Kelsidavis-WoWee/include/rendering/world_map/map_resolver.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
// map_resolver.hpp — Centralized map navigation resolution for the world map.
// Determines the correct action when clicking a region or zone at any view level.
// All functions are stateless free functions — trivially testable.
// Map folder names are resolved from a built-in table matching
// Data/interface/worldmap/ rather than WorldLoader::mapIdToName.
#pragma once
#include "rendering/world_map/world_map_types.hpp"
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace rendering {
namespace world_map {
// ── Map folder lookup (replaces WorldLoader::mapIdToName for world map) ──
/// Map ID → worldmap folder name (e.g. 0 → "Azeroth", 571 → "Northrend").
/// Returns empty string if unknown.
const char* mapIdToFolder(uint32_t mapId);
/// Worldmap folder name → map ID (e.g. "Azeroth" → 0, "Northrend" → 571).
/// Case-insensitive comparison. Returns -1 if unknown.
int folderToMapId(const std::string& folder);
/// Map ID → display name for UI (e.g. 0 → "Eastern Kingdoms", 571 → "Northrend").
/// Returns nullptr if unknown.
const char* mapDisplayName(uint32_t mapId);
// ── Result types ─────────────────────────────────────────────
enum class MapResolveAction {
NONE, ///< No valid navigation target
NAVIGATE_CONTINENT, ///< Switch to continent view within current map data
LOAD_MAP, ///< Load a different map entirely (switchToMap)
ENTER_ZONE, ///< Enter zone view within current continent
};
struct MapResolveResult {
MapResolveAction action = MapResolveAction::NONE;
int targetZoneIdx = -1; ///< Zone index for NAVIGATE_CONTINENT or ENTER_ZONE
std::string targetMapName; ///< Map folder name for LOAD_MAP
};
// ── Resolve functions ────────────────────────────────────────
/// Resolve WORLD view region click. Determines whether to navigate within
/// the current map data (e.g. clicking EK when already on Azeroth) or load
/// a new map (e.g. clicking Kalimdor or Northrend from Azeroth world view).
MapResolveResult resolveWorldRegionClick(uint32_t regionMapId,
const std::vector<Zone>& zones,
int currentMapId,
int cosmicIdx);
/// Resolve CONTINENT view zone click. Determines whether the clicked zone
/// can be entered directly (same map) or requires loading a different map
/// (zone's displayMapID differs from current).
MapResolveResult resolveZoneClick(int zoneIdx,
const std::vector<Zone>& zones,
int currentMapId);
/// Resolve COSMIC view map click. Always returns LOAD_MAP for the target.
MapResolveResult resolveCosmicClick(uint32_t targetMapId);
/// Find the best continent zone index to display for a given mapId within
/// the currently loaded zones. Prefers leaf continents over root continents.
/// Returns -1 if no suitable continent is found.
int findContinentForMapId(const std::vector<Zone>& zones,
uint32_t mapId,
int cosmicIdx);
} // namespace world_map
} // namespace rendering
} // namespace wowee