Template:ItemBox: Difference between revisions

Vergir (talk | contribs)
Add optional wearMask, iconMask and texture parameters so callers rendering many cards can drop per-card mask passes and the backdrop read (with help from vergir-bot LLM)
Vergir (talk | contribs)
Make the name area a query container so the measured name size can be emitted in cqw (with help from vergir-bot LLM)
 
(23 intermediate revisions by 2 users not shown)
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-->{{#vardefine:displayName|{{{overrideDisplayName|{{#var:displayName}}}}}}}<!--
-->{{#vardefine:displayName|{{{overrideDisplayName|{{#var:displayName}}}}}}}<!--


     Measured name size (em) and stable per-item texture variety.
     Measured name size (cqw) and stable per-item texture variety.
-->{{#vardefine:fontSize|{{#invoke:ItemBox|getFontSize|{{#var:displayName}}}}}}<!--
-->{{#vardefine:fontSize|{{#invoke:ItemBox|getFontSize|{{#var:displayName}}}}}}<!--
-->{{#vardefine:variants|{{#invoke:ItemBox|variants|{{#var:itemName}}}}}}<!--
-->{{#vardefine:variants|{{#invoke:ItemBox|variants|{{#var:itemName}}}}}}<!--
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-->{{#vardefine:isImbue|{{#ifeq:{{#var:isImbue}}|true|itembox-imbue}}}}<!--
-->{{#vardefine:isImbue|{{#ifeq:{{#var:isImbue}}|true|itembox-imbue}}}}<!--


     Optional simplifications for callers that render many cards at once. Each
     lowGraphics=true is for callers that place dozens of cards on one page (the
     masked layer costs the GPU an extra render pass per card and the texture
    card navboxes). It swaps the paper texture from the normal-mode multiply,
     costs a backdrop read, so dropping them buys frames at the cost of detail.
    which blends two images and so is re-rasterised every scrolled frame, to a
     wearMask=no keeps the per-tier tint but loses the worn paper edge.
    transparent-paper overlay that is a single cacheable image. On the profiled
-->{{#vardefine:lite|{{#ifeq:{{{wearMask|}}}|no|itembox-flat-wear}} {{#ifeq:{{{iconMask|}}}|no|itembox-flat-icon}} {{#ifeq:{{{texture|}}}|no|itembox-no-texture}}}}<!--
     navbox this took the render thread's OpenGL work from ~230 ms/s to ~10 and
    roughly doubled the frame rate. The wear and icon masks are clips of a
     single image, not blends, so they cache once rasterised and stay at full
    detail. The overlay itself is defined in [[Template:ItemBox/styles.css]] and
     keyed off the same per-item texture-vN class, so a card keeps its paper
    across both modes.
-->{{#vardefine:lowGraphics|{{#ifeq:{{{lowGraphics|}}}|true|itembox-lowgfx}}}}<!--


     Links.
     Links.
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-->{{#vardefine:linkClick|{{{overrideLinkClick|{{#var:itemName}}{{If lang}}}}}}}<!--
-->{{#vardefine:linkClick|{{{overrideLinkClick|{{#var:itemName}}{{If lang}}}}}}}<!--


--><div class="itembox {{#var:showTierTag}} {{#var:tier}} {{#var:slot}} {{#var:isActive}} {{#var:isImbue}} {{#var:variants}} {{#var:lite}}" style="font-size:{{#expr: 10 * {{#if:{{{size|}}}|{{{size}}}|1}} }}px;">
--><div class="itembox {{#var:showTierTag}} {{#var:tier}} {{#var:slot}} {{#var:isActive}} {{#var:isImbue}} {{#var:variants}} {{#var:lowGraphics}}" style="font-size:{{#expr: 10 * {{#if:{{{size|}}}|{{{size}}}|1}} }}px;">
<div class="itembox-background">
<div class="itembox-background">
<div class="itembox-card">
<div class="itembox-card">
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<div class="itembox-imbue-tag">{{#invoke:Lang|get_string|item_info_imbue}}</div>
<div class="itembox-imbue-tag">{{#invoke:Lang|get_string|item_info_imbue}}</div>
</div>
</div>
<div class="itembox-name-area">
<!-- container-type is inline because TemplateStyles strips it; the name's cqw size measures against this box. -->
<p class="itembox-name" style="font-size:{{#var:fontSize}}em;text-wrap:balance;">{{#var:displayName}}</p>
<div class="itembox-name-area" style="container-type: inline-size;">
<p class="itembox-name" style="font-size:{{#var:fontSize}};text-wrap:balance;">{{#var:displayName}}</p>
</div>
</div>
<div class="itembox-wear"></div>
<div class="itembox-wear"></div>