Mission HUD #10

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opened 2026-08-06 21:51:50 +00:00 by icub3d · 0 comments
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The in-mission HUD. Pillar 4: every number the player needs in order to decide is
visible before they commit.

Build from the existing widget builders in src/ui/widget.rs and the tokens in
src/theme/. UiSet::Input runs before UiSet::Paint (src/ui/mod.rs) so a control
never repaints from a value the same frame's press invalidated — keep that ordering.

Scope

  • Turn-order timeline showing the scheduler's lookahead, with each entry carrying the
    unit's role glyph (Role::glyph) as well as its colour.
  • Selected-unit panel: name, role, health, action points.
  • Health (green), shields (sapphire), action points (yellow) bars.
  • An action bar for Move / Attack / Wait, with unavailable actions shown as
    overlay0 disabled and stating why they are unavailable.

Acceptance criteria

  • No colour, size, or spacing literal outside src/theme/.
  • Every colour cue is paired with an icon, shape, or label.
  • Hovering an enemy while an attack is armed previews the damage and hit chance
    before commitment.
  • The HUD reads correctly at each supported UI scale (see src/ui/settings.rs).
The in-mission HUD. Pillar 4: every number the player needs in order to decide is visible before they commit. Build from the existing widget builders in `src/ui/widget.rs` and the tokens in `src/theme/`. `UiSet::Input` runs before `UiSet::Paint` (`src/ui/mod.rs`) so a control never repaints from a value the same frame's press invalidated — keep that ordering. ## Scope - Turn-order timeline showing the scheduler's lookahead, with each entry carrying the unit's role glyph (`Role::glyph`) as well as its colour. - Selected-unit panel: name, role, health, action points. - Health (`green`), shields (`sapphire`), action points (`yellow`) bars. - An action bar for Move / Attack / Wait, with unavailable actions shown as `overlay0` disabled and stating *why* they are unavailable. ## Acceptance criteria - [ ] No colour, size, or spacing literal outside `src/theme/`. - [ ] Every colour cue is paired with an icon, shape, or label. - [ ] Hovering an enemy while an attack is armed previews the damage and hit chance before commitment. - [ ] The HUD reads correctly at each supported UI scale (see `src/ui/settings.rs`).
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