tooltip feature

efd/v1
Dominik Madarász 2023-01-16 09:51:57 +01:00
parent 31cf65ad50
commit c8b21e86b5
7 changed files with 205 additions and 4 deletions

3
build_dbg.bat 100644
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@ -0,0 +1,3 @@
@echo off
call win\setup_cl_generic.bat amd64
cmake --build build && build\eco2d

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@ -3,6 +3,8 @@
#include "world/blocks.h" #include "world/blocks.h"
#include "models/items.h" #include "models/items.h"
extern void tooltip_show(const char* name, float xpos, float ypos);
void ToolAssetInspector(void) { void ToolAssetInspector(void) {
if (nk_begin(dev_ui, "Asset Inspector", nk_rect(400, 100, 240, 800), if (nk_begin(dev_ui, "Asset Inspector", nk_rect(400, 100, 240, 800),
NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_TITLE)) NK_WINDOW_BORDER|NK_WINDOW_MOVABLE|NK_WINDOW_SCALABLE| NK_WINDOW_TITLE))
@ -16,6 +18,11 @@ void ToolAssetInspector(void) {
nk_labelf(dev_ui, NK_TEXT_LEFT, "kind: %s", asset_kind_name); nk_labelf(dev_ui, NK_TEXT_LEFT, "kind: %s", asset_kind_name);
nk_labelf(dev_ui, NK_TEXT_LEFT, "spawnable entity: %s", entity_spawn_provided(i) ? "true" : "false"); nk_labelf(dev_ui, NK_TEXT_LEFT, "spawnable entity: %s", entity_spawn_provided(i) ? "true" : "false");
if (nk_button_label(dev_ui, "show tooltip")) {
Vector2 mpos = GetMousePosition();
tooltip_show(asset_names[i] , mpos.x + 5, mpos.y + 5);
}
// draw block // draw block
block_id blk_id = blocks_find(i); block_id blk_id = blocks_find(i);
if (blk_id != 0xF) { if (blk_id != 0xF) {

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@ -95,8 +95,8 @@ inv_draw_result inventory_draw_crafting_btn(float xpos, float ypos, const char *
recipe rp = craft_get_recipe_data(craft_get_recipe_id_from_product(id)); recipe rp = craft_get_recipe_data(craft_get_recipe_id_from_product(id));
int num_reagents = 0; int num_reagents = 0;
for (int i = 0; rp.reagents[i].id; i++) num_reagents++; for (int i = 0; rp.reagents[i].id; i++) num_reagents++;
if (nk_begin(game_ui , name, nk_rect(mpos.x+15, mpos.y+15, name_width+5, 30+30*(float)num_reagents), if (nk_begin(game_ui , name, nk_rect(mpos.x+15, mpos.y+15, name_width+5, 600),
NK_WINDOW_BORDER | NK_WINDOW_NO_INPUT | NK_WINDOW_NO_SCROLLBAR)) { NK_WINDOW_BORDER | NK_WINDOW_NO_INPUT | NK_WINDOW_NO_SCROLLBAR | NK_WINDOW_DYNAMIC)) {
if (nk_tree_push_id(game_ui, NK_TREE_NODE, "Reagents", NK_MAXIMIZED, id)) { if (nk_tree_push_id(game_ui, NK_TREE_NODE, "Reagents", NK_MAXIMIZED, id)) {
for (asset_id i = 0; rp.reagents[i].id; i++) { for (asset_id i = 0; rp.reagents[i].id; i++) {
nk_label(game_ui, asset_names[rp.reagents[i].id], NK_TEXT_LEFT); nk_label(game_ui, asset_names[rp.reagents[i].id], NK_TEXT_LEFT);

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@ -0,0 +1,170 @@
// Tooltip system with multilevel modal support
typedef struct _tooltip {
const char *name;
const char *content;
const char **links;
} tooltip;
static tooltip *tooltips = 0;
//~ registration
void tooltip_register(tooltip desc) {
if (!tooltips) {
zpl_array_init(tooltips, zpl_heap());
}
desc.links = 0;
zpl_array_append(tooltips, desc);
}
void tooltip_destroy_all(void) {
if (!tooltips) return;
for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
tooltip *tp = (tooltips + i);
if (tp->links) {
zpl_array_free(tp->links);
}
}
zpl_array_free(tooltips);
}
void tooltip_build_links(void) {
for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
tooltip *tp = (tooltips + i);
for (zpl_isize j = 0; j < zpl_array_count(tooltips); ++j) {
tooltip *linked_tp = (tooltips + j);
if (tp == linked_tp)
continue;
if (strstr(tp->content, linked_tp->name)) {
if (!tp->links) {
zpl_array_init(tp->links, zpl_heap());
}
zpl_array_append(tp->links, linked_tp->name);
}
}
}
}
void tooltip_register_defaults(void) {
// test
tooltip_register( (tooltip) { .name = "ASSET_WOOD", .content = "Used as a building material or fuel for the ASSET_FURNACE." } );
tooltip_register( (tooltip) { .name = "ASSET_FURNACE", .content = "Producer used to smelt ASSET_IRON_ORE into ASSET_IRON_INGOT." } );
tooltip_register( (tooltip) { .name = "ASSET_IRON_ORE", .content = "Natural resource that can be smelted in ASSET_FURNACE." } );
tooltip_register( (tooltip) { .name = "ASSET_IRON_INGOT", .content = "Used as a building material. It is smelted from ASSET_IRON_ORE" } );
}
//~ rendering
#define TOOLTIP_MOUSE_DIST 400.0f
typedef struct _tooltip_node {
float xpos, ypos;
tooltip *desc;
struct _tooltip_node *next;
} tooltip_node;
static tooltip_node main_tooltip = { 0 };
static bool tooltip__should_stay_open = false;
tooltip *tooltip__find_desc(const char *name) {
for (zpl_isize i = 0; i < zpl_array_count(tooltips); ++i) {
tooltip *tp = (tooltips + i);
if (!strcmp(tp->name, name))
return tp;
}
return 0;
}
void tooltip_show(const char* name, float xpos, float ypos) {
if (!tooltips) return;
tooltip *desc = tooltip__find_desc(name);
if (!name) return;
main_tooltip = (tooltip_node) {
.xpos = xpos,
.ypos = ypos,
.desc = desc,
.next = 0
};
}
void tooltip__clear_node(tooltip_node *node) {
if (node->next) {
tooltip__clear_node(node->next);
zpl_mfree(node->next);
}
}
void tooltip_clear(void) {
tooltip__clear_node(&main_tooltip);
main_tooltip = (tooltip_node) {0};
}
void tooltip__draw_node(tooltip_node *node) {
if (!node) return;
tooltip *desc = node->desc;
Vector2 mpos = GetMousePosition();
if (nk_begin_titled(game_ui, zpl_bprintf("%d%s", (int)node->xpos, desc->name), desc->name, nk_rect(node->xpos, node->ypos, 300, 1200),
NK_WINDOW_BORDER | NK_WINDOW_NO_SCROLLBAR | NK_WINDOW_DYNAMIC | NK_WINDOW_TITLE | NK_WINDOW_MOVABLE)) {
nk_layout_row_dynamic(game_ui, 30, 1);
nk_label_wrap(game_ui, desc->content);
if (desc->links) {
nk_label(game_ui, "See Also:", NK_TEXT_LEFT);
nk_layout_row_dynamic(game_ui, 10, 2);
for (zpl_isize i = 0; i < zpl_array_count(desc->links); ++i) {
// todo styling
if (nk_button_label(game_ui, desc->links[i])) {
if (node->next) tooltip__clear_node(node->next);
if (!node->next) node->next = zpl_malloc(sizeof(tooltip_node));
*node->next = (tooltip_node) {
.xpos = mpos.x+5,
.ypos = mpos.y+5,
.desc = tooltip__find_desc(desc->links[i]),
.next = 0
};
}
}
}
// suggest closing tooltip
struct nk_vec2 wpos = nk_window_get_position(game_ui);
Vector2 tp_pos = (Vector2) { .x = wpos.x, .y = wpos.y };
if (Vector2Distance(mpos, tp_pos) <= TOOLTIP_MOUSE_DIST) {
tooltip__should_stay_open = true;
}
nk_end(game_ui);
// draw nested tooltip
if (node->next) {
tooltip__draw_node(node->next);
}
}
}
void tooltip_draw(void) {
if (!main_tooltip.desc) return;
tooltip__draw_node(&main_tooltip);
if (!tooltip__should_stay_open) {
tooltip_clear();
}
tooltip__should_stay_open = false;
}

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@ -21,6 +21,8 @@ ZPL_DIAGNOSTIC_POP
#define ARCH_IMPL #define ARCH_IMPL
#include "platform/arch.h" #include "platform/arch.h"
#include "gui/tooltip.c"
#include "renderer.c" #include "renderer.c"
void platform_init() { void platform_init() {

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@ -26,6 +26,7 @@ ZPL_DIAGNOSTIC_POP
#include "renderer.c" #include "renderer.c"
// NOTE(zaklaus): add-ins // NOTE(zaklaus): add-ins
#include "gui/tooltip.c"
#include "gui/build_mode.c" #include "gui/build_mode.c"
#include "gui/inventory.c" #include "gui/inventory.c"
@ -34,6 +35,20 @@ void platform_init() {
renderer_init(); renderer_init();
target_zoom = 2.70f; target_zoom = 2.70f;
tooltip_register_defaults();
// room for game-specific tooltips
tooltip_build_links();
#if 0
// TEST
{
Vector2 mpos = GetMousePosition();
tooltip_show("ASSET_FURNACE", mpos.x, mpos.y);
}
#endif
} }
inline static inline static
@ -51,6 +66,7 @@ void display_conn_status() {
void platform_shutdown() { void platform_shutdown() {
renderer_shutdown(); renderer_shutdown();
tooltip_destroy_all();
CloseWindow(); CloseWindow();
} }
@ -187,9 +203,12 @@ void platform_render() {
// NOTE(zaklaus): add-ins // NOTE(zaklaus): add-ins
buildmode_draw(); buildmode_draw();
inventory_draw(); inventory_draw();
// goes last
tooltip_draw();
} }
display_conn_status(); display_conn_status();
debug_draw(); debug_draw();
game_draw_ui(); game_draw_ui();
} }
EndDrawing(); EndDrawing();

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@ -15,7 +15,7 @@
<RunCommand></RunCommand> <RunCommand></RunCommand>
<DebugCommand></DebugCommand> <DebugCommand></DebugCommand>
<ExePathCommand></ExePathCommand> <ExePathCommand></ExePathCommand>
<DebugSln></DebugSln> <DebugSln>build\eco2d.sln</DebugSln>
<UseVisualStudioEnvBat>false</UseVisualStudioEnvBat> <UseVisualStudioEnvBat>false</UseVisualStudioEnvBat>
<Configurations> <Configurations>
<Configuration>Debug</Configuration> <Configuration>Debug</Configuration>