You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: gui.rs
    path of file: ./repos/rustrogueliketutorial/chapter-26-bsp-interiors/src
    
    the code of the file until where you have to start completion: use rltk::{ RGB, Rltk, Point, VirtualKeyCode };
use specs::prelude::*;
use super::{CombatStats, Player, gamelog::GameLog, Map, Name, Position, State, InBackpack,
    Viewshed, RunState, Equipped, HungerClock, HungerState, rex_assets::RexAssets,
    Hidden };

pub fn draw_ui(ecs: &World, ctx : &mut Rltk) {
    ctx.draw_box(0, 43, 79, 6, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));

    let combat_stats = ecs.read_storage::<CombatStats>();
    let players = ecs.read_storage::<Player>();
    let hunger = ecs.read_storage::<HungerClock>();
    for (_player, stats, hc) in (&players, &combat_stats, &hunger).join() {
        let health = format!(" HP: {} / {} ", stats.hp, stats.max_hp);
        ctx.print_color(12, 43, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), &health);

        ctx.draw_bar_horizontal(28, 43, 51, stats.hp, stats.max_hp, RGB::named(rltk::RED), RGB::named(rltk::BLACK));

        match hc.state {
            HungerState::WellFed => ctx.print_color(71, 42, RGB::named(rltk::GREEN), RGB::named(rltk::BLACK), "Well Fed"),
            HungerState::Normal => {}
            HungerState::Hungry => ctx.print_color(71, 42, RGB::named(rltk::ORANGE), RGB::named(rltk::BLACK), "Hungry"),
            HungerState::Starving => ctx.print_color(71, 42, RGB::named(rltk::RED), RGB::named(rltk::BLACK), "Starving"),
        }
    }

    let map = ecs.fetch::<Map>();
    let depth = format!("Depth: {}", map.depth);
    ctx.print_color(2, 43, RGB::named(rl
    
pub fn drop_item_menu(gs : &mut State, ctx : &mut Rltk) -> (ItemMenuResult, Option<Entity>) {
    let player_entity = gs.ecs.fetch::<Entity>();
    let names = gs.ecs.read_storage::<Name>();
    let backpack = gs.ecs.read_storage::<InBackpack>();
    let entities = gs.ecs.entities();

    let inventory = (&backpack, &names).join().filter(|item| item.0.owner == *player_entity );
    let count = inventory.count();

    let mut y = (25 - (count / 2)) as i32;
    ctx.draw_box(15, y-2, 31, (count+3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
    ctx.print_color(18, y-2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Drop Which Item?");
    ctx.print_color(18, y+count as i32+1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESCAPE to cancel");

    let mut equippable : Vec<Entity> = Vec::new();
    let mut j = 0;
    for (entity, _pack, name) in (&entities, &backpack, &names).join().filter(|item| item.1.owner == *player_entity ) {
        ctx.set(17, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437('('));
        ctx.set(18, y, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), 97+j as rltk::FontCharType);
        ctx.set(19, y, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK), rltk::to_cp437(')'));

        ctx.print(21, y, &name.name.to_string());
        equippable.push(entity);
        y += 1;
        j += 1;
    }

    match ctx.key {
        None => (ItemMenuResult::NoResponse, None),
        Some(key) => {
            match key {
                VirtualKeyCode::Escape => { (ItemMenuResult::Cancel, None) }
                _ => {
                    let selection = rltk::letter_to_option(key);
                    if selection > -1 && selection < count as i32 {
                        return (ItemMenuResult::Selected, Some(equippable[selection as usize]));
                    }
                    (ItemMenuResult::NoResponse, None)
                }
            }
        }
    }
}