Line endings: LF everywhere

.gitattributes forces LF (CRLF only for .bat/.cmd), core.autocrlf is off;
files that differed only by CRLF are normalized.
This commit is contained in:
cthangover committed 2026-10-21 13:29:59 +02:00
1 parent 3fb418fa4a
commit c4c90116ed
23 files changed
+1681 -1651

No files matched your search

+119 -119
View File
@@ -1,121 +1,121 @@
using Cthangover.Core.Events;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Core.Events;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Theming;
using Cthangover.Core.Utils;
using Godot;
using Cthangover.Core.UI.Messages;
namespace Cthangover.Mods.Interface.Messages
{
/// <summary>
/// Static factory for floating UI messages (like "Quest updated" or item
/// pickup notifications). Manages a cycling position index of 0-5 so
/// consecutive messages stack vertically without overlapping. Each message
/// is instantiated from message.tscn and parented to the Background node
/// (found via scene tree search). Messages auto-fade and self-destruct
/// via UiMessage's OnUpdate.
/// </summary>
public static class MessagesHelper
{
private const int maxMessageIndex = 5;
private static int lastMessageIndex = 0;
private static ModScenePrefab prefab;
private static int GetNextIndex(int index)
{
if (index++ >= maxMessageIndex)
index = 0;
return index;
}
private static float GetPositionByLastIndex(int index)
{
return (index - 1) * 60;
}
/// <summary>
/// Resets the cycling position index to 0. Call when UI state resets
/// to prevent messages from accumulating at high Y positions.
/// </summary>
public static void ClearLastIndex()
{
lastMessageIndex = 0;
}
/// <summary>
/// Shows a message in the default warning colour at the next vertical slot.
/// </summary>
/// <param name="text">The message text to display.</param>
/// <param name="speed">Fade speed multiplier (higher = faster fade, default 1).</param>
public static void AddMessage(string text, float speed = 1f)
{
AddMessage(text, UiTokens.Warning, speed);
}
/// <summary>
/// Shows a message with a custom color at the next vertical slot.
/// Messages auto-fade and self-destruct after ~3 seconds of display plus
/// a fade duration determined by <paramref name="speed"/>.
/// </summary>
/// <param name="text">The message text to display.</param>
/// <param name="color">The text color.</param>
/// <param name="speed">Fade speed multiplier (higher = faster fade, default 1).</param>
public static void AddMessage(string text, Color color, float speed = 1f)
{
var nextIndex = GetNextIndex(lastMessageIndex);
AddMessage(GetPositionByLastIndex(nextIndex), text, color, speed);
lastMessageIndex = nextIndex;
}
/// <summary>
/// Shows a message in the default warning colour at a specific vertical
/// position, bypassing the cycling slot system.
/// </summary>
/// <param name="position">Y-offset in pixels for this message.</param>
/// <param name="text">The message text to display.</param>
/// <param name="speed">Fade speed multiplier (default 1).</param>
public static void AddMessage(float position, string text, float speed = 1f)
{
AddMessage(position, text, UiTokens.Warning, speed);
}
/// <summary>
/// Instantiates a <see cref="UiMessage"/> from <c>message.tscn</c>, parents
/// it to the Background node, and configures it for display and auto-fade.
/// </summary>
/// <param name="position">Y-offset in pixels for this message.</param>
/// <param name="text">The message text to display.</param>
/// <param name="color">The text color.</param>
/// <param name="speed">Fade speed multiplier (default 1).</param>
public static void AddMessage(float position, string text, Color color, float speed = 1f)
{
if (prefab == null)
namespace Cthangover.Mods.Interface.Messages
{
/// <summary>
/// Static factory for floating UI messages (like "Quest updated" or item
/// pickup notifications). Manages a cycling position index of 0-5 so
/// consecutive messages stack vertically without overlapping. Each message
/// is instantiated from message.tscn and parented to the Background node
/// (found via scene tree search). Messages auto-fade and self-destruct
/// via UiMessage's OnUpdate.
/// </summary>
public static class MessagesHelper
{
private const int maxMessageIndex = 5;
private static int lastMessageIndex = 0;
private static ModScenePrefab prefab;
private static int GetNextIndex(int index)
{
if (index++ >= maxMessageIndex)
index = 0;
return index;
}
private static float GetPositionByLastIndex(int index)
{
return (index - 1) * 60;
}
/// <summary>
/// Resets the cycling position index to 0. Call when UI state resets
/// to prevent messages from accumulating at high Y positions.
/// </summary>
public static void ClearLastIndex()
{
lastMessageIndex = 0;
}
/// <summary>
/// Shows a message in the default warning colour at the next vertical slot.
/// </summary>
/// <param name="text">The message text to display.</param>
/// <param name="speed">Fade speed multiplier (higher = faster fade, default 1).</param>
public static void AddMessage(string text, float speed = 1f)
{
AddMessage(text, UiTokens.Warning, speed);
}
/// <summary>
/// Shows a message with a custom color at the next vertical slot.
/// Messages auto-fade and self-destruct after ~3 seconds of display plus
/// a fade duration determined by <paramref name="speed"/>.
/// </summary>
/// <param name="text">The message text to display.</param>
/// <param name="color">The text color.</param>
/// <param name="speed">Fade speed multiplier (higher = faster fade, default 1).</param>
public static void AddMessage(string text, Color color, float speed = 1f)
{
var nextIndex = GetNextIndex(lastMessageIndex);
AddMessage(GetPositionByLastIndex(nextIndex), text, color, speed);
lastMessageIndex = nextIndex;
}
/// <summary>
/// Shows a message in the default warning colour at a specific vertical
/// position, bypassing the cycling slot system.
/// </summary>
/// <param name="position">Y-offset in pixels for this message.</param>
/// <param name="text">The message text to display.</param>
/// <param name="speed">Fade speed multiplier (default 1).</param>
public static void AddMessage(float position, string text, float speed = 1f)
{
AddMessage(position, text, UiTokens.Warning, speed);
}
/// <summary>
/// Instantiates a <see cref="UiMessage"/> from <c>message.tscn</c>, parents
/// it to the Background node, and configures it for display and auto-fade.
/// </summary>
/// <param name="position">Y-offset in pixels for this message.</param>
/// <param name="text">The message text to display.</param>
/// <param name="color">The text color.</param>
/// <param name="speed">Fade speed multiplier (default 1).</param>
public static void AddMessage(float position, string text, Color color, float speed = 1f)
{
if (prefab == null)
prefab = new ModScenePrefab("scenes/ui/message.tscn");
var instance = prefab.Instantiate<UiMessage>();
var background = SceneContextNode.FindNode<Control>("Background");
if (background == null)
{
background = SceneContextNode.Instance?.GetTree()?.GetFirstNodeInGroup("Background") as Control;
if (background == null)
{
GameLogger.Log("UI", "Background node not found for messages", LogLevel.Error);
return;
}
}
background.AddChild(instance);
instance.Setup(position, text, speed, color);
ModEventBus.Publish(new NotificationRequestedEvent
{
Text = text,
Category = "message",
});
}
}
}
var instance = prefab.Instantiate<UiMessage>();
var background = SceneContextNode.FindNode<Control>("Background");
if (background == null)
{
background = SceneContextNode.Instance?.GetTree()?.GetFirstNodeInGroup("Background") as Control;
if (background == null)
{
GameLogger.Log("UI", "Background node not found for messages", LogLevel.Error);
return;
}
}
background.AddChild(instance);
instance.Setup(position, text, speed, color);
ModEventBus.Publish(new NotificationRequestedEvent
{
Text = text,
Category = "message",
});
}
}
}
+103 -103
View File
@@ -1,104 +1,104 @@
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Event;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Core.Scenes;
using Cthangover.Core.UI.Event;
using Cthangover.Core.UI.Theming;
using Godot;
using Cthangover.Core.UI.Messages;
namespace Cthangover.Mods.Interface.Messages
{
/// <summary>
/// Floating text message with auto-fade. Appears at a vertical position,
/// stays visible for 3 seconds, then fades over 2/Speed seconds. Self-
/// destructs (QueueFree) when fully transparent. Registers with
/// SceneEventController for per-frame updates; unregisters on tree exit
/// to prevent leaks. Speed affects only the fade duration, not the display
/// duration, so faster speed = shorter fade = message disappears more quickly.
/// </summary>
public partial class UiMessage : Control, IOnUpdateEvent
{
[Export] private Label textField;
/// <summary>Tint of the message text; defaults to the warning colour.</summary>
[Export] public Color Color { get; set; } = UiTokens.Warning;
/// <summary>Fade speed multiplier — 1 is normal; higher values shorten the fade-out.</summary>
[Export] public float Speed { get; set; } = 1f;
private float timestamp;
/// <summary>
/// The text content displayed by this message. Reads/writes the child
/// <c>textField</c> label directly.
/// </summary>
public string Text
{
get => textField.Text;
set => textField.Text = value;
}
/// <summary>
/// Initializes the message: positions it, sets text/speed/color, records
/// the start timestamp, and registers with the <see cref="SceneEventController"/>
/// for per-frame updates. Called by <see cref="MessagesHelper"/>.
/// </summary>
/// <param name="pos">Vertical Y-offset in pixels.</param>
/// <param name="text">The message text.</param>
/// <param name="speed">Fade speed multiplier.</param>
/// <param name="color">The text color.</param>
public void Setup(float pos, string text, float speed, Color color)
{
OffsetLeft = 50;
OffsetRight = -10;
Size = new Vector2(Size.X, 50);
Position = new Vector2(0, pos + 200);
Text = text;
Speed = speed;
Color = color;
timestamp = (float)Godot.Time.GetTicksMsec() / 1000f;
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.AddUpdateEventListener(this);
}
}
/// <summary>Detaches from the event controller so a freed message stops receiving updates.</summary>
public override void _ExitTree()
{
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.RemoveUpdateEventListener(this);
}
}
/// <summary>
/// Priority <c>1</c> — lightweight enough for many concurrent messages.
/// </summary>
public int Priority => 1;
/// <summary>
/// Per-frame update: displays for 3 seconds, then fades out over
/// <c>2 / <see cref="Speed"/></c> seconds. Self-destructs via
/// <c>QueueFree</c> when fully transparent.
/// </summary>
public void OnUpdate()
{
var currentTime = (float)Godot.Time.GetTicksMsec() / 1000f;
var elapsed = currentTime - timestamp;
if (elapsed < 3f)
return;
var fadeDuration = 2f / Speed;
var fadeElapsed = elapsed - 3f;
var progress = Mathf.Clamp(fadeElapsed / fadeDuration, 0f, 1f);
textField.SelfModulate = UiTokens.Alpha(Colors.White, 1f - progress);
if (progress >= 1f)
QueueFree();
}
}
}
namespace Cthangover.Mods.Interface.Messages
{
/// <summary>
/// Floating text message with auto-fade. Appears at a vertical position,
/// stays visible for 3 seconds, then fades over 2/Speed seconds. Self-
/// destructs (QueueFree) when fully transparent. Registers with
/// SceneEventController for per-frame updates; unregisters on tree exit
/// to prevent leaks. Speed affects only the fade duration, not the display
/// duration, so faster speed = shorter fade = message disappears more quickly.
/// </summary>
public partial class UiMessage : Control, IOnUpdateEvent
{
[Export] private Label textField;
/// <summary>Tint of the message text; defaults to the warning colour.</summary>
[Export] public Color Color { get; set; } = UiTokens.Warning;
/// <summary>Fade speed multiplier — 1 is normal; higher values shorten the fade-out.</summary>
[Export] public float Speed { get; set; } = 1f;
private float timestamp;
/// <summary>
/// The text content displayed by this message. Reads/writes the child
/// <c>textField</c> label directly.
/// </summary>
public string Text
{
get => textField.Text;
set => textField.Text = value;
}
/// <summary>
/// Initializes the message: positions it, sets text/speed/color, records
/// the start timestamp, and registers with the <see cref="SceneEventController"/>
/// for per-frame updates. Called by <see cref="MessagesHelper"/>.
/// </summary>
/// <param name="pos">Vertical Y-offset in pixels.</param>
/// <param name="text">The message text.</param>
/// <param name="speed">Fade speed multiplier.</param>
/// <param name="color">The text color.</param>
public void Setup(float pos, string text, float speed, Color color)
{
OffsetLeft = 50;
OffsetRight = -10;
Size = new Vector2(Size.X, 50);
Position = new Vector2(0, pos + 200);
Text = text;
Speed = speed;
Color = color;
timestamp = (float)Godot.Time.GetTicksMsec() / 1000f;
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.AddUpdateEventListener(this);
}
}
/// <summary>Detaches from the event controller so a freed message stops receiving updates.</summary>
public override void _ExitTree()
{
if (SceneContextNode.Instance != null)
{
var eventController = SceneContextNode.FindNode<SceneEventController>("EventController");
eventController?.RemoveUpdateEventListener(this);
}
}
/// <summary>
/// Priority <c>1</c> — lightweight enough for many concurrent messages.
/// </summary>
public int Priority => 1;
/// <summary>
/// Per-frame update: displays for 3 seconds, then fades out over
/// <c>2 / <see cref="Speed"/></c> seconds. Self-destructs via
/// <c>QueueFree</c> when fully transparent.
/// </summary>
public void OnUpdate()
{
var currentTime = (float)Godot.Time.GetTicksMsec() / 1000f;
var elapsed = currentTime - timestamp;
if (elapsed < 3f)
return;
var fadeDuration = 2f / Speed;
var fadeElapsed = elapsed - 3f;
var progress = Mathf.Clamp(fadeElapsed / fadeDuration, 0f, 1f);
textField.SelfModulate = UiTokens.Alpha(Colors.White, 1f - progress);
if (progress >= 1f)
QueueFree();
}
}
}