2026-02-02 12:24:50 -08:00
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#pragma once
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#include "game/game_handler.hpp"
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#include <imgui.h>
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#include <string>
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#include <functional>
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2026-02-12 14:55:27 -08:00
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#include <memory>
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2026-02-02 12:24:50 -08:00
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2026-02-12 14:55:27 -08:00
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class CharacterPreview; }
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namespace ui {
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2026-02-02 12:24:50 -08:00
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/**
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* Character selection screen UI
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*
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* Displays character list and allows user to select one to play
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*/
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class CharacterScreen {
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public:
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CharacterScreen();
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/**
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* Render the UI
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* @param gameHandler Reference to game handler
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*/
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void render(game::GameHandler& gameHandler);
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2026-02-12 14:55:27 -08:00
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void setAssetManager(pipeline::AssetManager* am) {
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assetManager_ = am;
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previewInitialized_ = false;
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2026-02-14 15:05:18 -08:00
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previewGuid_ = 0;
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previewAppearanceBytes_ = 0;
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previewFacialFeatures_ = 0;
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previewUseFemaleModel_ = false;
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previewEquipHash_ = 0;
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2026-02-12 14:55:27 -08:00
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}
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2026-02-02 12:24:50 -08:00
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/**
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* Set callback for character selection
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* @param callback Function to call when character is selected (receives character GUID)
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*/
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void setOnCharacterSelected(std::function<void(uint64_t)> callback) {
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onCharacterSelected = callback;
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}
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2026-02-05 14:13:48 -08:00
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void setOnCreateCharacter(std::function<void()> cb) { onCreateCharacter = std::move(cb); }
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2026-02-06 03:24:46 -08:00
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void setOnBack(std::function<void()> cb) { onBack = std::move(cb); }
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void setOnDeleteCharacter(std::function<void(uint64_t)> cb) { onDeleteCharacter = std::move(cb); }
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2026-02-05 14:13:48 -08:00
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2026-02-14 19:24:31 -08:00
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/**
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* Reset selection state (e.g., when switching servers)
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*/
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void reset() {
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selectedCharacterIndex = -1;
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characterSelected = false;
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selectedCharacterGuid = 0;
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restoredLastCharacter = false;
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newlyCreatedCharacterName.clear();
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statusMessage.clear();
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deleteConfirmStage = 0;
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previewInitialized_ = false;
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previewGuid_ = 0;
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previewAppearanceBytes_ = 0;
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previewFacialFeatures_ = 0;
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previewUseFemaleModel_ = false;
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previewEquipHash_ = 0;
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}
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2026-02-02 12:24:50 -08:00
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/**
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* Check if a character has been selected
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*/
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bool hasSelection() const { return characterSelected; }
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/**
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* Get selected character GUID
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*/
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uint64_t getSelectedGuid() const { return selectedCharacterGuid; }
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2026-02-06 03:24:46 -08:00
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/**
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* Update status message
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*/
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void setStatus(const std::string& message);
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2026-02-09 22:51:13 -08:00
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/**
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* Select character by name (used after character creation)
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*/
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void selectCharacterByName(const std::string& name);
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2026-02-02 12:24:50 -08:00
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private:
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// UI state
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int selectedCharacterIndex = -1;
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bool characterSelected = false;
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uint64_t selectedCharacterGuid = 0;
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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
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bool restoredLastCharacter = false;
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2026-02-09 22:51:13 -08:00
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std::string newlyCreatedCharacterName; // Auto-select this character if set
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2026-02-02 12:24:50 -08:00
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// Status
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std::string statusMessage;
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// Callbacks
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std::function<void(uint64_t)> onCharacterSelected;
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2026-02-05 14:13:48 -08:00
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std::function<void()> onCreateCharacter;
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2026-02-06 03:24:46 -08:00
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std::function<void()> onBack;
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std::function<void(uint64_t)> onDeleteCharacter;
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2026-02-07 15:58:18 -08:00
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int deleteConfirmStage = 0; // 0=none, 1=first warning, 2=final warning
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2026-02-02 12:24:50 -08:00
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/**
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* Get faction color based on race
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*/
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ImVec4 getFactionColor(game::Race race) const;
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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
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/**
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* Persist / restore last selected character GUID
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*/
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static std::string getConfigDir();
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void saveLastCharacter(uint64_t guid);
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uint64_t loadLastCharacter();
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2026-02-12 14:55:27 -08:00
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// Preview (3D character portrait)
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pipeline::AssetManager* assetManager_ = nullptr;
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std::unique_ptr<rendering::CharacterPreview> preview_;
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bool previewInitialized_ = false;
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uint64_t previewGuid_ = 0;
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uint32_t previewAppearanceBytes_ = 0;
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uint8_t previewFacialFeatures_ = 0;
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bool previewUseFemaleModel_ = false;
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uint64_t previewEquipHash_ = 0;
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2026-02-02 12:24:50 -08:00
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};
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2026-02-12 14:55:27 -08:00
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} // namespace ui
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} // namespace wowee
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