Redesign cosmetics
CosmeticsMenu replaces the cloak and hat menus and stores: the player on the left, turned by dragging, and on the right Cloaks and Hats tabs over a grid of every cosmetic. Clicking an owned one equips it, and clicking one not owned yet claims it, which is free. The equipped one is outlined and badged, and the grid asks to connect when there's no Saturn session. SkinPreview is now a drag-to-rotate player view, and its EntityDrawer draws the player filling a box at a given yaw, returning false when there's no player. CosmeticPreview and TabMenu go with the old screens. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -1,26 +1,68 @@
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package org.saturnclient.ui.components;
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import org.saturnclient.config.Theme;
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import org.saturnclient.ui.Element;
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import org.saturnclient.ui.ElementContext;
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import org.saturnclient.ui.RenderScope;
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import org.saturnclient.ui.resources.Fonts;
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/**
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* The player, wearing their cosmetics, filling the element. Dragging it turns
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* the player around.
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*/
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public class SkinPreview extends Element {
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public static EntityDrawer DRAWER;
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private boolean negativeAngle = false;
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private float angle = 0.0f;
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public SkinPreview(float angle, boolean negativeAngle) {
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this.angle = angle;
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this.negativeAngle = negativeAngle;
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/** Degrees turned per GUI pixel dragged */
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private static final float DRAG_SPEED = 1.2f;
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private static final float HINT_SCALE = 0.66f;
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private float yaw;
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private boolean dragging = false;
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/**
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* @param yaw degrees the player starts turned by: 0 faces the viewer, 180
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* shows their back
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*/
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public SkinPreview(float yaw) {
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this.yaw = yaw;
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}
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@Override
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public void render(RenderScope renderScope, ElementContext ctx) {
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DRAWER.render(renderScope, negativeAngle, angle, scale, ctx);
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if (DRAWER != null && DRAWER.render(renderScope, width, height, yaw)) {
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return;
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}
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String hint = "Join a world to preview";
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int x = (width - (int) (Fonts.getWidth(hint, Theme.getBodyFont()) * HINT_SCALE)) / 2;
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renderScope.drawText(HINT_SCALE, hint, x, height / 2, Theme.getBodyFont(), Theme.getMutedFg());
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}
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@Override
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public void mouseClicked(double mouseX, double mouseY, int button) {
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dragging = mouseX >= 0 && mouseX <= width && mouseY >= 0 && mouseY <= height;
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}
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@Override
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public void mouseDragged(double mouseX, double mouseY, int button, double deltaX, double deltaY) {
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if (dragging) {
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yaw = (yaw - (float) deltaX * DRAG_SPEED) % 360;
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}
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}
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@Override
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public void mouseReleased(double mouseX, double mouseY, int button) {
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dragging = false;
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}
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public static interface EntityDrawer {
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public void render(RenderScope renderScope, boolean negativeAngle, float angle, float scale,
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ElementContext ctx);
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/**
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* Draws the client's player filling a {@code width} x {@code height} box,
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* turned by {@code yaw} degrees (0 faces the viewer).
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*
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* @return false if there's no player to draw, such as on the title screen
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*/
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public boolean render(RenderScope renderScope, int width, int height, float yaw);
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}
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}
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