Tooltips
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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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