Tooltips
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@@ -7,6 +7,7 @@ import { InputManager } from "../input_manager.ts";
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import { ClientInventories } from "../inventory.ts";
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import { canvas, Texture } from "../renderer/mod.ts";
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import { draw_item, draw_nine_slice } from "../rendering/render_utils.ts";
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import { draw_tooltip, item_tooltip } from "./tooltip.ts";
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export class Slot {
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container: ContainerKey;
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@@ -99,9 +100,15 @@ export class GuiInventoryScreen extends GuiScreen {
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}
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}
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const mouse = InputManager.get_mouse_position();
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if (this.inventories.cursor.item) {
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const mouse = InputManager.get_mouse_position();
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draw_item(this.inventories.cursor.item, mouse.x, mouse.y);
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} else if (this.hovering) {
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// what's in the slot under the mouse, while not carrying anything
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const item = this.get_container(this.hovering.container)?.get_item(this.hovering.index);
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if (item) {
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draw_tooltip(item_tooltip(item), mouse.x, mouse.y);
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}
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}
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}
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+36
-1
@@ -3,15 +3,26 @@ import { AssetManager } from "$/client/assets.ts";
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import type { Client } from "$/client/client.ts";
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import type { ClientInventories } from "$/client/inventory.ts";
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import { draw_item, draw_nine_slice } from "$/client/rendering/render_utils.ts";
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import { canvas, draw_rect_stroke, Texture } from "$/client/renderer/mod.ts";
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import { canvas, draw_rect_stroke, draw_text, measure_text, Texture } from "$/client/renderer/mod.ts";
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import { display_name } from "$/common/utils.ts";
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import { TEXT_HEIGHT, TEXT_SCALE } from "./widgets.ts";
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const PADDING = 10;
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const CROSSHAIR_SIZE = 8;
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// how long the held item's name shows above the hotbar after it changes, and the last part of that it fades out in
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const HELD_NAME_MS = 2000;
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const HELD_NAME_FADE_MS = 500;
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const HELD_NAME_GAP = 12;
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// what's drawn over the world while playing, like minecraft's Gui: hotbar, crosshair and chat
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export class Hud {
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// what was held last frame, as slot and item id, and when the held item last changed
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#held = "";
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#held_since = -Infinity;
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render(client: Client) {
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this.#render_hotbar(client.player.inventories);
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this.#render_held_name(client.player.inventories);
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this.#render_crosshair();
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client.chat.render(false);
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}
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@@ -54,6 +65,30 @@ export class Hud {
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}
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}
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// like minecraft: switching slots, or a different item ending up in the selected one, shows its name for a bit
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#render_held_name(inventories: ClientInventories) {
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const item = inventories.inventory.get_item(inventories.hotbar_selected);
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const held = item ? `${inventories.hotbar_selected} ${item.type_id}` : "";
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const now = performance.now();
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if (held !== this.#held) {
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this.#held = held;
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this.#held_since = item ? now : -Infinity;
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}
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const shown_for = now - this.#held_since;
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if (!item || shown_for > HELD_NAME_MS) {
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return;
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}
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const alpha = Math.min(1, (HELD_NAME_MS - shown_for) / HELD_NAME_FADE_MS);
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const name = display_name(item.type_id);
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const hotbar_top = canvas.height - (PADDING * 2 + SLOT_SIZE);
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const x = (canvas.width - measure_text(name, TEXT_SCALE)) / 2;
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const y = hotbar_top - HELD_NAME_GAP - TEXT_HEIGHT * TEXT_SCALE;
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// a shadow so it reads over bright sky and snow
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draw_text(name, x + TEXT_SCALE, y + TEXT_SCALE, TEXT_SCALE, [0.15, 0.15, 0.15, alpha]);
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draw_text(name, x, y, TEXT_SCALE, [1, 1, 1, alpha]);
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}
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#render_crosshair() {
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draw_rect_stroke(
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(canvas.width - CROSSHAIR_SIZE) / 2,
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@@ -0,0 +1,55 @@
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// the box next to the mouse saying what an item is, like minecraft's: its name, then its lore
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import { EverythingRegistry, ItemRegistry } from "$/common/everything_registry.ts";
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import type { ItemStack } from "$/common/inventory.ts";
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import { display_name } from "$/common/utils.ts";
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import { canvas, draw_rect, draw_text, measure_text } from "$/client/renderer/mod.ts";
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import { TEXT_HEIGHT, TEXT_SCALE } from "./widgets.ts";
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type Color = [number, number, number, number];
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const NAME_COLOR: Color = [1, 1, 1, 1];
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const LORE_COLOR: Color = [0.66, 0.66, 0.66, 1];
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const BACKGROUND: Color = [0.06, 0.02, 0.1, 0.94];
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const BORDER: Color = [0.31, 0.1, 0.6, 1];
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const BORDER_WIDTH = 2;
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const PADDING = 8;
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const LINE_GAP = 4;
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// from the mouse, so the cursor doesn't cover it
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const OFFSET = 16;
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export interface TooltipLine {
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text: string;
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color: Color;
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}
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// its name, the item's lore from its json, then what the server's scripts said about this stack
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export function item_tooltip(item: ItemStack): TooltipLine[] {
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const lines: TooltipLine[] = [{ text: display_name(item.type_id), color: NAME_COLOR }];
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const static_lore = EverythingRegistry.get<ItemRegistry>("items", item.type_id)?.lore;
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for (const lore of [static_lore, item.lore]) {
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for (const text of lore?.split("\n") ?? []) {
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lines.push({ text, color: LORE_COLOR });
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}
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}
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return lines;
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}
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// below and right of the mouse, moved back inside the window when it would go past its edge
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export function draw_tooltip(lines: TooltipLine[], mouse_x: number, mouse_y: number) {
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const line_height = TEXT_HEIGHT * TEXT_SCALE;
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const width = Math.max(...lines.map((line) => measure_text(line.text, TEXT_SCALE))) + PADDING * 2;
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const height = lines.length * line_height + (lines.length - 1) * LINE_GAP + PADDING * 2;
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let x = mouse_x + OFFSET;
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let y = mouse_y + OFFSET;
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if (x + width > canvas.width) x = mouse_x - OFFSET - width;
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if (y + height > canvas.height) y = canvas.height - height;
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x = Math.max(0, x);
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y = Math.max(0, y);
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draw_rect(x, y, width, height, BORDER);
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draw_rect(x + BORDER_WIDTH, y + BORDER_WIDTH, width - BORDER_WIDTH * 2, height - BORDER_WIDTH * 2, BACKGROUND);
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lines.forEach((line, i) => {
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draw_text(line.text, x + PADDING, y + PADDING + i * (line_height + LINE_GAP), TEXT_SCALE, line.color);
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});
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}
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