// 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("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); }); }