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wnsrc/gamemodes/helix/plugins/willardinterface/derma/cl_tooltip.lua

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2024-08-04 23:54:45 +03:00
--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
--- Text container for `ixTooltip`.
-- Rows are the main way of interacting with `ixTooltip`s. These derive from
-- [DLabel](https://wiki.garrysmod.com/page/Category:DLabel) panels, which means that making use of this panel
-- will be largely the same as any DLabel panel.
-- @panel ixTooltipRow
local animationTime = 1
-- panel meta
do
local PANEL = FindMetaTable("Panel")
local ixChangeTooltip = ChangeTooltip
local ixRemoveTooltip = RemoveTooltip
local tooltip
local lastHover
function PANEL:SetHelixTooltip(callback)
self:SetMouseInputEnabled(true)
self.ixTooltip = callback
end
function ChangeTooltip(panel, ...) -- luacheck: globals ChangeTooltip
if (!panel.ixTooltip) then
return ixChangeTooltip(panel, ...)
end
RemoveTooltip()
timer.Create("ixTooltip", 0.1, 1, function()
if (!IsValid(panel) or lastHover != panel) then
return
end
tooltip = vgui.Create("ixTooltip")
panel.ixTooltip(tooltip)
tooltip:SizeToContents()
end)
lastHover = panel
end
function RemoveTooltip() -- luacheck: globals RemoveTooltip
if (IsValid(tooltip)) then
tooltip:Remove()
tooltip = nil
end
timer.Remove("ixTooltip")
lastHover = nil
return ixRemoveTooltip()
end
end
DEFINE_BASECLASS("DLabel")
local PANEL = {}
AccessorFunc(PANEL, "backgroundColor", "BackgroundColor")
AccessorFunc(PANEL, "maxWidth", "MaxWidth", FORCE_NUMBER)
AccessorFunc(PANEL, "bNoMinimal", "MinimalHidden", FORCE_BOOL)
function PANEL:Init()
self:SetFont("ixSmallFont")
self:SetText(L("unknown"))
self:SetTextColor(color_white)
self:SetTextInset(15, 0)
self:SetContentAlignment(4)
self:Dock(TOP)
self.maxWidth = ScrW() * 0.2
self.bNoMinimal = false
self.bMinimal = false
end
--- Whether or not this tooltip row should be displayed in a minimal format. This usually means no background and/or
-- smaller font. You probably won't need this if you're using regular `ixTooltipRow` panels, but you should take into
-- account if you're creating your own panels that derive from `ixTooltipRow`.
-- @realm client
-- @treturn bool True if this tooltip row should be displayed in a minimal format
function PANEL:IsMinimal()
return self.bMinimal
end
--- Sets this row to be more prominent with a larger font and more noticable background color. This should usually
-- be used once per tooltip as a title row. For example, item tooltips have one "important" row consisting of the
-- item's name. Note that this function is a fire-and-forget function; you cannot revert a row back to it's regular state
-- unless you set the font/colors manually.
-- @realm client
function PANEL:SetImportant()
self:SetFont("TitlesFontNoClamp")
self:SetBackgroundColor(ix.config.Get("color"))
end
--- Sets the background color of this row. This should be used sparingly to avoid overwhelming players with a
-- bunch of different colors that could convey different meanings.
-- @realm client
-- @color color New color of the background. The alpha is clamped to 100-255 to ensure visibility
function PANEL:SetBackgroundColor(color)
color = table.Copy(color)
color.a = math.min(color.a or 255, 100)
self.backgroundColor = color
end
--- Resizes this panel to fit its contents. This should be called after setting the text.
-- @realm client
function PANEL:SizeToContents()
local contentWidth, contentHeight = self:GetContentSize()
contentWidth = contentWidth
contentHeight = contentHeight
if (contentWidth > self.maxWidth) then
self:SetWide(self.maxWidth - 15) -- to account for text inset
self:SetTextInset(15, 0)
self:SetWrap(true)
self:SizeToContentsY()
self:SetWide(self:GetContentSize() + 15)
else
self:SetSize(contentWidth + 15, contentHeight + 15)
end
end
--- Resizes the height of this panel to fit its contents.
-- @internal
-- @realm client
function PANEL:SizeToContentsY()
BaseClass.SizeToContentsY(self)
self:SetTall(self:GetTall() + 15)
end
--- Called when the background of this row should be painted. This will paint the background with the
-- `DrawImportantBackground` function set in the skin by default.
-- @realm client
-- @number width Width of the panel
-- @number height Height of the panel
function PANEL:PaintBackground(width, height)
if (self.backgroundColor) then
derma.SkinFunc("DrawImportantBackground", 0, 0, width, height, self.backgroundColor)
end
end
--- Called when the foreground of this row should be painted. If you are overriding this in a subclassed panel,
-- make sure you call `ixTooltipRow:PaintBackground` at the *beginning* of your function to make its style
-- consistent with the rest of the framework.
-- @realm client
-- @number width Width of the panel
-- @number height Height of the panel
function PANEL:Paint(width, height)
self:PaintBackground(width, height)
end
vgui.Register("ixTooltipRow", PANEL, "DLabel")
--- Generic information panel.
-- Tooltips are used extensively throughout Helix: for item information, character displays, entity status, etc.
-- The tooltip system can be used on any panel or entity you would like to show standardized information for. Tooltips
-- consist of the parent container panel (`ixTooltip`), which is filled with rows of information (usually
-- `ixTooltipRow`, but can be any docked panel if non-text information needs to be shown, like an item's size).
--
-- Tooltips can be added to panel with `panel:SetHelixTooltip()`. An example taken from the scoreboard:
-- panel:SetHelixTooltip(function(tooltip)
-- local name = tooltip:AddRow("name")
-- name:SetImportant()
-- name:SetText(client:SteamName())
-- name:SetBackgroundColor(team.GetColor(client:Team()))
-- name:SizeToContents()
--
-- tooltip:SizeToContents()
-- end)
-- @panel ixTooltip
DEFINE_BASECLASS("Panel")
PANEL = {}
AccessorFunc(PANEL, "entity", "Entity")
AccessorFunc(PANEL, "mousePadding", "MousePadding", FORCE_NUMBER)
AccessorFunc(PANEL, "bDrawArrow", "DrawArrow", FORCE_BOOL)
AccessorFunc(PANEL, "arrowColor", "ArrowColor")
AccessorFunc(PANEL, "bHideArrowWhenRaised", "HideArrowWhenRaised", FORCE_BOOL)
AccessorFunc(PANEL, "bArrowFollowEntity", "ArrowFollowEntity", FORCE_BOOL)
function PANEL:Init()
self.fraction = 0
self.mousePadding = 16
self.arrowColor = ix.config.Get("color")
self.bHideArrowWhenRaised = true
self.bArrowFollowEntity = true
self.bMinimal = false
self.lastX, self.lastY = self:GetCursorPosition()
self.arrowX, self.arrowY = ScrW() * 0.5, ScrH() * 0.5
self:SetAlpha(0)
self:SetSize(0, 0)
self:SetDrawOnTop(true)
self:CreateAnimation(animationTime, {
index = 1,
target = {fraction = 1},
easing = "outQuint",
Think = function(animation, panel)
panel:SetAlpha(panel.fraction * 255)
end
})
end
--- Whether or not this tooltip should be displayed in a minimal format.
-- @realm client
-- @treturn bool True if this tooltip should be displayed in a minimal format
-- @see ixTooltipRow:IsMinimal
function PANEL:IsMinimal()
return self.bMinimal
end
-- ensure all children are painted manually
function PANEL:Add(...)
local panel = BaseClass.Add(self, ...)
panel:SetPaintedManually(true)
return panel
end
--- Creates a new `ixTooltipRow` panel and adds it to the bottom of this tooltip.
-- @realm client
-- @string id Name of the new row. This is used to reorder rows if needed
-- @treturn panel Created row
function PANEL:AddRow(id)
local panel = self:Add("ixTooltipRow")
panel.id = id
panel:SetZPos(#self:GetChildren() * 10)
return panel
end
--- Creates a new `ixTooltipRow` and adds it after the row with the given `id`. The order of the rows is set via
-- setting the Z position of the panels, as this is how VGUI handles ordering with docked panels.
-- @realm client
-- @string after Name of the row to insert after
-- @string id Name of the newly created row
-- @treturn panel Created row
function PANEL:AddRowAfter(after, id)
local panel = self:AddRow(id)
after = self:GetRow(after)
if (!IsValid(after)) then
return panel
end
panel:SetZPos(after:GetZPos() + 1)
return panel
end
--- Sets the entity associated with this tooltip. Note that this function is not how you get entities to show tooltips.
-- @internal
-- @realm client
-- @entity entity Entity to associate with this tooltip
function PANEL:SetEntity(entity)
if (!IsValid(entity)) then
self.bEntity = false
return
end
-- don't show entity tooltips if we have an entity menu open
if (IsValid(ix.menu.panel)) then
self:Remove()
return
end
if (entity:IsPlayer()) then
local character = entity:GetCharacter()
if (character) then
-- we want to group things that will most likely have backgrounds (e.g name/health status)
hook.Run("PopulateImportantCharacterInfo", entity, character, self)
hook.Run("PopulateCharacterInfo", entity, character, self)
end
else
if (entity.OnPopulateEntityInfo) then
entity:OnPopulateEntityInfo(self)
else
hook.Run("PopulateEntityInfo", entity, self)
end
end
self:SizeToContents()
self.entity = entity
self.bEntity = true
end
function PANEL:PaintUnder(width, height)
end
function PANEL:Paint(width, height)
self:PaintUnder()
-- directional arrow
self.bRaised = LocalPlayer():IsWepRaised()
if (!self.bClosing) then
if (self.bEntity and IsValid(self.entity) and self.bArrowFollowEntity) then
local entity = self.entity
local position = select(1, entity:GetBonePosition(entity:LookupBone("ValveBiped.Bip01_Spine") or -1)) or
entity:LocalToWorld(entity:OBBCenter())
position = position:ToScreen()
self.arrowX = math.Clamp(position.x, 0, ScrW())
self.arrowY = math.Clamp(position.y, 0, ScrH())
end
end
-- arrow
if (self.bDrawArrow or (self.bDrawArrow and self.bRaised and !self.bHideArrowWhenRaised)) then
local x, y = self:ScreenToLocal(self.arrowX, self.arrowY)
DisableClipping(true)
surface.SetDrawColor(self.arrowColor)
surface.DrawLine(0, 0, x * self.fraction, y * self.fraction)
surface.DrawRect((x - 2) * self.fraction, (y - 2) * self.fraction, 15, 15)
DisableClipping(false)
end
-- contents
local x, y = self:GetPos()
render.SetScissorRect(x, y, x + width * self.fraction, y + height, true)
derma.SkinFunc("PaintTooltipBackground", self, width, height)
for _, v in ipairs(self:GetChildren()) do
if (IsValid(v)) then
v:PaintManual()
end
end
render.SetScissorRect(0, 0, 0, 0, false)
end
--- Returns the current position of the mouse cursor on the screen.
-- @realm client
-- @treturn number X position of cursor
-- @treturn number Y position of cursor
function PANEL:GetCursorPosition()
local width, height = self:GetSize()
local mouseX, mouseY = gui.MousePos()
return math.Clamp(mouseX + self.mousePadding, 0, ScrW() - width), math.Clamp(mouseY, 0, ScrH() - height)
end
function PANEL:Think()
if (!self.bEntity) then
if (!vgui.CursorVisible()) then
self:SetPos(self.lastX, self.lastY)
-- if the cursor isn't visible then we don't really need the tooltip to be shown
if (!self.bClosing) then
self:Remove()
end
else
local newX, newY = self:GetCursorPosition()
self:SetPos(newX, newY)
self.lastX, self.lastY = newX, newY
end
self:MoveToFront() -- dragging a panel w/ tooltip will push the tooltip beneath even the menu panel(???)
elseif (IsValid(self.entity) and !self.bClosing) then
if (self.bRaised) then
self:SetPos(
ScrW() * 0.5 - self:GetWide() * 0.5,
math.min(ScrH() * 0.5 + self:GetTall() + 32, ScrH() - self:GetTall())
)
else
local entity = self.entity
local min, max = entity:GetRotatedAABB(entity:OBBMins() * 0.5, entity:OBBMaxs() * 0.5)
min = entity:LocalToWorld(min):ToScreen().x
max = entity:LocalToWorld(max):ToScreen().x
self:SetPos(
math.Clamp(math.max(min, max), ScrW() * 0.5 + 32, ScrW() * 0.66 - self:GetWide()),
ScrH() * 0.5 - self:GetTall() * 0.5
)
end
end
end
--- Returns an `ixTooltipRow` corresponding to the given name.
-- @realm client
-- @string id Name of the row
-- @treturn[1] panel Corresponding row
-- @treturn[2] nil If the row doesn't exist
function PANEL:GetRow(id)
for _, v in ipairs(self:GetChildren()) do
if (IsValid(v) and v.id == id) then
return v
end
end
end
--- Resizes the tooltip to fit all of the child panels. You should always call this after you are done
-- adding all of your rows.
-- @realm client
function PANEL:SizeToContents()
local height = 0
local width = 0
for _, v in ipairs(self:GetChildren()) do
if (v:GetWide() > width) then
width = v:GetWide()
end
height = height + v:GetTall()
end
self:SetSize(width, height)
end
function PANEL:Remove()
if (self.bClosing) then
return
end
self.bClosing = true
self:CreateAnimation(animationTime * 0.5, {
target = {fraction = 0},
easing = "outQuint",
Think = function(animation, panel)
panel:SetAlpha(panel.fraction * 255)
end,
OnComplete = function(animation, panel)
BaseClass.Remove(panel)
end
})
end
vgui.Register("ixTooltip", PANEL, "Panel")
-- legacy tooltip row
PANEL = {}
function PANEL:Init()
self.bMinimal = true
self.ixAlpha = 0 -- to avoid conflicts if we're animating a non-tooltip panel
self:SetExpensiveShadow(1, color_black)
self:SetContentAlignment(5)
end
function PANEL:SetImportant()
self:SetFont("ixMinimalTitleFont")
self:SetBackgroundColor(ix.config.Get("color"))
end
-- background color will affect text instead in minimal tooltips
function PANEL:SetBackgroundColor(color)
color = table.Copy(color)
color.a = math.min(color.a or 255, 100)
self:SetTextColor(color)
self.backgroundColor = color
end
function PANEL:PaintBackground()
end
vgui.Register("ixTooltipMinimalRow", PANEL, "ixTooltipRow")
-- legacy tooltip
DEFINE_BASECLASS("ixTooltip")
PANEL = {}
function PANEL:Init()
self.bMinimal = true
-- we don't want to animate the alpha since children will handle their own animation, but we want to keep the fraction
-- for the background to animate
self:CreateAnimation(animationTime, {
index = 1,
target = {fraction = 1},
easing = "outQuint",
})
self:SetAlpha(255)
end
-- we don't need the children to be painted manually
function PANEL:Add(...)
local panel = BaseClass.Add(self, ...)
panel:SetPaintedManually(false)
return panel
end
function PANEL:AddRow(id)
local panel = self:Add("ixTooltipMinimalRow")
panel.id = id
panel:SetZPos(#self:GetChildren() * 10)
return panel
end
function PANEL:Paint(width, height)
self:PaintUnder()
derma.SkinFunc("PaintTooltipMinimalBackground", self, width, height)
end
function PANEL:Think()
end
function PANEL:SizeToContents()
-- remove any panels that shouldn't be shown in a minimal tooltip
for _, v in ipairs(self:GetChildren()) do
if (v.bNoMinimal) then
v:Remove()
end
end
BaseClass.SizeToContents(self)
self:SetPos(ScrW() * 0.5 - self:GetWide() * 0.5, ScrH() * 0.5 + self.mousePadding)
-- we create animation here since this is the only function that usually gets called after all the rows are populated
local children = self:GetChildren()
-- sort by z index so we can animate them in order
table.sort(children, function(a, b)
return a:GetZPos() < b:GetZPos()
end)
local i = 1
local count = table.Count(children)
for _, v in ipairs(children) do
v.ixAlpha = v.ixAlpha or 0
v:CreateAnimation((animationTime / count) * i, {
easing = "inSine",
target = {ixAlpha = 255},
Think = function(animation, panel)
panel:SetAlpha(panel.ixAlpha)
end
})
i = i + 1
end
end
DEFINE_BASECLASS("Panel")
function PANEL:Remove()
if (self.bClosing) then
return
end
self.bClosing = true
-- we create animation here since this is the only function that usually gets called after all the rows are populated
local children = self:GetChildren()
-- sort by z index so we can animate them in order
table.sort(children, function(a, b)
return a:GetZPos() > b:GetZPos()
end)
local duration = animationTime * 0.5
local i = 1
local count = table.Count(children)
for _, v in ipairs(children) do
v.ixAlpha = v.ixAlpha or 255
v:CreateAnimation(duration / count * i, {
target = {ixAlpha = 0},
Think = function(animation, panel)
panel:SetAlpha(panel.ixAlpha)
end
})
i = i + 1
end
self:CreateAnimation(duration, {
target = {fraction = 0},
OnComplete = function(animation, panel)
BaseClass.Remove(panel)
end
})
end
vgui.Register("ixTooltipMinimal", PANEL, "ixTooltip")