Kelsidavis-WoWee/include/rendering/world_map/input_handler.hpp

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refactor: decompose world map into modular component architecture Break the monolithic 1360-line world_map.cpp into 16 focused modules under src/rendering/world_map/: Architecture: - world_map_facade: public API composing all components (PIMPL) - world_map_types: Vulkan-free domain types (Zone, ViewLevel, etc.) - data_repository: DBC zone loading, ZMP pixel map, POI/overlay storage - coordinate_projection: UV projection, zone/continent lookups - composite_renderer: Vulkan tile pipeline + off-screen compositing - exploration_state: server mask + local exploration tracking - view_state_machine: COSMIC→WORLD→CONTINENT→ZONE navigation - input_handler: keyboard/mouse input → InputAction mapping - overlay_renderer: layer-based ImGui overlay system (OCP) - map_resolver: cross-map navigation (Outland, Northrend, etc.) - zone_metadata: level ranges and faction data Overlay layers (each an IOverlayLayer): - player_marker, party_dot, taxi_node, poi_marker, quest_poi, corpse_marker, zone_highlight, coordinate_display, subzone_tooltip Fixes: - Player marker no longer bleeds across continents (only shown when player is in a zone belonging to the displayed continent) - Zone hover uses DBC-projected AABB rectangles (restored from original working behavior) - Exploration overlay rendering for zone view subzones Tests: - 6 new test files covering coordinate projection, exploration state, map resolver, view state machine, zone metadata, and integration Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
2026-04-12 09:52:51 +03:00
// input_handler.hpp — Input processing for the world map.
// Extracted from WorldMap::render (Phase 9 of refactoring plan).
// SRP — input interpretation separated from state changes and rendering.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
namespace wowee {
namespace rendering {
namespace world_map {
enum class InputAction {
NONE,
CLOSE,
ZOOM_IN,
ZOOM_OUT,
CLICK_ZONE, // left-click on continent view zone
CLICK_COSMIC_REGION, // left-click on cosmic landmass
RIGHT_CLICK_BACK, // right-click to go back
};
struct InputResult {
InputAction action = InputAction::NONE;
int targetIdx = -1; // zone or cosmic region index
};
class InputHandler {
public:
/// Process input for current frame. Returns the highest-priority action.
InputResult process(ViewLevel currentLevel,
int hoveredZoneIdx,
bool cosmicEnabled);
};
} // namespace world_map
} // namespace rendering
} // namespace wowee