namespace LivingVillage.Desktop open Microsoft.Xna.Framework open LivingVillage.Kernel open LivingVillage.Kernel.Sim /// 顶部窄信息条 HUD 的纯布局/配色模型:只做确定性计算,实际绘制在 Game.fs。 /// 常驻状态(时段/时间/倍速/体力/钱币)压进一条窄带,绝不用整屏纯色或大黑块。 module HudLayout = let barHeight = 36 let accentHeight = 3 let paddingX = 16 let segmentGap = 20 let textScale = 2 type Segment = { Label: string Value: string } let segmentText (segment: Segment) : string = sprintf "%s %s" segment.Label segment.Value /// 常驻状态片段,数值全部取自世界真实状态,绝不编造。 let segments (world: World) (control: SimulationControl) : Segment list = let needs = world.Avatar.Mind.Needs [ { Label = "时段"; Value = M6Presentation.timePeriodLabel world.Tick } { Label = "时间"; Value = M6Presentation.clockTimeLabel world.Tick } { Label = "倍速"; Value = M6Presentation.speedLabel control } { Label = "体力"; Value = sprintf "%.0f" needs.Energy } { Label = "钱币"; Value = sprintf "%.0f" needs.Money } ] /// 段文本(含标签)的像素宽度。 let segmentWidth (segment: Segment) : int = FloatingPrompt.measureWidth (segmentText segment) textScale /// 左对齐排布,返回 (起点 x, 宽度, 分段);纯函数,便于布局回归断言。 let layout (segments: Segment list) : (int * int * Segment) list = let _, placed = segments |> List.fold (fun (x, acc) segment -> let width = segmentWidth segment x + width + segmentGap, (x, width, segment) :: acc) (paddingX, []) List.rev placed /// P26:常驻片段文本的 1px 描边偏移(上/下/左/右),保证白天/夜景下都可读。 let textOutlineOffsets : (int * int) list = [ (-1, 0); (1, 0); (0, -1); (0, 1) ] /// P26:常驻片段的半透明底色药丸,贴合文字高度并在左右各留 6px;纯函数便于回归。 let segmentBackdrop (x: int) (width: int) : Microsoft.Xna.Framework.Rectangle = let height = 8 * textScale + 10 let y = (barHeight - height) / 2 Microsoft.Xna.Framework.Rectangle(x - 6, y, width + 12, height) type Palette = { BarTop: Color BarBottom: Color Accent: Color Label: Color Value: Color SegmentBackdrop: Color Outline: Color } /// 白天暖色 / 夜晚(冬夜)冷色微调;均为半透明渐变窄条,无大黑块。 /// 每个常驻片段再叠一层半透明底色 + 1px 深色描边,双时段都能读清。 let palette (mode: M6DayNight) : Palette = match mode with | Day -> { BarTop = Color(40, 56, 62, 200) BarBottom = Color(22, 34, 40, 200) Accent = Color(212, 168, 96) Label = Color(206, 220, 208) Value = Color(242, 248, 234) SegmentBackdrop = Color(8, 14, 20, 150) Outline = Color(6, 10, 14, 255) } | Night -> { BarTop = Color(22, 30, 48, 205) BarBottom = Color(13, 19, 33, 205) Accent = Color(120, 168, 196) Label = Color(176, 196, 214) Value = Color(228, 238, 246) SegmentBackdrop = Color(4, 8, 16, 160) Outline = Color(3, 6, 12, 255) }