This commit is contained in:
2026-09-26 18:06:05 -03:00
parent 01a81b926e
commit e22f12c0b6
12 changed files with 215 additions and 35 deletions
+27 -15
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@@ -106,8 +106,10 @@ export class Client {
if (this.#stopped) {
return;
}
const screen = this.screen;
this.screen?.on_tick(delta);
this.#handle_keybinds();
// a screen that closed itself just now, like chat on enter, had this frame's keys
this.#handle_keybinds(screen !== undefined && this.screen === undefined);
this.#pending_time += delta;
let ticks = 0;
@@ -143,7 +145,30 @@ export class Client {
this.level.tick();
}
#handle_keybinds() {
// closed_screen: a screen closed this frame and took its keys, so they don't also open the inventory or pick a
// hotbar slot. typing "/give pickaxe" and enter in the same slow frame would otherwise open the inventory
#handle_keybinds(closed_screen: boolean) {
const player = this.player;
if (!closed_screen) {
this.#handle_keys();
}
if (InputManager.is_mouse_grabbed()) {
const mouse = InputManager.get_mouse_delta();
player.turn(mouse.x, mouse.y);
}
InputManager.set_mouse_grabbed(!this.screen);
this.hit_result = this.level.pick(player.x, player.y + player.eye_height, player.z, player.yaw, player.pitch);
this.#handle_block_interaction();
if (!this.screen && !closed_screen) {
this.#handle_hotbar();
}
}
#handle_keys() {
const options = this.options;
const player = this.player;
@@ -177,19 +202,6 @@ export class Client {
if (InputManager.is_key_pressed(options.key_fullscreen)) {
InputManager.toggle_fullscreen();
}
if (InputManager.is_mouse_grabbed()) {
const mouse = InputManager.get_mouse_delta();
player.turn(mouse.x, mouse.y);
}
InputManager.set_mouse_grabbed(!this.screen);
this.hit_result = this.level.pick(player.x, player.y + player.eye_height, player.z, player.yaw, player.pitch);
this.#handle_block_interaction();
if (!this.screen) {
this.#handle_hotbar();
}
}
// the held item while playing, the slot under the mouse in an inventory (only with nothing on the cursor)
+8 -1
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@@ -7,6 +7,7 @@ import { InputManager } from "../input_manager.ts";
import { ClientInventories } from "../inventory.ts";
import { canvas, Texture } from "../renderer/mod.ts";
import { draw_item, draw_nine_slice } from "../rendering/render_utils.ts";
import { draw_tooltip, item_tooltip } from "./tooltip.ts";
export class Slot {
container: ContainerKey;
@@ -99,9 +100,15 @@ export class GuiInventoryScreen extends GuiScreen {
}
}
const mouse = InputManager.get_mouse_position();
if (this.inventories.cursor.item) {
const mouse = InputManager.get_mouse_position();
draw_item(this.inventories.cursor.item, mouse.x, mouse.y);
} else if (this.hovering) {
// what's in the slot under the mouse, while not carrying anything
const item = this.get_container(this.hovering.container)?.get_item(this.hovering.index);
if (item) {
draw_tooltip(item_tooltip(item), mouse.x, mouse.y);
}
}
}
+36 -1
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@@ -3,15 +3,26 @@ import { AssetManager } from "$/client/assets.ts";
import type { Client } from "$/client/client.ts";
import type { ClientInventories } from "$/client/inventory.ts";
import { draw_item, draw_nine_slice } from "$/client/rendering/render_utils.ts";
import { canvas, draw_rect_stroke, Texture } from "$/client/renderer/mod.ts";
import { canvas, draw_rect_stroke, draw_text, measure_text, Texture } from "$/client/renderer/mod.ts";
import { display_name } from "$/common/utils.ts";
import { TEXT_HEIGHT, TEXT_SCALE } from "./widgets.ts";
const PADDING = 10;
const CROSSHAIR_SIZE = 8;
// how long the held item's name shows above the hotbar after it changes, and the last part of that it fades out in
const HELD_NAME_MS = 2000;
const HELD_NAME_FADE_MS = 500;
const HELD_NAME_GAP = 12;
// what's drawn over the world while playing, like minecraft's Gui: hotbar, crosshair and chat
export class Hud {
// what was held last frame, as slot and item id, and when the held item last changed
#held = "";
#held_since = -Infinity;
render(client: Client) {
this.#render_hotbar(client.player.inventories);
this.#render_held_name(client.player.inventories);
this.#render_crosshair();
client.chat.render(false);
}
@@ -54,6 +65,30 @@ export class Hud {
}
}
// like minecraft: switching slots, or a different item ending up in the selected one, shows its name for a bit
#render_held_name(inventories: ClientInventories) {
const item = inventories.inventory.get_item(inventories.hotbar_selected);
const held = item ? `${inventories.hotbar_selected} ${item.type_id}` : "";
const now = performance.now();
if (held !== this.#held) {
this.#held = held;
this.#held_since = item ? now : -Infinity;
}
const shown_for = now - this.#held_since;
if (!item || shown_for > HELD_NAME_MS) {
return;
}
const alpha = Math.min(1, (HELD_NAME_MS - shown_for) / HELD_NAME_FADE_MS);
const name = display_name(item.type_id);
const hotbar_top = canvas.height - (PADDING * 2 + SLOT_SIZE);
const x = (canvas.width - measure_text(name, TEXT_SCALE)) / 2;
const y = hotbar_top - HELD_NAME_GAP - TEXT_HEIGHT * TEXT_SCALE;
// a shadow so it reads over bright sky and snow
draw_text(name, x + TEXT_SCALE, y + TEXT_SCALE, TEXT_SCALE, [0.15, 0.15, 0.15, alpha]);
draw_text(name, x, y, TEXT_SCALE, [1, 1, 1, alpha]);
}
#render_crosshair() {
draw_rect_stroke(
(canvas.width - CROSSHAIR_SIZE) / 2,
+55
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@@ -0,0 +1,55 @@
// the box next to the mouse saying what an item is, like minecraft's: its name, then its lore
import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
import type { ItemStack } from "$/common/inventory.ts";
import { display_name } from "$/common/utils.ts";
import { canvas, draw_rect, draw_text, measure_text } from "$/client/renderer/mod.ts";
import { TEXT_HEIGHT, TEXT_SCALE } from "./widgets.ts";
type Color = [number, number, number, number];
const NAME_COLOR: Color = [1, 1, 1, 1];
const LORE_COLOR: Color = [0.66, 0.66, 0.66, 1];
const BACKGROUND: Color = [0.06, 0.02, 0.1, 0.94];
const BORDER: Color = [0.31, 0.1, 0.6, 1];
const BORDER_WIDTH = 2;
const PADDING = 8;
const LINE_GAP = 4;
// from the mouse, so the cursor doesn't cover it
const OFFSET = 16;
export interface TooltipLine {
text: string;
color: Color;
}
// its name, the item's lore from its json, then what the server's scripts said about this stack
export function item_tooltip(item: ItemStack): TooltipLine[] {
const lines: TooltipLine[] = [{ text: display_name(item.type_id), color: NAME_COLOR }];
const static_lore = EverythingRegistry.get<ItemRegistry>("items", item.type_id)?.lore;
for (const lore of [static_lore, item.lore]) {
for (const text of lore?.split("\n") ?? []) {
lines.push({ text, color: LORE_COLOR });
}
}
return lines;
}
// below and right of the mouse, moved back inside the window when it would go past its edge
export function draw_tooltip(lines: TooltipLine[], mouse_x: number, mouse_y: number) {
const line_height = TEXT_HEIGHT * TEXT_SCALE;
const width = Math.max(...lines.map((line) => measure_text(line.text, TEXT_SCALE))) + PADDING * 2;
const height = lines.length * line_height + (lines.length - 1) * LINE_GAP + PADDING * 2;
let x = mouse_x + OFFSET;
let y = mouse_y + OFFSET;
if (x + width > canvas.width) x = mouse_x - OFFSET - width;
if (y + height > canvas.height) y = canvas.height - height;
x = Math.max(0, x);
y = Math.max(0, y);
draw_rect(x, y, width, height, BORDER);
draw_rect(x + BORDER_WIDTH, y + BORDER_WIDTH, width - BORDER_WIDTH * 2, height - BORDER_WIDTH * 2, BACKGROUND);
lines.forEach((line, i) => {
draw_text(line.text, x + PADDING, y + PADDING + i * (line_height + LINE_GAP), TEXT_SCALE, line.color);
});
}
+6 -5
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@@ -89,7 +89,8 @@ export class InputManager {
static mouse_delta_y = 0;
static wheel_delta = 0;
static typed_characters = new Set<string>();
// in the order they were typed. a list, since the same letter can be typed twice in one frame
static typed_characters: string[] = [];
static pointer_lock_flag = false;
static mouse_grab_timer = 0;
@@ -108,7 +109,7 @@ export class InputManager {
}
this.keys_down.add(e.code);
if (e.key.length === 1) {
this.typed_characters.add(e.key);
this.typed_characters.push(e.key);
}
});
@@ -221,8 +222,8 @@ export class InputManager {
}
static get_typed_characters(): string[] {
const chars = [...this.typed_characters];
this.typed_characters.clear();
const chars = this.typed_characters;
this.typed_characters = [];
return chars;
}
@@ -234,7 +235,7 @@ export class InputManager {
this.mouse_delta_x = 0;
this.mouse_delta_y = 0;
this.wheel_delta = 0;
this.typed_characters.clear();
this.typed_characters = [];
this.mouse_buttons_consumed.clear();
}