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## Description: Player name plates can block the view of what's underneath them (structures, units, terrain). This PR fades the entire name plate — name, troop count, flag, and emoji/status row — to 25% opacity while the cursor is over it, so you can see and click what's behind it. **How it works:** - `HoverHighlightController` pushes the cursor's world position into the renderer on mouse move. - `NamePass` hit-tests the cursor against each player's name plate bounds on the CPU (mirroring the lerp/sizing math in `name.vert.glsl`) and passes the matched player's ID to the text, icon, and status-icon programs, which apply the alpha multiplier in their shaders. **Graphics setting:** - New "Name opacity under cursor" slider in the Graphics Settings modal (Name Labels section), range 0–1, default 0.25. Setting it to 1 disables the fade entirely. - Wired through the existing `GraphicsOverrides` pipeline: changes apply live and are cleared by "Reset to defaults". - Tuning knob exposed as `name.hoverFadeAlpha` in `render-settings.json` and the debug GUI. ## Please complete the following: - [ ] I have added screenshots for all UI updates - [x] I process any text displayed to the user through translateText() and I've added it to the en.json file - [ ] I have added relevant tests to the test directory ## Please put your Discord username so you can be contacted if a bug or regression is found: evan
48 lines
1.7 KiB
TypeScript
48 lines
1.7 KiB
TypeScript
/**
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* HoverHighlightController — pushes the cursor's tile-owner to the WebGL
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* view so the territory + border passes can highlight the hovered player.
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*
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* Replaces the hover path inside the renderer's MapInteraction class (which
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* was bound to the WebGL canvas; that canvas has pointer-events: none in the
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* current input architecture so its listeners never fired). All input flows
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* through InputHandler → MouseMoveEvent on the EventBus, so we just listen.
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*/
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import { EventBus } from "../../core/EventBus";
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import { GameView } from "../../core/game/GameView";
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import { Controller } from "../Controller";
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import { MouseMoveEvent } from "../InputHandler";
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import { GameView as WebGLGameView } from "../render/gl";
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import { OWNER_MASK } from "../render/gl/utils/TileCodec";
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import { TransformHandler } from "../TransformHandler";
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export class HoverHighlightController implements Controller {
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private lastOwnerID = 0;
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constructor(
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private game: GameView,
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private eventBus: EventBus,
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private transformHandler: TransformHandler,
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private view: WebGLGameView,
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) {}
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init() {
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this.eventBus.on(MouseMoveEvent, (e) => this.onMouseMove(e));
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}
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private onMouseMove(e: MouseMoveEvent): void {
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const world = this.transformHandler.screenToWorldCoordinatesFloat(e.x, e.y);
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this.view.setMouseWorldPos(world.x, world.y);
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const cell = this.transformHandler.screenToWorldCoordinates(e.x, e.y);
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let ownerID = 0;
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if (this.game.isValidCoord(cell.x, cell.y)) {
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const ref = this.game.ref(cell.x, cell.y);
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ownerID = this.game.tileState(ref) & OWNER_MASK;
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}
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if (ownerID === this.lastOwnerID) return;
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this.lastOwnerID = ownerID;
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this.view.setHighlightOwner(ownerID);
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}
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}
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