, y as f32 * cell_size),
                        vec2(cell_size, cell_size),
                    );
                    
                    painter.rect(
                        cell_rect.shrink(1.0),
                        Rounding::same(2.0),
                        Color32::from_rgba(40, 40, 40, 100),
                        Stroke::new(1.0, Color32::from_rgba(60, 60, 60, 100)),
                    );
                }
            }
            
            // Draw items
            for item_slot in &items.items {
                let item_rect = Rect::from_min_size(
                    rect.min + vec2(
                        item_slot.position.0 as f32 * cell_size,
                        item_slot.position.1 as f32 * cell_size,
                    ),
                    vec2(
                        item_slot.item.size.0 as f32 * cell_size,
                        item_slot.item.size.1 as f32 * cell_size,
                    ),
                );
                
                // Item background with rarity color
                let rarity_color = get_rarity_color(&item_slot.item.rarity, theme);
                painter.rect(
                    item_rect.shrink(2.0),
                    Rounding::same(3.0),
                    Color32::from_rgba(20, 20, 20, 200),
                    Stroke::new(2.0, rarity_color),
                );
                
                // Item icon
                if let Some(texture) = get_item_texture(&item_slot.item.icon) {
                    painter.image(
                        texture,
                        item_rect.shrink(4.0),
                        Rect::from_min_size(pos2(0.0, 0.0), vec2(1.0, 1.0)),
                        Color32::WHITE,
                    );
                }
                
                // Stack count
                if item_slot.item.stack_size > 1 {
                    painter.text(
                        item_rect.right_bottom() - vec2(4.0, 4.0),
                        Align2::RIGHT_BOTTOM,
                        format!("{}", item_slot.item.stack_size),
                        FontId::proportional(12.0),
                        Color32::WHITE,
                    );
                }
                
                // Handle interactions
                let response = ui.interact(item_rect, ui.id().with(item_slot.item.id), Sense::click_and_drag());
                
                if response.clicked_by(PointerButton::Primary) {
                    // Pick up item for moving
                    ui_state.drag_data = Some(DragData::Item(item_slot.item.clone()));
                } else if response.clicked_by(PointerButton::Secondary) {
                    // Show context menu
                    show_item_context_menu(ui, &item_slot.item);
                } else if response.hovered() {
                    // Show tooltip
                    ui_state.tooltip_data = Some(TooltipData::Item(item_slot.item.clone()));
                }
            }
            
            // Handle drop
            let response = ui.interact(rect, ui.id().with("inventory_grid"), Sense::hover());
            if response.hovered() && ui.input(|i| i.pointer.any_released()) {
                if let Some(DragData::Item(item)) = &ui_state.drag_data {
                    // Calculate grid position
                    if let Some(pos) = ui.input(|i| i.pointer.hover_pos()) {
                        let relative_pos = pos - rect.min;
                        let grid_x = (relative_pos.x / cell_size) as u32;
                        let grid_y = (relative_pos.y / cell_size) as u32;
                        
                        if items.can_place_item(&item, (grid_x, grid_y)) {
                            items.place_item(item.clone(), (grid_x, grid_y));
                            ui_state.drag_data = None;
                        }
                    }
                }
            }
        }
    );
}

This code renders the inventory window, including the character paper doll, stats summary, currency display, and the inventory grid. The render_inventory_grid function demonstrates how to create a grid-based inventory system with drag-and-drop functionality. We iterate through item slots, draw item icons with rarity colors, and handle user interactions like clicking and dragging items.

Tooltip System

Tooltips are invaluable for providing detailed information about items, skills, and other UI elements. Here's how we can implement a tooltip system using egui:

// crates/hephaestus_ui/src/tooltips.rs
use super::*;

#[derive(Clone)]
pub enum TooltipData {
    Item(Item),
    Skill(Skill),
    Buff(BuffEffect),
    Custom(String),
}

pub fn render_tooltips(
    contexts: &mut EguiContexts,
    ui_state: &UIState,
    theme: &UITheme,
) {
    if let Some(tooltip) = &ui_state.tooltip_data {
        let ctx = contexts.ctx_mut();
        
        egui::Area::new("tooltip")
            .interactable(false)
            .movable(false)
            .show(ctx, |ui| {
                ui.set_max_width(400.0);
                
                let frame = egui::Frame::popup(ui.style())
                    .fill(Color32::from_rgba(10, 10, 10, 240))
                    .stroke(Stroke::new(1.0, theme.colors.accent));
                    
                frame.show(ui, |ui| {
                    match tooltip {
                        TooltipData::Item(item) => render_item_tooltip(ui, item, theme),
                        TooltipData::Skill(skill) => render_skill_tooltip(ui, skill, theme),
                        TooltipData::Buff(buff) => render_buff_tooltip(ui, buff, theme),
                        TooltipData::Custom(text) => {
                            ui.label(text);
                        }
                    }
                });
            });
    }
}

fn render_item_tooltip(ui: &mut egui::Ui, item: &Item, theme: &UITheme) {
    // Item name with rarity color
    let rarity_color = get_rarity_color(&item.rarity, theme);
    ui.colored_label(rarity_color, &item.name);
    
    ui.separator();
    
    // Base type
    ui.label(format!("{}", item.base_type.name));
    
    // Requirements
    if item.has_requirements() {
        ui.add_space(4.0);
        ui.label("Requirements:");
        if item.requirements.level > 0 {
            ui.label(format!("  Level: {}", item.requirements.level));
        }
        if item.requirements.strength > 0 {
            ui.colored_label(
                Color32::from_rgb(200, 100, 100),
                format!("  Strength: {}", item.requirements.strength)
            );
        }
        if item.requirements.dexterity > 0 {
            ui.colored_label(
                Color32::from_rgb(100, 200, 100),
                format!("  Dexterity: {}", item.requirements.dexterity)
            );
        }
        if item.requirements.intelligence > 0 {
            ui.colored_label(
                Color32::from_rgb(100, 100, 200),
                format!("  Intelligence: {}", item.requirements.intelligence)
            );
        }
    }
    
    ui.separator();
    
    // Base stats
    if let Some(damage) = &item.base_stats.physical_damage {
        ui.label(format!("Physical Damage: {}-{}", damage.0, damage.1));
    }
    if let Some(armor) = item.base_stats.armor {
        ui.label(format!("Armor: {}", armor));
    }
    
    // Implicit mods
    if !item.implicit_mods.is_empty() {
        ui.add_space(4.0);
        for mod_text in &item.implicit_mods {
            ui.colored_label(Color32::from_rgb(150, 150, 200), mod_text);
        }
    }
    
    ui.separator();
    
    // Explicit mods
    for mod_text in &item.explicit_mods {
        ui.label(mod_text);
    }
    
    // Flavor text
    if let Some(flavor) = &item.flavor_text {
        ui.add_space(4.0);
        ui.colored_label(Color32::from_rgb(150, 120, 80), flavor);
    }
    
    // Value
    ui.add_space(4.0);
    ui.separator();
    ui.horizontal(|ui| {
        ui.label("Value:");
        render_currency_amount(ui, &item.vendor_price);
    });
}

The render_tooltips function checks for active tooltip data and renders the appropriate tooltip based on the data type. The render_item_tooltip function demonstrates how to display detailed information about an item, including its name, base type, requirements, stats, and modifiers. The use of colored labels and separators helps to organize the information and make it more readable. These tooltips are essential for players to make informed decisions about their gear and builds.

Libraries and Rationale: Choosing the Right Tools

Selecting the right libraries is crucial for building an efficient and maintainable UI framework. Here's a breakdown of the core dependencies and the reasoning behind their selection:

Core Dependencies

  • bevy_egui: Immediate mode GUI perfect for complex game UIs. Egui allows for dynamic, data-driven UIs, which is essential for ARPGs with complex systems and constantly changing information.
  • egui_extras: Additional widgets and layouts. This provides extra components and layout options to extend the functionality of egui.
  • egui_plot: For graphs and charts in stats panels. This library enables us to visualize data in a clear and concise manner, which is particularly useful for displaying player stats and progression.
  • image: For UI texture loading and manipulation. This library allows us to load and manipulate images for UI elements like icons and backgrounds.

Design Decisions

  1. Immediate Mode: Egui allows for dynamic, data-driven UIs. The immediate mode paradigm simplifies UI development by redrawing the entire UI on every frame, making it easier to handle dynamic content and interactions.
  2. Theme System: Centralized styling for consistency. A centralized theme system ensures a consistent look and feel across the entire UI, making it easier to maintain and customize.
  3. Drag and Drop: Native support for inventory management. Egui's native drag-and-drop support simplifies the implementation of inventory management systems, allowing players to easily move items around.
  4. Resolution Independence: UI scales with screen size. Resolution independence ensures that the UI looks good on different screen sizes and resolutions, providing a consistent experience for all players.
  5. Modular Windows: Each UI panel is independent. Modular windows allow for a more organized and maintainable codebase, as each UI panel can be developed and tested independently.

AI Agent Assignments: Dividing the Work

To efficiently implement this UI framework, we can divide the work among different AI agents, each with specific responsibilities:

Tools Developer

  1. Implement core UI framework with egui integration.
  2. Create window management system with docking support.
  3. Build drag and drop system for inventory.
  4. Design tooltip framework with comparison logic.
  5. Implement UI persistence for window positions.
  6. Create UI animation system for smooth transitions.

Graphics/Technical Artist

  1. Design UI visual theme matching ARPG aesthetic.
  2. Create UI element textures and icons.
  3. Implement UI particle effects for interactions.
  4. Build health/mana globe shaders.
  5. Design damage number system with physics.

Gameplay Programmer

  1. Connect UI to game systems (inventory, skills, etc.).
  2. Implement UI interaction logic for complex panels.
  3. Create notification system for game events.
  4. Build chat system for multiplayer.
  5. Design settings persistence system.

QA/Testing Automation

  1. Test UI responsiveness at different resolutions.
  2. Validate drag and drop edge cases.
  3. Test tooltip accuracy for all items.
  4. Benchmark UI performance impact.
  5. Test keyboard navigation accessibility.

Definition of Done: Knowing When We're There

To ensure we deliver a high-quality UI framework, we need a clear definition of done:

  • [ ] All major UI panels implemented.
  • [ ] Drag and drop working smoothly.
  • [ ] Tooltips showing accurate information.
  • [ ] UI scaling properly at all resolutions.
  • [ ] Theme system applied consistently.
  • [ ] Keyboard shortcuts functional.
  • [ ] Performance impact < 2ms per frame.
  • [ ] UI state persists between sessions.

Related Documentation: Further Reading

For those looking to delve deeper into UI development with egui, here are some valuable resources:

Estimated Effort: Time and Priority

  • Story Points: 13 (3-4 days with AI assistance)
  • Priority: P0 - Critical (Required for gameplay)

Labels

ui, p0-critical, size-13, feature, user-interface