ddnet/src/game/client/components/tooltips.cpp
Robert Müller 47fca7683d Add alpha fade-in for tooltips
After 0.75 seconds of hovering the tooltip rect without rendering the tooltip, start fading in the tooltip for the remaining 0.25 seconds.
2023-05-18 13:22:52 +02:00

149 lines
4.5 KiB
C++

#include "tooltips.h"
#include <game/client/render.h>
#include <game/client/ui.h>
CTooltips::CTooltips()
{
OnReset();
}
void CTooltips::OnReset()
{
m_HoverTime = -1;
m_Tooltips.clear();
ClearActiveTooltip();
}
void CTooltips::SetActiveTooltip(CTooltip &Tooltip)
{
m_ActiveTooltip.emplace(Tooltip);
}
inline void CTooltips::ClearActiveTooltip()
{
m_ActiveTooltip.reset();
m_PreviousTooltip.reset();
}
void CTooltips::DoToolTip(const void *pID, const CUIRect *pNearRect, const char *pText, float WidthHint)
{
uintptr_t ID = reinterpret_cast<uintptr_t>(pID);
const auto result = m_Tooltips.emplace(ID, CTooltip{
*pNearRect,
pText,
WidthHint,
false});
CTooltip &Tooltip = result.first->second;
if(!result.second)
{
Tooltip.m_Rect = *pNearRect; // update in case of window resize
Tooltip.m_pText = pText; // update in case of language change
}
Tooltip.m_OnScreen = true;
if(UI()->MouseInside(&Tooltip.m_Rect))
{
SetActiveTooltip(Tooltip);
}
}
void CTooltips::OnRender()
{
if(m_ActiveTooltip.has_value())
{
CTooltip &Tooltip = m_ActiveTooltip.value();
if(!UI()->MouseInside(&Tooltip.m_Rect))
{
Tooltip.m_OnScreen = false;
ClearActiveTooltip();
return;
}
if(!Tooltip.m_OnScreen)
return;
// Reset hover time if a different tooltip is active.
// Only reset hover time when rendering, because multiple tooltips can be
// activated in the same frame, but only the last one should be rendered.
if(!m_PreviousTooltip.has_value() || m_PreviousTooltip.value().get().m_pText != Tooltip.m_pText)
m_HoverTime = time_get();
m_PreviousTooltip.emplace(Tooltip);
// Delay tooltip until 1 second passed. Start fade-in in the last 0.25 seconds.
constexpr float SecondsBeforeFadeIn = 0.75f;
const float SecondsSinceActivation = (time_get() - m_HoverTime) / (float)time_freq();
if(SecondsSinceActivation < SecondsBeforeFadeIn)
return;
constexpr float SecondsFadeIn = 0.25f;
const float AlphaFactor = SecondsSinceActivation < SecondsBeforeFadeIn + SecondsFadeIn ? (SecondsSinceActivation - SecondsBeforeFadeIn) / SecondsFadeIn : 1.0f;
constexpr float FontSize = 14.0f;
constexpr float Margin = 5.0f;
constexpr float Padding = 5.0f;
const STextBoundingBox BoundingBox = TextRender()->TextBoundingBox(FontSize, Tooltip.m_pText, -1, Tooltip.m_WidthHint);
CUIRect Rect;
Rect.w = BoundingBox.m_W + 2 * Padding;
Rect.h = BoundingBox.m_H + 2 * Padding;
const CUIRect *pScreen = UI()->Screen();
Rect.w = minimum(Rect.w, pScreen->w - 2 * Margin);
Rect.h = minimum(Rect.h, pScreen->h - 2 * Margin);
// Try the top side.
if(Tooltip.m_Rect.y - Rect.h - Margin > pScreen->y)
{
Rect.x = clamp(UI()->MouseX() - Rect.w / 2.0f, Margin, pScreen->w - Rect.w - Margin);
Rect.y = Tooltip.m_Rect.y - Rect.h - Margin;
}
// Try the bottom side.
else if(Tooltip.m_Rect.y + Tooltip.m_Rect.h + Margin < pScreen->h)
{
Rect.x = clamp(UI()->MouseX() - Rect.w / 2.0f, Margin, pScreen->w - Rect.w - Margin);
Rect.y = Tooltip.m_Rect.y + Tooltip.m_Rect.h + Margin;
}
// Try the right side.
else if(Tooltip.m_Rect.x + Tooltip.m_Rect.w + Margin + Rect.w < pScreen->w)
{
Rect.x = Tooltip.m_Rect.x + Tooltip.m_Rect.w + Margin;
Rect.y = clamp(UI()->MouseY() - Rect.h / 2.0f, Margin, pScreen->h - Rect.h - Margin);
}
// Try the left side.
else if(Tooltip.m_Rect.x - Rect.w - Margin > pScreen->x)
{
Rect.x = Tooltip.m_Rect.x - Rect.w - Margin;
Rect.y = clamp(UI()->MouseY() - Rect.h / 2.0f, Margin, pScreen->h - Rect.h - Margin);
}
Rect.Draw(ColorRGBA(0.2f, 0.2f, 0.2f, 0.8f * AlphaFactor), IGraphics::CORNER_ALL, Padding);
Rect.Margin(Padding, &Rect);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, Rect.x, Rect.y, FontSize, TEXTFLAG_RENDER);
Cursor.m_LineWidth = Tooltip.m_WidthHint;
STextContainerIndex TextContainerIndex;
const unsigned OldRenderFlags = TextRender()->GetRenderFlags();
TextRender()->SetRenderFlags(OldRenderFlags | TEXT_RENDER_FLAG_ONE_TIME_USE);
TextRender()->CreateTextContainer(TextContainerIndex, &Cursor, Tooltip.m_pText);
TextRender()->SetRenderFlags(OldRenderFlags);
if(TextContainerIndex.Valid())
{
ColorRGBA TextColor = TextRender()->DefaultTextColor();
TextColor.a *= AlphaFactor;
ColorRGBA OutlineColor = TextRender()->DefaultTextOutlineColor();
OutlineColor.a *= AlphaFactor;
TextRender()->RenderTextContainer(TextContainerIndex, TextColor, OutlineColor);
}
TextRender()->DeleteTextContainer(TextContainerIndex);
Tooltip.m_OnScreen = false;
}
}