LoVisual/frontend/src/features/landing/sections/explore/HudPlayground.tsx
loki5512344 9d423456af
feat(frontend): landing redesign, mock/fake-data cleanup, Safari fix
Landing:
- Rewrote all landing copy (ru/en): removed the tracked-caps eyebrow
  chrome pattern everywhere, active-voice player-facing text
- ThemeStrip: full-bleed live-recolored ClickGui window instead of a
  boxed swatch panel; HudPlayground: full-size real HUD screen
- ShowcaseTeaser: dropped the fake "example" fallback cards, shows an
  honest empty state when there aren't 3 real configs yet
- Fixed VoxelScene parallax leaking outside the hero into the HUD
  section

Data accuracy: the module list/counts advertised InvisESP, BlockESP
and FakeLag — all three were removed from the mod earlier this
session as cheat modules. Corrected the catalogue and the 88/52
module-count claims to the real 86/50.

Design QOL pass: removed the same eyebrow-label chrome from the site
footer; replaced plausible-looking fake share codes (howItWorks demo
slots, the chat command typing demo) with an explicit placeholder
string so they read as illustration, not fabricated real data.

Perf: promoted .lv-lower-bg onto its own compositor layer
(will-change/translateZ) — a full-height, multi-gradient, masked,
continuously-animated background layer was repainting on every
scroll tick in Safari.

Claude-Session: https://claude.ai/code/session_01F1M1Jic1wTSn4igUENynmZ
2026-09-29 17:22:02 +02:00

129 lines
5.1 KiB
TypeScript

import { useLayoutEffect, useRef, useState } from 'react'
import { useTranslation } from 'react-i18next'
import { Button } from '@shared/ui/Button'
import { themeToCssVars } from '@features/clickgui/themeVars'
import { parseArgb } from '@features/themes/types'
import { useActiveTheme } from '@features/themes/useActiveTheme'
import { VoxelScene } from '../../effects/VoxelScene'
import { bounds, clamp, fitToField, type Layout, startLayout, type WidgetId } from './hud/layout'
import { WidgetContent } from './hud/WidgetContent'
import '@features/landing/styles/landing.css'
import '@features/landing/styles/sections.css'
const STEP = 8
type Drag = { id: WidgetId; px: number; py: number; ox: number; oy: number }
/**
* A full game screen with the mod's real HUD widgets on it. Holding a widget switches the
* screen into "edit mode" (grid overlay, lifted widget), the same feedback the in-game editor gives.
*/
export function HudPlayground() {
const { t } = useTranslation('landing')
const { theme } = useActiveTheme()
const { r, g, b } = parseArgb(theme.theme.accent)
const fieldRef = useRef<HTMLDivElement>(null)
const widgetRefs = useRef<Partial<Record<WidgetId, HTMLElement | null>>>({})
const drag = useRef<Drag | null>(null)
const [pos, setPos] = useState<Layout>(() => startLayout(null, {}))
const [held, setHeld] = useState<WidgetId | null>(null)
useLayoutEffect(() => {
setPos(startLayout(fieldRef.current, widgetRefs.current))
const field = fieldRef.current
if (!field || typeof ResizeObserver === 'undefined') return
const ro = new ResizeObserver(() => setPos((prev) => fitToField(prev, fieldRef.current, widgetRefs.current)))
ro.observe(field)
return () => ro.disconnect()
}, [])
const move = (id: WidgetId, x: number, y: number, el: HTMLElement) => {
const { maxX, maxY } = bounds(fieldRef.current, el)
setPos((prev) => ({ ...prev, [id]: { x: clamp(x, maxX), y: clamp(y, maxY) } }))
}
const onKeyDown = (id: WidgetId) => (e: React.KeyboardEvent<HTMLElement>) => {
const deltas: Record<string, [number, number]> = {
ArrowLeft: [-STEP, 0], ArrowRight: [STEP, 0], ArrowUp: [0, -STEP], ArrowDown: [0, STEP],
}
const d = deltas[e.key]
if (!d) return
e.preventDefault()
move(id, pos[id].x + d[0], pos[id].y + d[1], e.currentTarget)
}
const onPointerDown = (id: WidgetId) => (e: React.PointerEvent<HTMLElement>) => {
e.currentTarget.setPointerCapture(e.pointerId)
drag.current = { id, px: e.clientX, py: e.clientY, ox: pos[id].x, oy: pos[id].y }
setHeld(id)
}
const onPointerMove = (e: React.PointerEvent<HTMLElement>) => {
const d = drag.current
if (d) move(d.id, d.ox + e.clientX - d.px, d.oy + e.clientY - d.py, e.currentTarget)
}
const onPointerUp = () => {
drag.current = null
setHeld(null)
}
const widgets: { id: WidgetId; label: string }[] = [
{ id: 'fps', label: t('hud.widgetFps') },
{ id: 'coords', label: t('hud.widgetCoords') },
{ id: 'modules', label: t('hud.widgetModules') },
{ id: 'keys', label: t('hud.widgetKeys') },
{ id: 'ping', label: t('hud.widgetPing') },
]
return (
<section aria-labelledby="hud-title" className="flex flex-col gap-8 py-20 sm:py-28">
<div className="grid items-end gap-5 lg:grid-cols-[minmax(0,1fr)_minmax(0,1fr)] lg:gap-14">
<h2 id="hud-title" className="text-[2.2rem] leading-[1.05] tracking-[-0.02em] sm:text-[3.2rem]">{t('hud.title')}</h2>
<p className="max-w-[46ch] text-lg text-frost">{t('hud.lead')}</p>
</div>
<div
ref={fieldRef}
style={themeToCssVars(theme)}
className="lv-hud-field lv-hud-screen relative isolate overflow-hidden"
>
<VoxelScene accent={`rgb(${r}, ${g}, ${b})`} parallax={false} />
<div aria-hidden="true" className="absolute inset-0 bg-black/20" />
<div aria-hidden="true" className="lv-hud-grid" data-on={held !== null} />
{widgets.map((w) => (
<div
key={w.id}
ref={(el) => {
widgetRefs.current[w.id] = el
}}
role="button"
tabIndex={0}
title={w.label}
aria-label={t('hud.dragAria', { name: w.label })}
data-held={held === w.id}
onKeyDown={onKeyDown(w.id)}
onPointerDown={onPointerDown(w.id)}
onPointerMove={onPointerMove}
onPointerUp={onPointerUp}
onPointerCancel={onPointerUp}
style={{ left: pos[w.id].x, top: pos[w.id].y }}
className="lv-hud-widget absolute touch-none select-none"
>
<WidgetContent id={w.id} unitMs={t('hud.unitMs')} />
</div>
))}
</div>
<div className="flex flex-wrap items-center justify-between gap-3">
<p className="flex items-center gap-2 text-sm text-frost">
<span className="lv-live-dot" aria-hidden="true" />
{t('hud.caption')}
</p>
<Button variant="quiet" onClick={() => setPos(startLayout(fieldRef.current, widgetRefs.current))}>
{t('hud.reset')}
</Button>
</div>
</section>
)
}