Hover-inspect tooltip — what's under the cursor
Adds an InspectTooltip CanvasLayer that follows the mouse, samples the tile under the cursor each frame, and renders a small dark panel with a short description of whatever's there. Per-entity describers cover the playable surface: * Pawn: name + HP + mood + current job * Tree / rock / big rock: progress %, "marked" tag if designated * Wall: material + ghost/% if unbuilt * Floor / door / torch: ghost vs complete state * Bed: occupant or "available", medical tag * Crate: full contents broken down by item type and count * Workbench: label + active bills count * Item on ground: type + stack size * Corpse: deceased name + fresh/rotting/rotted state * Wolf: HP + state * Grave marker: deceased name * Stockpile / graveyard zone: name + priority + accepted types Layer 50 so the tooltip sits above the world but below modals (which sit at 100+). process_mode = ALWAYS so hovering still works during storyteller modals. Position auto-flips to the other side of the cursor when it would overflow the viewport. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
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3 changed files with 365 additions and 0 deletions
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@ -132,6 +132,14 @@ func _ready() -> void:
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alerts_log.name = "AlertsLog"
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add_child(alerts_log)
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# Inspect tooltip — hover any tile to see what's there (pawn / wall / bed
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# / crate contents / tree progress / item stack / stockpile filter).
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# Layer 50: above world, below modals (which sit at 100+).
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var inspect := CanvasLayer.new()
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inspect.set_script(preload("res://scenes/ui/inspect_tooltip.gd"))
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inspect.name = "InspectTooltip"
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add_child(inspect)
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# Inject refs into TopBar and add Work + Log buttons to ButtonRow.
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if top_bar != null:
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top_bar.work_priority_matrix = work_matrix
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356
scenes/ui/inspect_tooltip.gd
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356
scenes/ui/inspect_tooltip.gd
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@ -0,0 +1,356 @@
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extends CanvasLayer
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## InspectTooltip — hover (or long-press) on a world tile to see what's there.
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##
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## Samples the mouse position every frame, maps to a tile, looks for an entity
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## or zone at that tile, builds a short description, and renders a small panel
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## offset from the cursor. Empty tile or off-map → tooltip hides.
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##
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## Touch fallback: long-press on a tile triggers the same lookup and pins the
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## tooltip until the next click anywhere (Phase 17 long-press inspect from the
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## design doc). Desktop hovering is the primary path on PC; the long-press
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## path is wired via Selection's long-press detector (TODO Phase 19).
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const TILE_SIZE_PX: int = 16
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const CURSOR_OFFSET: Vector2 = Vector2(14, 14)
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const EDGE_MARGIN_PX: int = 8
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var _panel: PanelContainer = null
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var _label: RichTextLabel = null
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var _last_tile: Vector2i = Vector2i(-9999, -9999)
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var _last_text: String = ""
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func _ready() -> void:
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layer = 50 # below modals (which are 100+), above world
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# Process while paused so hover-inspect works during storyteller modals.
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process_mode = Node.PROCESS_MODE_ALWAYS
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_panel = PanelContainer.new()
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_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_panel.visible = false
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# Dark translucent background so text stays readable on any biome.
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0.06, 0.08, 0.12, 0.92)
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sb.border_color = Color(0.55, 0.55, 0.55, 0.9)
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sb.border_width_left = 1
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sb.border_width_top = 1
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sb.border_width_right = 1
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sb.border_width_bottom = 1
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sb.content_margin_left = 8
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sb.content_margin_right = 8
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sb.content_margin_top = 6
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sb.content_margin_bottom = 6
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sb.corner_radius_top_left = 3
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sb.corner_radius_top_right = 3
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sb.corner_radius_bottom_left = 3
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sb.corner_radius_bottom_right = 3
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_panel.add_theme_stylebox_override("panel", sb)
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add_child(_panel)
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_label = RichTextLabel.new()
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_label.bbcode_enabled = true
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_label.fit_content = true
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_label.scroll_active = false
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_label.autowrap_mode = TextServer.AUTOWRAP_OFF
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_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_label.custom_minimum_size = Vector2(140, 0)
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_label.add_theme_constant_override("line_separation", 2)
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_label.add_theme_color_override("default_color", Color(0.95, 0.95, 0.95, 1.0))
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_panel.add_child(_label)
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func _process(_dt: float) -> void:
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var vp := get_viewport()
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if vp == null:
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return
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var mouse_screen: Vector2 = vp.get_mouse_position()
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# Convert screen → world via canvas transform (selection.gd does the same).
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var world_pos: Vector2 = vp.get_canvas_transform().affine_inverse() * mouse_screen
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var tile: Vector2i = Vector2i(
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floori(world_pos.x / float(TILE_SIZE_PX)),
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floori(world_pos.y / float(TILE_SIZE_PX)),
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)
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# Off-map → hide.
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if not _tile_in_map(tile):
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_panel.visible = false
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_last_tile = Vector2i(-9999, -9999)
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return
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var text: String = _describe_tile(tile)
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if text == "":
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_panel.visible = false
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_last_tile = tile
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_last_text = ""
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return
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if text != _last_text:
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_label.text = text
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_last_text = text
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# Force a layout pass so size is fresh before positioning.
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_panel.reset_size()
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_last_tile = tile
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_panel.visible = true
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_position_near(mouse_screen)
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func _tile_in_map(tile: Vector2i) -> bool:
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if World.pathfinder == null:
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return false
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# Pathfinder.is_walkable checks bounds; cheap and reused.
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# We don't actually care about walkability — bounds-check via direct access.
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# Map size is exposed on the autoload after World scene _ready.
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var ms: Vector2i = Vector2i(80, 80) # default; refined below if available
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if "MAP_SIZE_TILES" in World:
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ms = World.MAP_SIZE_TILES
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return tile.x >= 0 and tile.y >= 0 and tile.x < ms.x and tile.y < ms.y
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func _position_near(mouse_screen: Vector2) -> void:
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var vp_size: Vector2 = Vector2(get_viewport().get_visible_rect().size)
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var sz: Vector2 = _panel.size
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var pos: Vector2 = mouse_screen + CURSOR_OFFSET
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# Flip to the other side of cursor when overflowing right / bottom edges.
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if pos.x + sz.x + EDGE_MARGIN_PX > vp_size.x:
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pos.x = mouse_screen.x - sz.x - CURSOR_OFFSET.x
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if pos.y + sz.y + EDGE_MARGIN_PX > vp_size.y:
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pos.y = mouse_screen.y - sz.y - CURSOR_OFFSET.y
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pos.x = clampf(pos.x, EDGE_MARGIN_PX, vp_size.x - sz.x - EDGE_MARGIN_PX)
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pos.y = clampf(pos.y, EDGE_MARGIN_PX, vp_size.y - sz.y - EDGE_MARGIN_PX)
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_panel.position = pos
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# ── tile → description ──────────────────────────────────────────────────────
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func _describe_tile(tile: Vector2i) -> String:
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# Priority order: pawn > corpse > wolf > big_rock > tree > rock > furniture
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# (wall/door/bed/crate/workbench/torch/floor) > item > stockpile zone > terrain.
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var p = World.pawn_at_tile(tile) if World.has_method("pawn_at_tile") else null
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if p != null and is_instance_valid(p):
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return _describe_pawn(p)
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for c in World.corpses:
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if is_instance_valid(c) and c.get("tile") == tile:
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return _describe_corpse(c)
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for w in World.wolves:
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if is_instance_valid(w) and w.get("tile") == tile:
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return _describe_wolf(w)
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for r in World.rocks:
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if not is_instance_valid(r):
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continue
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if r.has_method("footprint_tiles"):
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if tile in r.footprint_tiles():
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return _describe_big_rock(r)
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elif r.get("tile") == tile:
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return _describe_rock(r)
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for t in World.trees:
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if is_instance_valid(t) and t.get("tile") == tile:
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return _describe_tree(t)
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# Furniture / build sites at this tile (Wall, Floor, Door, Bed, Crate,
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# Workbench, Torch, GraveSlot all live in World.build_queue via _ready).
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for s in World.build_queue:
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if not is_instance_valid(s):
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continue
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if s.get("tile") == tile:
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var d := _describe_build_site(s)
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if d != "":
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return d
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# Items lying on the ground.
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for it in World.items:
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if is_instance_valid(it) and it.get("tile") == tile:
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return _describe_item(it)
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# Grave markers (permanent, not in build_queue once converted).
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for gm in World.grave_markers:
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if is_instance_valid(gm) and gm.get("tile") == tile:
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return _describe_grave(gm)
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# Stockpile / graveyard / cremation zones (region-based, may be multi-cell).
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for sp in World.stockpiles:
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if not is_instance_valid(sp):
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continue
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var region = sp.get("region")
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if region != null and region.has_point(tile):
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return _describe_stockpile(sp)
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return "" # nothing to show
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# ── per-entity describers ───────────────────────────────────────────────────
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func _describe_pawn(p) -> String:
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var name_s: String = p.pawn_name
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var hp_s: String = "%d/100" % int(p.hp)
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var mood_s: String = "%d" % int(p.mood)
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var lines: Array[String] = []
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lines.append("[b]%s[/b]" % name_s)
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lines.append("HP %s · Mood %s" % [hp_s, mood_s])
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if p.has_method("is_downed") and p.is_downed():
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lines.append("[color=red]Downed[/color]")
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if p.job_runner != null and p.job_runner.job != null:
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lines.append("[color=#aaa]%s[/color]" % p.job_runner.job.label)
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return "\n".join(lines)
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func _describe_corpse(c) -> String:
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var name_s: String = str(c.get("deceased_name"))
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var decay: float = float(c.get("decay") if "decay" in c else 0.0)
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var state := "fresh"
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if decay >= 100.0:
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state = "rotted"
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elif decay >= 50.0:
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state = "rotting"
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return "[b]Corpse of %s[/b]\n%s (%d%%)" % [name_s, state, int(decay)]
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func _describe_wolf(w) -> String:
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var state_s := "?"
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if w.has_method("get_state_name"):
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state_s = w.get_state_name()
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var hp_s := str(int(w.hp)) if "hp" in w else "?"
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return "[b]Wolf[/b]\nHP %s · %s" % [hp_s, state_s]
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func _describe_tree(t) -> String:
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var pct: int = int(100.0 * float(t.chop_progress) / float(t.CHOP_TICKS))
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var designated: bool = bool(t.get("chop_designated"))
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var tag := " · [color=#fc6]marked[/color]" if designated else ""
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if pct > 0:
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return "[b]Tree[/b]\nChop %d%%%s" % [pct, tag]
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return "[b]Tree[/b]%s" % tag
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func _describe_rock(r) -> String:
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var pct: int = int(100.0 * float(r.mine_progress) / float(r.MINE_TICKS))
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var designated: bool = bool(r.get("mine_designated"))
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var tag := " · [color=#fc6]marked[/color]" if designated else ""
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if pct > 0:
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return "[b]Rock[/b]\nMine %d%%%s" % [pct, tag]
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return "[b]Rock[/b]%s" % tag
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func _describe_big_rock(r) -> String:
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var pct: int = int(100.0 * float(r.mine_progress) / float(r.MINE_TICKS))
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var designated: bool = bool(r.get("mine_designated"))
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var tag := " · [color=#fc6]marked[/color]" if designated else ""
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return "[b]Boulder (2×2)[/b]\nMine %d%%%s" % [pct, tag]
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func _describe_build_site(s) -> String:
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var path: String = ""
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if s.get_script() != null:
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path = s.get_script().resource_path
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var label: String = s.label() if s.has_method("label") else "Build site"
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var completed: bool = false
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if s.has_method("is_completed"):
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completed = s.is_completed()
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elif s.has_method("is_buildable"):
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completed = not s.is_buildable()
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if "wall.gd" in path:
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var mat: String = str(s.get("wall_material"))
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var head := "[b]%s wall[/b]" % mat.capitalize()
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if not completed:
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var prog: int = int(100.0 * float(s.build_progress) / float(s.BUILD_TICKS))
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return "%s\n[color=#aaa]ghost · %d%%[/color]" % [head, prog]
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return head
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if "floor.gd" in path:
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var mat2: String = str(s.get("floor_material"))
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var head2 := "[b]%s floor[/b]" % mat2.capitalize()
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if not completed:
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return "%s\n[color=#aaa]ghost[/color]" % head2
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return head2
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if "door.gd" in path:
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var head3 := "[b]Door[/b]"
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if not completed:
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return "%s\n[color=#aaa]ghost[/color]" % head3
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return head3
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if "bed.gd" in path:
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var lines: Array[String] = []
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var head4 := "Medical bed" if bool(s.get("is_medical")) else "Bed"
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lines.append("[b]%s[/b]" % head4)
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if not completed:
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lines.append("[color=#aaa]ghost[/color]")
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else:
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var occ = s.get("_occupant_pawn")
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if occ != null and is_instance_valid(occ):
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lines.append("Occupied by %s" % occ.pawn_name)
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else:
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lines.append("[color=#888]available[/color]")
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return "\n".join(lines)
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if "crate.gd" in path:
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var lines2: Array[String] = []
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lines2.append("[b]Crate[/b]")
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if not completed:
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lines2.append("[color=#aaa]ghost[/color]")
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var contents: Array = s._contents if "_contents" in s else []
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if contents.is_empty():
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lines2.append("[color=#888]empty[/color]")
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else:
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var counts: Dictionary = {}
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for it in contents:
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if not is_instance_valid(it):
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continue
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var k: String = str(it.item_type)
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counts[k] = int(counts.get(k, 0)) + int(it.stack_size)
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for k in counts.keys():
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lines2.append("· %s ×%d" % [k, counts[k]])
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return "\n".join(lines2)
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if "workbench.gd" in path or "cremation_pyre.gd" in path:
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var lines3: Array[String] = []
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lines3.append("[b]%s[/b]" % s.label_text)
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if not completed:
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lines3.append("[color=#aaa]ghost[/color]")
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var bills: Array = s.get("bills") if "bills" in s else []
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if not bills.is_empty():
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lines3.append("Bills: %d" % bills.size())
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return "\n".join(lines3)
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if "torch.gd" in path:
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var head5 := "[b]Torch[/b]"
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if not completed:
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var prog2: int = int(100.0 * float(s.build_progress) / float(s.BUILD_TICKS))
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return "%s\n[color=#aaa]ghost · %d%%[/color]" % [head5, prog2]
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var lit: bool = bool(s.is_on()) if s.has_method("is_on") else true
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return "%s\n%s" % [head5, ("[color=#fc6]lit[/color]" if lit else "[color=#888]unlit[/color]")]
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if "grave_slot.gd" in path:
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return "[b]Grave slot[/b]\n[color=#aaa]ghost[/color]"
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# Fallback for any other build_queue entity.
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return "[b]%s[/b]" % label
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func _describe_item(it) -> String:
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return "[b]%s[/b] ×%d" % [String(it.item_type).capitalize(), int(it.stack_size)]
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func _describe_grave(gm) -> String:
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var name_s: String = str(gm.get("deceased_name"))
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return "[b]Grave of %s[/b]" % name_s
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func _describe_stockpile(sp) -> String:
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var label: String = str(sp.get("label"))
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var prio = sp.get("priority")
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var accepts: Array = sp.get("accepted_types") if "accepted_types" in sp else []
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var lines: Array[String] = []
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lines.append("[b]%s[/b]" % (label if label != "" else "Stockpile"))
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if prio != null:
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lines.append("Priority %s" % str(prio))
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if accepts.is_empty():
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lines.append("[color=#888]accepts: any[/color]")
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else:
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var s := ""
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for a in accepts:
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s += ("· " + String(a) + "\n")
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lines.append(s.strip_edges())
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return "\n".join(lines)
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1
scenes/ui/inspect_tooltip.gd.uid
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1
scenes/ui/inspect_tooltip.gd.uid
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uid://ch43c4del6vvu
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