Kelsidavis-WoWee/src/ui/inventory_screen.cpp

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#include "ui/inventory_screen.hpp"
#include "ui/keybinding_manager.hpp"
#include "game/game_handler.hpp"
#include "core/application.hpp"
#include "rendering/vk_context.hpp"
#include "core/input.hpp"
#include "rendering/character_preview.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/renderer.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "pipeline/blp_loader.hpp"
#include "pipeline/dbc_layout.hpp"
#include "core/logger.hpp"
#include <imgui.h>
#include <SDL2/SDL.h>
#include <algorithm>
#include <cstdio>
#include <cstring>
#include <unordered_set>
namespace wowee {
namespace ui {
namespace {
const game::ItemSlot* findComparableEquipped(const game::Inventory& inventory, uint8_t inventoryType) {
using ES = game::EquipSlot;
auto slotPtr = [&](ES slot) -> const game::ItemSlot* {
const auto& s = inventory.getEquipSlot(slot);
return s.empty() ? nullptr : &s;
};
switch (inventoryType) {
case 1: return slotPtr(ES::HEAD);
case 2: return slotPtr(ES::NECK);
case 3: return slotPtr(ES::SHOULDERS);
case 4: return slotPtr(ES::SHIRT);
case 5:
case 20: return slotPtr(ES::CHEST);
case 6: return slotPtr(ES::WAIST);
case 7: return slotPtr(ES::LEGS);
case 8: return slotPtr(ES::FEET);
case 9: return slotPtr(ES::WRISTS);
case 10: return slotPtr(ES::HANDS);
case 11: {
if (auto* s = slotPtr(ES::RING1)) return s;
return slotPtr(ES::RING2);
}
case 12: {
if (auto* s = slotPtr(ES::TRINKET1)) return s;
return slotPtr(ES::TRINKET2);
}
case 13: // One-hand
if (auto* s = slotPtr(ES::MAIN_HAND)) return s;
return slotPtr(ES::OFF_HAND);
case 14:
case 22:
case 23: return slotPtr(ES::OFF_HAND);
case 15:
case 25:
case 26: return slotPtr(ES::RANGED);
case 16: return slotPtr(ES::BACK);
case 17:
case 21: return slotPtr(ES::MAIN_HAND);
case 18: // bag
for (int i = 0; i < game::Inventory::NUM_BAG_SLOTS; ++i) {
auto slot = static_cast<ES>(static_cast<int>(ES::BAG1) + i);
if (auto* s = slotPtr(slot)) return s;
}
return nullptr;
case 19: return slotPtr(ES::TABARD);
default: return nullptr;
}
}
void renderCoinsText(uint32_t g, uint32_t s, uint32_t c) {
bool any = false;
if (g > 0) {
ImGui::TextColored(ImVec4(1.00f, 0.82f, 0.00f, 1.0f), "%ug", g);
any = true;
}
if (s > 0 || g > 0) {
if (any) ImGui::SameLine(0, 3);
ImGui::TextColored(ImVec4(0.80f, 0.80f, 0.80f, 1.0f), "%us", s);
any = true;
}
if (any) ImGui::SameLine(0, 3);
ImGui::TextColored(ImVec4(0.72f, 0.45f, 0.20f, 1.0f), "%uc", c);
}
} // namespace
InventoryScreen::~InventoryScreen() {
// Vulkan textures are owned by VkContext and cleaned up on shutdown
iconCache_.clear();
}
ImVec4 InventoryScreen::getQualityColor(game::ItemQuality quality) {
switch (quality) {
case game::ItemQuality::POOR: return ImVec4(0.62f, 0.62f, 0.62f, 1.0f); // Grey
case game::ItemQuality::COMMON: return ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // White
case game::ItemQuality::UNCOMMON: return ImVec4(0.12f, 1.0f, 0.0f, 1.0f); // Green
case game::ItemQuality::RARE: return ImVec4(0.0f, 0.44f, 0.87f, 1.0f); // Blue
case game::ItemQuality::EPIC: return ImVec4(0.64f, 0.21f, 0.93f, 1.0f); // Purple
case game::ItemQuality::LEGENDARY: return ImVec4(1.0f, 0.50f, 0.0f, 1.0f); // Orange
default: return ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
}
}
// ============================================================
// Item Icon Loading
// ============================================================
VkDescriptorSet InventoryScreen::getItemIcon(uint32_t displayInfoId) {
if (displayInfoId == 0 || !assetManager_) return VK_NULL_HANDLE;
auto it = iconCache_.find(displayInfoId);
if (it != iconCache_.end()) return it->second;
// Rate-limit GPU uploads per frame to avoid stalling when many items appear at once
// (e.g., opening a full bag, vendor window, or loot from a boss with many drops).
static int iiLoadsThisFrame = 0;
static int iiLastImGuiFrame = -1;
int iiCurFrame = ImGui::GetFrameCount();
if (iiCurFrame != iiLastImGuiFrame) { iiLoadsThisFrame = 0; iiLastImGuiFrame = iiCurFrame; }
if (iiLoadsThisFrame >= 4) return VK_NULL_HANDLE; // defer — do NOT cache null here
// Load ItemDisplayInfo.dbc
auto displayInfoDbc = assetManager_->loadDBC("ItemDisplayInfo.dbc");
if (!displayInfoDbc) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
int32_t recIdx = displayInfoDbc->findRecordById(displayInfoId);
if (recIdx < 0) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
// Field 5 = inventoryIcon_1
const auto* dispL = pipeline::getActiveDBCLayout() ? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
std::string iconName = displayInfoDbc->getString(static_cast<uint32_t>(recIdx), dispL ? (*dispL)["InventoryIcon"] : 5);
if (iconName.empty()) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
std::string iconPath = "Interface\\Icons\\" + iconName + ".blp";
auto blpData = assetManager_->readFile(iconPath);
if (blpData.empty()) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
auto image = pipeline::BLPLoader::load(blpData);
if (!image.isValid()) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
// Upload to Vulkan via VkContext
auto* window = core::Application::getInstance().getWindow();
auto* vkCtx = window ? window->getVkContext() : nullptr;
if (!vkCtx) {
iconCache_[displayInfoId] = VK_NULL_HANDLE;
return VK_NULL_HANDLE;
}
++iiLoadsThisFrame;
VkDescriptorSet ds = vkCtx->uploadImGuiTexture(image.data.data(), image.width, image.height);
iconCache_[displayInfoId] = ds;
return ds;
}
// ============================================================
// Character Model Preview
// ============================================================
void InventoryScreen::setPlayerAppearance(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair) {
playerRace_ = race;
playerGender_ = gender;
playerSkin_ = skin;
playerFace_ = face;
playerHairStyle_ = hairStyle;
playerHairColor_ = hairColor;
playerFacialHair_ = facialHair;
// Force preview reload on next render
previewInitialized_ = false;
}
void InventoryScreen::initPreview() {
if (previewInitialized_ || !assetManager_) return;
if (!charPreview_) {
charPreview_ = std::make_unique<rendering::CharacterPreview>();
if (!charPreview_->initialize(assetManager_)) {
LOG_WARNING("InventoryScreen: failed to init CharacterPreview");
charPreview_.reset();
return;
}
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) renderer->registerPreview(charPreview_.get());
}
charPreview_->loadCharacter(playerRace_, playerGender_,
playerSkin_, playerFace_,
playerHairStyle_, playerHairColor_,
playerFacialHair_);
previewInitialized_ = true;
previewDirty_ = true; // apply equipment on first load
}
void InventoryScreen::updatePreview(float deltaTime) {
if (charPreview_ && previewInitialized_) {
charPreview_->update(deltaTime);
}
}
void InventoryScreen::updatePreviewEquipment(game::Inventory& inventory) {
if (!charPreview_ || !charPreview_->isModelLoaded()) return;
std::vector<game::EquipmentItem> equipped;
equipped.reserve(game::Inventory::NUM_EQUIP_SLOTS);
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (slot.empty() || slot.item.displayInfoId == 0) continue;
game::EquipmentItem ei;
ei.displayModel = slot.item.displayInfoId;
ei.inventoryType = slot.item.inventoryType;
ei.enchantment = 0;
equipped.push_back(ei);
}
charPreview_->applyEquipment(equipped);
previewDirty_ = false;
}
// ============================================================
// Equip slot helpers
// ============================================================
game::EquipSlot InventoryScreen::getEquipSlotForType(uint8_t inventoryType, game::Inventory& inv) {
switch (inventoryType) {
case 1: return game::EquipSlot::HEAD;
case 2: return game::EquipSlot::NECK;
case 3: return game::EquipSlot::SHOULDERS;
case 4: return game::EquipSlot::SHIRT;
case 5: return game::EquipSlot::CHEST;
case 6: return game::EquipSlot::WAIST;
case 7: return game::EquipSlot::LEGS;
case 8: return game::EquipSlot::FEET;
case 9: return game::EquipSlot::WRISTS;
case 10: return game::EquipSlot::HANDS;
case 11: {
if (inv.getEquipSlot(game::EquipSlot::RING1).empty())
return game::EquipSlot::RING1;
return game::EquipSlot::RING2;
}
case 12: {
if (inv.getEquipSlot(game::EquipSlot::TRINKET1).empty())
return game::EquipSlot::TRINKET1;
return game::EquipSlot::TRINKET2;
}
case 13: // One-Hand
case 21: // Main Hand
return game::EquipSlot::MAIN_HAND;
case 17: // Two-Hand
return game::EquipSlot::MAIN_HAND;
case 14: // Shield
case 22: // Off Hand
case 23: // Held In Off-hand
return game::EquipSlot::OFF_HAND;
case 15: // Ranged (bow/gun)
case 25: // Thrown
case 26: // Ranged
return game::EquipSlot::RANGED;
case 16: return game::EquipSlot::BACK;
case 18: {
for (int i = 0; i < game::Inventory::NUM_BAG_SLOTS; ++i) {
auto slot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + i);
if (inv.getEquipSlot(slot).empty()) return slot;
}
return game::EquipSlot::BAG1;
}
case 19: return game::EquipSlot::TABARD;
case 20: return game::EquipSlot::CHEST; // Robe
default: return game::EquipSlot::NUM_SLOTS;
}
}
void InventoryScreen::pickupFromBackpack(game::Inventory& inv, int index) {
const auto& slot = inv.getBackpackSlot(index);
if (slot.empty()) return;
holdingItem = true;
heldItem = slot.item;
heldSource = HeldSource::BACKPACK;
heldBackpackIndex = index;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inv.clearBackpackSlot(index);
inventoryDirty = true;
}
void InventoryScreen::pickupFromBag(game::Inventory& inv, int bagIndex, int slotIndex) {
const auto& slot = inv.getBagSlot(bagIndex, slotIndex);
if (slot.empty()) return;
holdingItem = true;
heldItem = slot.item;
heldSource = HeldSource::BAG;
heldBackpackIndex = -1;
heldBagIndex = bagIndex;
heldBagSlotIndex = slotIndex;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inv.clearBagSlot(bagIndex, slotIndex);
inventoryDirty = true;
}
void InventoryScreen::pickupFromEquipment(game::Inventory& inv, game::EquipSlot slot) {
const auto& es = inv.getEquipSlot(slot);
if (es.empty()) return;
holdingItem = true;
heldItem = es.item;
heldSource = HeldSource::EQUIPMENT;
heldBackpackIndex = -1;
heldEquipSlot = slot;
inv.clearEquipSlot(slot);
equipmentDirty = true;
inventoryDirty = true;
}
void InventoryScreen::pickupFromBank(game::Inventory& inv, int bankIndex) {
const auto& slot = inv.getBankSlot(bankIndex);
if (slot.empty()) return;
holdingItem = true;
heldItem = slot.item;
heldSource = HeldSource::BANK;
heldBankIndex = bankIndex;
heldBackpackIndex = -1;
heldBagIndex = -1;
heldBagSlotIndex = -1;
heldBankBagIndex = -1;
heldBankBagSlotIndex = -1;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inv.clearBankSlot(bankIndex);
inventoryDirty = true;
}
void InventoryScreen::pickupFromBankBag(game::Inventory& inv, int bagIndex, int slotIndex) {
const auto& slot = inv.getBankBagSlot(bagIndex, slotIndex);
if (slot.empty()) return;
holdingItem = true;
heldItem = slot.item;
heldSource = HeldSource::BANK_BAG;
heldBankBagIndex = bagIndex;
heldBankBagSlotIndex = slotIndex;
heldBankIndex = -1;
heldBackpackIndex = -1;
heldBagIndex = -1;
heldBagSlotIndex = -1;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inv.clearBankBagSlot(bagIndex, slotIndex);
inventoryDirty = true;
}
void InventoryScreen::pickupFromBankBagEquip(game::Inventory& inv, int bagIndex) {
const auto& slot = inv.getBankBagItem(bagIndex);
if (slot.empty()) return;
holdingItem = true;
heldItem = slot.item;
heldSource = HeldSource::BANK_BAG_EQUIP;
heldBankBagIndex = bagIndex;
heldBankBagSlotIndex = -1;
heldBankIndex = -1;
heldBackpackIndex = -1;
heldBagIndex = -1;
heldBagSlotIndex = -1;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inv.setBankBagItem(bagIndex, game::ItemDef{});
inventoryDirty = true;
}
void InventoryScreen::placeInBackpack(game::Inventory& inv, int index) {
if (!holdingItem) return;
if (gameHandler_) {
// Online mode: send server swap packet for all container moves
uint8_t dstBag = 0xFF;
uint8_t dstSlot = static_cast<uint8_t>(23 + index);
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
} else if (heldSource == HeldSource::BAG) {
srcBag = static_cast<uint8_t>(19 + heldBagIndex);
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
} else if (heldSource == HeldSource::EQUIPMENT) {
srcSlot = static_cast<uint8_t>(heldEquipSlot);
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
} else {
cancelPickup(inv);
return;
}
gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
cancelPickup(inv);
return;
}
const auto& target = inv.getBackpackSlot(index);
if (target.empty()) {
inv.setBackpackSlot(index, heldItem);
holdingItem = false;
} else {
// Swap
game::ItemDef targetItem = target.item;
inv.setBackpackSlot(index, heldItem);
heldItem = targetItem;
heldSource = HeldSource::BACKPACK;
heldBackpackIndex = index;
}
inventoryDirty = true;
}
void InventoryScreen::placeInBag(game::Inventory& inv, int bagIndex, int slotIndex) {
if (!holdingItem) return;
if (gameHandler_) {
// Online mode: send server swap packet
uint8_t dstBag = static_cast<uint8_t>(19 + bagIndex);
uint8_t dstSlot = static_cast<uint8_t>(slotIndex);
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
} else if (heldSource == HeldSource::BAG) {
srcBag = static_cast<uint8_t>(19 + heldBagIndex);
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
} else if (heldSource == HeldSource::EQUIPMENT) {
srcSlot = static_cast<uint8_t>(heldEquipSlot);
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
} else {
cancelPickup(inv);
return;
}
gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
cancelPickup(inv);
return;
}
const auto& target = inv.getBagSlot(bagIndex, slotIndex);
if (target.empty()) {
inv.setBagSlot(bagIndex, slotIndex, heldItem);
holdingItem = false;
} else {
game::ItemDef targetItem = target.item;
inv.setBagSlot(bagIndex, slotIndex, heldItem);
heldItem = targetItem;
heldSource = HeldSource::BAG;
heldBagIndex = bagIndex;
heldBagSlotIndex = slotIndex;
}
inventoryDirty = true;
}
void InventoryScreen::placeInEquipment(game::Inventory& inv, game::EquipSlot slot) {
if (!holdingItem) return;
// Validate: check if the held item can go in this slot
if (heldItem.inventoryType > 0) {
bool valid = false;
if (heldItem.inventoryType == 18) {
valid = (slot >= game::EquipSlot::BAG1 && slot <= game::EquipSlot::BAG4);
} else {
game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inv);
if (validSlot == game::EquipSlot::NUM_SLOTS) return;
valid = (slot == validSlot);
if (!valid) {
if (heldItem.inventoryType == 11)
valid = (slot == game::EquipSlot::RING1 || slot == game::EquipSlot::RING2);
else if (heldItem.inventoryType == 12)
valid = (slot == game::EquipSlot::TRINKET1 || slot == game::EquipSlot::TRINKET2);
}
}
if (!valid) return;
} else {
return;
}
if (gameHandler_) {
uint8_t dstBag = 0xFF;
uint8_t dstSlot = static_cast<uint8_t>(slot);
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
} else if (heldSource == HeldSource::BAG && heldBagIndex >= 0 && heldBagSlotIndex >= 0) {
srcBag = static_cast<uint8_t>(19 + heldBagIndex);
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
} else if (heldSource == HeldSource::EQUIPMENT && heldEquipSlot != game::EquipSlot::NUM_SLOTS) {
srcSlot = static_cast<uint8_t>(heldEquipSlot);
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
} else {
cancelPickup(inv);
return;
}
if (srcBag == dstBag && srcSlot == dstSlot) {
cancelPickup(inv);
return;
}
gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
cancelPickup(inv);
return;
}
const auto& target = inv.getEquipSlot(slot);
if (target.empty()) {
inv.setEquipSlot(slot, heldItem);
holdingItem = false;
} else {
game::ItemDef targetItem = target.item;
inv.setEquipSlot(slot, heldItem);
heldItem = targetItem;
heldSource = HeldSource::EQUIPMENT;
heldEquipSlot = slot;
}
// Two-handed weapon in main hand clears the off-hand slot
if (slot == game::EquipSlot::MAIN_HAND &&
inv.getEquipSlot(game::EquipSlot::MAIN_HAND).item.inventoryType == 17) {
const auto& offHand = inv.getEquipSlot(game::EquipSlot::OFF_HAND);
if (!offHand.empty()) {
inv.addItem(offHand.item);
inv.clearEquipSlot(game::EquipSlot::OFF_HAND);
}
}
// Equipping off-hand unequips a 2H weapon from main hand
if (slot == game::EquipSlot::OFF_HAND &&
inv.getEquipSlot(game::EquipSlot::MAIN_HAND).item.inventoryType == 17) {
inv.addItem(inv.getEquipSlot(game::EquipSlot::MAIN_HAND).item);
inv.clearEquipSlot(game::EquipSlot::MAIN_HAND);
}
equipmentDirty = true;
inventoryDirty = true;
}
void InventoryScreen::cancelPickup(game::Inventory& inv) {
if (!holdingItem) return;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
if (inv.getBackpackSlot(heldBackpackIndex).empty()) {
inv.setBackpackSlot(heldBackpackIndex, heldItem);
} else {
inv.addItem(heldItem);
}
} else if (heldSource == HeldSource::BAG && heldBagIndex >= 0 && heldBagSlotIndex >= 0) {
if (inv.getBagSlot(heldBagIndex, heldBagSlotIndex).empty()) {
inv.setBagSlot(heldBagIndex, heldBagSlotIndex, heldItem);
} else {
inv.addItem(heldItem);
}
} else if (heldSource == HeldSource::EQUIPMENT && heldEquipSlot != game::EquipSlot::NUM_SLOTS) {
if (inv.getEquipSlot(heldEquipSlot).empty()) {
inv.setEquipSlot(heldEquipSlot, heldItem);
equipmentDirty = true;
} else {
inv.addItem(heldItem);
}
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
if (inv.getBankSlot(heldBankIndex).empty()) {
inv.setBankSlot(heldBankIndex, heldItem);
} else {
inv.addItem(heldItem);
}
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0 && heldBankBagSlotIndex >= 0) {
if (inv.getBankBagSlot(heldBankBagIndex, heldBankBagSlotIndex).empty()) {
inv.setBankBagSlot(heldBankBagIndex, heldBankBagSlotIndex, heldItem);
} else {
inv.addItem(heldItem);
}
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
if (inv.getBankBagItem(heldBankBagIndex).empty()) {
inv.setBankBagItem(heldBankBagIndex, heldItem);
} else {
inv.addItem(heldItem);
}
} else {
inv.addItem(heldItem);
}
holdingItem = false;
inventoryDirty = true;
}
void InventoryScreen::renderHeldItem() {
if (!holdingItem) return;
ImGuiIO& io = ImGui::GetIO();
ImVec2 mousePos = io.MousePos;
float size = 36.0f;
ImVec2 pos(mousePos.x - size * 0.5f, mousePos.y - size * 0.5f);
ImDrawList* drawList = ImGui::GetForegroundDrawList();
ImVec4 qColor = getQualityColor(heldItem.quality);
ImU32 borderCol = ImGui::ColorConvertFloat4ToU32(qColor);
// Try to show icon
VkDescriptorSet iconTex = getItemIcon(heldItem.displayInfoId);
if (iconTex) {
drawList->AddImage((ImTextureID)(uintptr_t)iconTex, pos,
ImVec2(pos.x + size, pos.y + size));
drawList->AddRect(pos, ImVec2(pos.x + size, pos.y + size),
borderCol, 0.0f, 0, 2.0f);
} else {
drawList->AddRectFilled(pos, ImVec2(pos.x + size, pos.y + size),
IM_COL32(40, 35, 30, 200));
drawList->AddRect(pos, ImVec2(pos.x + size, pos.y + size),
borderCol, 0.0f, 0, 2.0f);
char abbr[4] = {};
if (!heldItem.name.empty()) {
abbr[0] = heldItem.name[0];
if (heldItem.name.size() > 1) abbr[1] = heldItem.name[1];
}
float textW = ImGui::CalcTextSize(abbr).x;
drawList->AddText(ImVec2(pos.x + (size - textW) * 0.5f, pos.y + 2.0f),
ImGui::ColorConvertFloat4ToU32(qColor), abbr);
}
if (heldItem.stackCount > 1) {
char countStr[16];
snprintf(countStr, sizeof(countStr), "%u", heldItem.stackCount);
float cw = ImGui::CalcTextSize(countStr).x;
drawList->AddText(ImVec2(pos.x + size - cw - 2.0f, pos.y + size - 14.0f),
IM_COL32(255, 255, 255, 220), countStr);
}
}
bool InventoryScreen::dropHeldItemToEquipSlot(game::Inventory& inv, game::EquipSlot slot) {
if (!holdingItem) return false;
placeInEquipment(inv, slot);
return !holdingItem;
}
void InventoryScreen::dropIntoBankSlot(game::GameHandler& /*gh*/, uint8_t dstBag, uint8_t dstSlot) {
if (!holdingItem || !gameHandler_) return;
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
} else if (heldSource == HeldSource::BAG) {
srcBag = static_cast<uint8_t>(19 + heldBagIndex);
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
} else if (heldSource == HeldSource::EQUIPMENT) {
srcSlot = static_cast<uint8_t>(heldEquipSlot);
} else if (heldSource == HeldSource::BANK && heldBankIndex >= 0) {
srcSlot = static_cast<uint8_t>(39 + heldBankIndex);
} else if (heldSource == HeldSource::BANK_BAG && heldBankBagIndex >= 0) {
srcBag = static_cast<uint8_t>(67 + heldBankBagIndex);
srcSlot = static_cast<uint8_t>(heldBankBagSlotIndex);
} else if (heldSource == HeldSource::BANK_BAG_EQUIP && heldBankBagIndex >= 0) {
srcSlot = static_cast<uint8_t>(67 + heldBankBagIndex);
} else {
return;
}
// Same source and dest — just cancel pickup (restore item locally).
// Server ignores same-slot swaps so no rebuild would run, losing the item data.
if (srcBag == dstBag && srcSlot == dstSlot) {
cancelPickup(gameHandler_->getInventory());
return;
}
gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
holdingItem = false;
inventoryDirty = true;
}
bool InventoryScreen::beginPickupFromEquipSlot(game::Inventory& inv, game::EquipSlot slot) {
if (holdingItem) return false;
const auto& eq = inv.getEquipSlot(slot);
if (eq.empty()) return false;
pickupFromEquipment(inv, slot);
return holdingItem;
}
// ============================================================
// Bags window (B key) — bottom of screen, no equipment panel
// ============================================================
void InventoryScreen::toggleBackpack() {
backpackOpen_ = !backpackOpen_;
}
void InventoryScreen::toggleBag(int idx) {
if (idx >= 0 && idx < 4) {
bagOpen_[idx] = !bagOpen_[idx];
if (bagOpen_[idx]) {
// Keep backpack as the anchor window at the bottom of the stack.
backpackOpen_ = true;
}
}
}
void InventoryScreen::openAllBags() {
backpackOpen_ = true;
for (auto& b : bagOpen_) b = true;
}
void InventoryScreen::closeAllBags() {
backpackOpen_ = false;
for (auto& b : bagOpen_) b = false;
}
bool InventoryScreen::bagHasAnyItems(const game::Inventory& inventory, int bagIndex) const {
int bagSize = inventory.getBagSize(bagIndex);
if (bagSize <= 0) return false;
for (int i = 0; i < bagSize; ++i) {
if (!inventory.getBagSlot(bagIndex, i).empty()) return true;
}
return false;
}
void InventoryScreen::render(game::Inventory& inventory, uint64_t moneyCopper) {
// Bags toggle (B key, edge-triggered)
bool bagsDown = KeybindingManager::getInstance().isActionPressed(
KeybindingManager::Action::TOGGLE_BAGS, false);
bool bToggled = bagsDown && !bKeyWasDown;
bKeyWasDown = bagsDown;
// Character screen toggle (C key, edge-triggered)
bool characterDown = KeybindingManager::getInstance().isActionPressed(
KeybindingManager::Action::TOGGLE_CHARACTER_SCREEN, false);
if (characterDown && !cKeyWasDown) {
characterOpen = !characterOpen;
if (characterOpen && gameHandler_) {
gameHandler_->requestPlayedTime();
}
}
cKeyWasDown = characterDown;
bool wantsTextInput = ImGui::GetIO().WantTextInput;
if (separateBags_) {
if (bToggled) {
bool anyOpen = backpackOpen_;
for (auto b : bagOpen_) anyOpen |= b;
if (anyOpen) closeAllBags();
else openAllBags();
}
open = backpackOpen_ || std::any_of(bagOpen_.begin(), bagOpen_.end(), [](bool b){ return b; });
} else {
if (bToggled) open = !open;
}
if (!open) {
if (holdingItem) cancelPickup(inventory);
return;
}
// Escape cancels held item
if (holdingItem && !wantsTextInput && core::Input::getInstance().isKeyPressed(SDL_SCANCODE_ESCAPE)) {
cancelPickup(inventory);
}
// Right-click anywhere while holding = cancel
if (holdingItem && ImGui::IsMouseClicked(ImGuiMouseButton_Right)) {
cancelPickup(inventory);
}
// Cancel pending pickup if mouse released before threshold
if (pickupPending_ && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
pickupPending_ = false;
}
if (separateBags_) {
renderSeparateBags(inventory, moneyCopper);
} else {
renderAggregateBags(inventory, moneyCopper);
}
// Detect held item dropped outside inventory windows → drop confirmation
if (holdingItem && heldItem.itemId != 6948 && ImGui::IsMouseReleased(ImGuiMouseButton_Left) &&
!ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) &&
!ImGui::IsAnyItemHovered() && !ImGui::IsAnyItemActive()) {
dropConfirmOpen_ = true;
dropItemName_ = heldItem.name;
}
// Drop item confirmation popup — positioned near cursor
if (dropConfirmOpen_) {
ImVec2 mousePos = ImGui::GetIO().MousePos;
ImGui::SetNextWindowPos(ImVec2(mousePos.x - 80.0f, mousePos.y - 20.0f), ImGuiCond_Always);
ImGui::OpenPopup("##DropItem");
dropConfirmOpen_ = false;
}
if (ImGui::BeginPopup("##DropItem", ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar)) {
ImGui::Text("Destroy \"%s\"?", dropItemName_.c_str());
ImGui::Spacing();
if (ImGui::Button("Yes", ImVec2(80, 0))) {
if (gameHandler_) {
uint8_t srcBag = 0xFF;
uint8_t srcSlot = 0;
bool haveSource = false;
if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
haveSource = true;
} else if (heldSource == HeldSource::BAG && heldBagIndex >= 0 && heldBagSlotIndex >= 0) {
srcBag = static_cast<uint8_t>(19 + heldBagIndex);
srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
haveSource = true;
} else if (heldSource == HeldSource::EQUIPMENT &&
heldEquipSlot != game::EquipSlot::NUM_SLOTS) {
srcSlot = static_cast<uint8_t>(heldEquipSlot);
haveSource = true;
}
if (haveSource) {
uint8_t destroyCount = static_cast<uint8_t>(std::clamp<uint32_t>(
std::max<uint32_t>(1u, heldItem.stackCount), 1u, 255u));
gameHandler_->destroyItem(srcBag, srcSlot, destroyCount);
}
}
holdingItem = false;
heldItem = game::ItemDef{};
heldSource = HeldSource::NONE;
heldBackpackIndex = -1;
heldBagIndex = -1;
heldBagSlotIndex = -1;
heldEquipSlot = game::EquipSlot::NUM_SLOTS;
inventoryDirty = true;
dropItemName_.clear();
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("No", ImVec2(80, 0))) {
cancelPickup(inventory);
dropItemName_.clear();
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
// Shift+right-click destroy confirmation popup
if (destroyConfirmOpen_) {
ImVec2 mousePos = ImGui::GetIO().MousePos;
ImGui::SetNextWindowPos(ImVec2(mousePos.x - 80.0f, mousePos.y - 20.0f), ImGuiCond_Always);
ImGui::OpenPopup("##DestroyItem");
destroyConfirmOpen_ = false;
}
if (ImGui::BeginPopup("##DestroyItem", ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar)) {
ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "Destroy");
ImGui::TextUnformatted(destroyItemName_.c_str());
ImGui::Spacing();
if (ImGui::Button("Yes, Destroy", ImVec2(110, 0))) {
if (gameHandler_) {
gameHandler_->destroyItem(destroyBag_, destroySlot_, destroyCount_);
}
destroyItemName_.clear();
inventoryDirty = true;
ImGui::CloseCurrentPopup();
}
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(70, 0))) {
destroyItemName_.clear();
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
// Draw held item at cursor
renderHeldItem();
}
// ============================================================
// Aggregate mode — original single-window bags
// ============================================================
void InventoryScreen::renderAggregateBags(game::Inventory& inventory, uint64_t moneyCopper) {
ImGuiIO& io = ImGui::GetIO();
float screenW = io.DisplaySize.x;
float screenH = io.DisplaySize.y;
constexpr float slotSize = 40.0f;
constexpr int columns = 6;
int rows = (inventory.getBackpackSize() + columns - 1) / columns;
float bagContentH = rows * (slotSize + 4.0f) + 40.0f;
for (int bag = 0; bag < game::Inventory::NUM_BAG_SLOTS; bag++) {
int bagSize = inventory.getBagSize(bag);
if (bagSize <= 0) continue;
if (compactBags_ && !bagHasAnyItems(inventory, bag)) continue;
int bagRows = (bagSize + columns - 1) / columns;
bagContentH += bagRows * (slotSize + 4.0f) + 30.0f;
}
float windowW = columns * (slotSize + 4.0f) + 30.0f;
float windowH = bagContentH + 50.0f;
float posX = screenW - windowW - 10.0f;
float posY = screenH - windowH - 60.0f;
ImGui::SetNextWindowPos(ImVec2(posX, posY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(windowW, windowH), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
if (!ImGui::Begin("Bags", &open, flags)) {
ImGui::End();
return;
}
renderBackpackPanel(inventory, compactBags_);
ImGui::Spacing();
uint64_t gold = moneyCopper / 10000;
uint64_t silver = (moneyCopper / 100) % 100;
uint64_t copper = moneyCopper % 100;
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "%llug %llus %lluc",
static_cast<unsigned long long>(gold),
static_cast<unsigned long long>(silver),
static_cast<unsigned long long>(copper));
ImGui::SameLine();
const char* collapseLabel = compactBags_ ? "Expand Empty" : "Collapse Empty";
const float btnW = 92.0f;
const float rightMargin = 8.0f;
float rightX = ImGui::GetWindowContentRegionMax().x - btnW - rightMargin;
if (rightX > ImGui::GetCursorPosX()) ImGui::SetCursorPosX(rightX);
if (ImGui::SmallButton(collapseLabel)) {
compactBags_ = !compactBags_;
}
if (ImGui::IsItemHovered()) {
ImGui::SetTooltip("Toggle empty bag section visibility");
}
ImGui::End();
}
// ============================================================
// Separate mode — individual draggable bag windows
// ============================================================
void InventoryScreen::renderSeparateBags(game::Inventory& inventory, uint64_t moneyCopper) {
ImGuiIO& io = ImGui::GetIO();
float screenW = io.DisplaySize.x;
float screenH = io.DisplaySize.y;
constexpr float slotSize = 40.0f;
constexpr int columns = 6;
constexpr float baseWindowW = columns * (slotSize + 4.0f) + 30.0f;
bool anyBagOpen = std::any_of(bagOpen_.begin(), bagOpen_.end(), [](bool b) { return b; });
if (anyBagOpen && !backpackOpen_) {
// Enforce backpack as the bottom-most stack window when any bag is open.
backpackOpen_ = true;
}
// Anchor stack to the bag bar (bottom-right), opening upward.
const float bagBarTop = screenH - (42.0f + 12.0f) - 10.0f;
const float stackGap = 8.0f;
float stackBottom = bagBarTop - stackGap;
float stackX = screenW - baseWindowW - 10.0f;
// Backpack window (bottom of stack)
if (backpackOpen_) {
int bpRows = (inventory.getBackpackSize() + columns - 1) / columns;
float bpH = bpRows * (slotSize + 4.0f) + 80.0f; // header + money + padding
float defaultY = stackBottom - bpH;
renderBagWindow("Backpack", backpackOpen_, inventory, -1, stackX, defaultY, moneyCopper);
stackBottom = defaultY - stackGap;
}
// Extra bag windows in right-to-left bag-bar order (closest to backpack first).
constexpr int kBagOrder[game::Inventory::NUM_BAG_SLOTS] = {3, 2, 1, 0};
for (int ord = 0; ord < game::Inventory::NUM_BAG_SLOTS; ++ord) {
int bag = kBagOrder[ord];
if (!bagOpen_[bag]) continue;
int bagSize = inventory.getBagSize(bag);
if (bagSize <= 0) {
bagOpen_[bag] = false;
continue;
}
// In separate-bag mode, never auto-hide empty bags. Players still need
// to open empty bags to move items into them.
int bagRows = (bagSize + columns - 1) / columns;
float bagH = bagRows * (slotSize + 4.0f) + 60.0f;
float defaultY = stackBottom - bagH;
stackBottom = defaultY - stackGap;
// Build title from equipped bag item name
char title[64];
game::EquipSlot bagSlot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + bag);
const auto& bagItem = inventory.getEquipSlot(bagSlot);
if (!bagItem.empty() && !bagItem.item.name.empty()) {
snprintf(title, sizeof(title), "%s##bag%d", bagItem.item.name.c_str(), bag);
} else {
snprintf(title, sizeof(title), "Bag Slot %d##bag%d", bag + 1, bag);
}
renderBagWindow(title, bagOpen_[bag], inventory, bag, stackX, defaultY, 0);
}
// Update open state based on individual windows
open = backpackOpen_ || std::any_of(bagOpen_.begin(), bagOpen_.end(), [](bool b){ return b; });
}
void InventoryScreen::renderBagWindow(const char* title, bool& isOpen,
game::Inventory& inventory, int bagIndex,
float defaultX, float defaultY, uint64_t moneyCopper) {
constexpr float slotSize = 40.0f;
constexpr int columns = 6;
int numSlots = (bagIndex < 0) ? inventory.getBackpackSize() : inventory.getBagSize(bagIndex);
if (numSlots <= 0) return;
int rows = (numSlots + columns - 1) / columns;
float contentH = rows * (slotSize + 4.0f) + 10.0f;
if (bagIndex < 0) contentH += 25.0f; // money display for backpack
float gridW = columns * (slotSize + 4.0f) + 30.0f;
// Ensure window is wide enough for the title + close button
const char* displayTitle = title;
const char* hashPos = strstr(title, "##");
float titleW = ImGui::CalcTextSize(displayTitle, hashPos).x + 50.0f; // close button + padding
float windowW = std::max(gridW, titleW);
float windowH = contentH + 40.0f; // title bar + padding
// Keep separate bag windows anchored to the bag-bar stack.
ImGui::SetNextWindowPos(ImVec2(defaultX, defaultY), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(windowW, windowH), ImGuiCond_Always);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize;
if (!ImGui::Begin(title, &isOpen, flags)) {
ImGui::End();
return;
}
// Render item slots in 4-column grid
for (int i = 0; i < numSlots; i++) {
if (i % columns != 0) ImGui::SameLine();
const game::ItemSlot& slot = (bagIndex < 0)
? inventory.getBackpackSlot(i)
: inventory.getBagSlot(bagIndex, i);
char id[32];
if (bagIndex < 0) {
snprintf(id, sizeof(id), "##sbp_%d", i);
} else {
snprintf(id, sizeof(id), "##sb%d_%d", bagIndex, i);
}
ImGui::PushID(id);
if (bagIndex < 0) {
// Backpack slot
renderItemSlot(inventory, slot, slotSize, nullptr,
SlotKind::BACKPACK, i, game::EquipSlot::NUM_SLOTS);
} else {
// Bag slot - pass bag index info for interactions
renderItemSlot(inventory, slot, slotSize, nullptr,
SlotKind::BACKPACK, -1, game::EquipSlot::NUM_SLOTS,
bagIndex, i);
}
ImGui::PopID();
}
// Money display at bottom of backpack
if (bagIndex < 0 && moneyCopper > 0) {
ImGui::Spacing();
uint64_t gold = moneyCopper / 10000;
uint64_t silver = (moneyCopper / 100) % 100;
uint64_t copper = moneyCopper % 100;
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "%llug %llus %lluc",
static_cast<unsigned long long>(gold),
static_cast<unsigned long long>(silver),
static_cast<unsigned long long>(copper));
}
ImGui::End();
}
// ============================================================
// Character screen (C key) — equipment + model preview + stats
// ============================================================
void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
if (!characterOpen) return;
auto& inventory = gameHandler.getInventory();
// Lazy-init the preview
if (!previewInitialized_ && assetManager_) {
initPreview();
}
// Update preview equipment if dirty
if (previewDirty_ && charPreview_ && previewInitialized_) {
updatePreviewEquipment(inventory);
}
// Update and render the preview FBO
if (charPreview_ && previewInitialized_) {
charPreview_->update(ImGui::GetIO().DeltaTime);
charPreview_->render();
charPreview_->requestComposite();
}
ImGui::SetNextWindowPos(ImVec2(20.0f, 80.0f), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(380.0f, 650.0f), ImGuiCond_FirstUseEver);
ImGuiWindowFlags flags = ImGuiWindowFlags_NoCollapse;
if (!ImGui::Begin("Character", &characterOpen, flags)) {
ImGui::End();
return;
}
// Clamp window position within screen after resize
{
ImGuiIO& io = ImGui::GetIO();
ImVec2 pos = ImGui::GetWindowPos();
ImVec2 sz = ImGui::GetWindowSize();
bool clamped = false;
if (pos.x + sz.x > io.DisplaySize.x) { pos.x = std::max(0.0f, io.DisplaySize.x - sz.x); clamped = true; }
if (pos.y + sz.y > io.DisplaySize.y) { pos.y = std::max(0.0f, io.DisplaySize.y - sz.y); clamped = true; }
if (pos.x < 0.0f) { pos.x = 0.0f; clamped = true; }
if (pos.y < 0.0f) { pos.y = 0.0f; clamped = true; }
if (clamped) ImGui::SetWindowPos(pos);
}
if (ImGui::BeginTabBar("##CharacterTabs")) {
if (ImGui::BeginTabItem("Equipment")) {
renderEquipmentPanel(inventory);
ImGui::Spacing();
ImGui::Separator();
// Appearance visibility toggles
bool helmVis = gameHandler.isHelmVisible();
bool cloakVis = gameHandler.isCloakVisible();
if (ImGui::Checkbox("Show Helm", &helmVis)) {
gameHandler.toggleHelm();
}
ImGui::SameLine();
if (ImGui::Checkbox("Show Cloak", &cloakVis)) {
gameHandler.toggleCloak();
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Stats")) {
ImGui::Spacing();
int32_t stats[5];
for (int i = 0; i < 5; ++i) stats[i] = gameHandler.getPlayerStat(i);
const int32_t* serverStats = (stats[0] >= 0) ? stats : nullptr;
int32_t resists[6];
for (int i = 0; i < 6; ++i) resists[i] = gameHandler.getResistance(i + 1);
renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating(), serverStats, resists, &gameHandler);
// Played time (shown if available, fetched on character screen open)
uint32_t totalSec = gameHandler.getTotalTimePlayed();
uint32_t levelSec = gameHandler.getLevelTimePlayed();
if (totalSec > 0 || levelSec > 0) {
ImGui::Separator();
// Helper lambda to format seconds as "Xd Xh Xm"
auto fmtTime = [](uint32_t sec) -> std::string {
uint32_t d = sec / 86400, h = (sec % 86400) / 3600, m = (sec % 3600) / 60;
char buf[48];
if (d > 0) snprintf(buf, sizeof(buf), "%ud %uh %um", d, h, m);
else if (h > 0) snprintf(buf, sizeof(buf), "%uh %um", h, m);
else snprintf(buf, sizeof(buf), "%um", m);
return buf;
};
ImGui::TextDisabled("Time Played");
ImGui::Columns(2, "##playtime", false);
ImGui::SetColumnWidth(0, 130);
ImGui::Text("Total:"); ImGui::NextColumn();
ImGui::Text("%s", fmtTime(totalSec).c_str()); ImGui::NextColumn();
ImGui::Text("This level:"); ImGui::NextColumn();
ImGui::Text("%s", fmtTime(levelSec).c_str()); ImGui::NextColumn();
ImGui::Columns(1);
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Reputation")) {
renderReputationPanel(gameHandler);
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Skills")) {
const auto& skills = gameHandler.getPlayerSkills();
if (skills.empty()) {
ImGui::TextDisabled("No skill data received yet.");
} else {
// Group skills by SkillLine.dbc category
struct CategoryGroup {
const char* label;
uint32_t categoryId;
};
static const CategoryGroup groups[] = {
{ "Weapon Skills", 6 },
{ "Armor Skills", 8 },
{ "Secondary Skills", 10 },
{ "Professions", 11 },
{ "Languages", 9 },
{ "Other", 0 },
};
ImGui::BeginChild("##SkillsList", ImVec2(0, 0), true);
for (const auto& group : groups) {
// Collect skills for this category
std::vector<const game::PlayerSkill*> groupSkills;
for (const auto& [id, skill] : skills) {
if (skill.value == 0 && skill.maxValue == 0) continue;
uint32_t cat = gameHandler.getSkillCategory(id);
if (group.categoryId == 0) {
// "Other" catches everything not in the named categories
if (cat != 6 && cat != 8 && cat != 9 && cat != 10 && cat != 11) {
groupSkills.push_back(&skill);
}
} else if (cat == group.categoryId) {
groupSkills.push_back(&skill);
}
}
if (groupSkills.empty()) continue;
if (ImGui::CollapsingHeader(group.label, ImGuiTreeNodeFlags_DefaultOpen)) {
for (const game::PlayerSkill* skill : groupSkills) {
const std::string& name = gameHandler.getSkillName(skill->skillId);
char label[128];
if (name.empty()) {
snprintf(label, sizeof(label), "Skill #%u", skill->skillId);
} else {
snprintf(label, sizeof(label), "%s", name.c_str());
}
// Show progress bar with value/max overlay
float ratio = (skill->maxValue > 0)
? static_cast<float>(skill->value) / static_cast<float>(skill->maxValue)
: 0.0f;
char overlay[64];
snprintf(overlay, sizeof(overlay), "%u / %u", skill->value, skill->maxValue);
ImGui::Text("%s", label);
ImGui::SameLine(180.0f);
ImGui::SetNextItemWidth(-1.0f);
ImGui::ProgressBar(ratio, ImVec2(0, 14.0f), overlay);
}
}
}
ImGui::EndChild();
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Achievements")) {
const auto& earned = gameHandler.getEarnedAchievements();
if (earned.empty()) {
ImGui::Spacing();
ImGui::TextDisabled("No achievements earned yet.");
} else {
static char achieveFilter[128] = {};
ImGui::SetNextItemWidth(-1.0f);
ImGui::InputTextWithHint("##achsearch", "Search achievements...",
achieveFilter, sizeof(achieveFilter));
ImGui::Separator();
char filterLower[128];
for (size_t i = 0; i < sizeof(achieveFilter); ++i)
filterLower[i] = static_cast<char>(tolower(static_cast<unsigned char>(achieveFilter[i])));
ImGui::BeginChild("##AchList", ImVec2(0, 0), false);
// Sort by ID for stable ordering
std::vector<uint32_t> sortedIds(earned.begin(), earned.end());
std::sort(sortedIds.begin(), sortedIds.end());
int shown = 0;
for (uint32_t id : sortedIds) {
const std::string& name = gameHandler.getAchievementName(id);
const char* displayName = name.empty() ? nullptr : name.c_str();
if (displayName == nullptr) continue; // skip unknown achievements
// Apply filter
if (filterLower[0] != '\0') {
// simple case-insensitive substring match
std::string lower;
lower.reserve(name.size());
for (char c : name) lower += static_cast<char>(tolower(static_cast<unsigned char>(c)));
if (lower.find(filterLower) == std::string::npos) continue;
}
ImGui::PushID(static_cast<int>(id));
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "[Achievement]");
ImGui::SameLine();
ImGui::Text("%s", displayName);
ImGui::PopID();
++shown;
}
if (shown == 0 && filterLower[0] != '\0') {
ImGui::TextDisabled("No achievements match the filter.");
}
ImGui::Text("Total: %d", static_cast<int>(earned.size()));
ImGui::EndChild();
}
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("PvP")) {
const auto& arenaStats = gameHandler.getArenaTeamStats();
if (arenaStats.empty()) {
ImGui::Spacing();
ImGui::TextDisabled("Not a member of any Arena team.");
} else {
for (const auto& team : arenaStats) {
ImGui::PushID(static_cast<int>(team.teamId));
char header[64];
snprintf(header, sizeof(header), "Team ID %u (Rating: %u)", team.teamId, team.rating);
if (ImGui::CollapsingHeader(header, ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Columns(2, "##arenacols", false);
ImGui::Text("Rating:"); ImGui::NextColumn();
ImGui::Text("%u", team.rating); ImGui::NextColumn();
ImGui::Text("Rank:"); ImGui::NextColumn();
ImGui::Text("#%u", team.rank); ImGui::NextColumn();
ImGui::Text("This week:"); ImGui::NextColumn();
ImGui::Text("%u / %u (W/G)", team.weekWins, team.weekGames); ImGui::NextColumn();
ImGui::Text("Season:"); ImGui::NextColumn();
ImGui::Text("%u / %u (W/G)", team.seasonWins, team.seasonGames); ImGui::NextColumn();
ImGui::Columns(1);
}
ImGui::PopID();
}
}
ImGui::EndTabItem();
}
// Equipment Sets tab (WotLK only)
const auto& eqSets = gameHandler.getEquipmentSets();
if (!eqSets.empty()) {
if (ImGui::BeginTabItem("Outfits")) {
ImGui::Spacing();
ImGui::TextDisabled("Saved Equipment Sets");
ImGui::Separator();
ImGui::BeginChild("##EqSetsList", ImVec2(0, 0), false);
for (const auto& es : eqSets) {
ImGui::PushID(static_cast<int>(es.setId));
// Icon placeholder or name
const char* displayName = es.name.empty() ? "(Unnamed)" : es.name.c_str();
ImGui::Text("%s", displayName);
if (!es.iconName.empty()) {
ImGui::SameLine();
ImGui::TextDisabled("(%s)", es.iconName.c_str());
}
ImGui::SameLine(ImGui::GetContentRegionAvail().x - 60.0f);
if (ImGui::SmallButton("Equip")) {
gameHandler.useEquipmentSet(es.setId);
}
ImGui::PopID();
}
ImGui::EndChild();
ImGui::EndTabItem();
}
}
ImGui::EndTabBar();
}
ImGui::End();
// If both bags and character are open, allow drag-and-drop between them
// (held item rendering is handled in render())
if (open) {
renderHeldItem();
}
}
void InventoryScreen::renderReputationPanel(game::GameHandler& gameHandler) {
const auto& standings = gameHandler.getFactionStandings();
if (standings.empty()) {
ImGui::Spacing();
ImGui::TextDisabled("No reputation data received yet.");
ImGui::TextDisabled("Reputation updates as you kill enemies and complete quests.");
return;
}
// WoW reputation tier breakpoints (cumulative from floor -42000)
// Tier name, threshold for next rank, bar color
struct RepTier {
const char* name;
int32_t floor; // raw value where this tier begins
int32_t ceiling; // raw value where the next tier begins
ImVec4 color;
};
static const RepTier tiers[] = {
{ "Hated", -42000, -6001, ImVec4(0.6f, 0.1f, 0.1f, 1.0f) },
{ "Hostile", -6000, -3001, ImVec4(0.8f, 0.2f, 0.1f, 1.0f) },
{ "Unfriendly", -3000, -1, ImVec4(0.9f, 0.5f, 0.1f, 1.0f) },
{ "Neutral", 0, 2999, ImVec4(0.8f, 0.8f, 0.2f, 1.0f) },
{ "Friendly", 3000, 8999, ImVec4(0.2f, 0.7f, 0.2f, 1.0f) },
{ "Honored", 9000, 20999, ImVec4(0.2f, 0.8f, 0.5f, 1.0f) },
{ "Revered", 21000, 41999, ImVec4(0.3f, 0.6f, 1.0f, 1.0f) },
{ "Exalted", 42000, 42000, ImVec4(1.0f, 0.84f, 0.0f, 1.0f) },
};
constexpr int kNumTiers = static_cast<int>(sizeof(tiers) / sizeof(tiers[0]));
auto getTier = [&](int32_t val) -> const RepTier& {
for (int i = kNumTiers - 1; i >= 0; --i) {
if (val >= tiers[i].floor) return tiers[i];
}
return tiers[0];
};
ImGui::BeginChild("##ReputationList", ImVec2(0, 0), true);
// Sort: watched faction first, then alphabetically by name
uint32_t watchedFactionId = gameHandler.getWatchedFactionId();
std::vector<std::pair<uint32_t, int32_t>> sortedFactions(standings.begin(), standings.end());
std::sort(sortedFactions.begin(), sortedFactions.end(),
[&](const auto& a, const auto& b) {
if (a.first == watchedFactionId) return true;
if (b.first == watchedFactionId) return false;
const std::string& na = gameHandler.getFactionNamePublic(a.first);
const std::string& nb = gameHandler.getFactionNamePublic(b.first);
return na < nb;
});
for (const auto& [factionId, standing] : sortedFactions) {
const RepTier& tier = getTier(standing);
const std::string& factionName = gameHandler.getFactionNamePublic(factionId);
const char* displayName = factionName.empty() ? "Unknown Faction" : factionName.c_str();
// Determine at-war status via repListId lookup
uint32_t repListId = gameHandler.getRepListIdByFactionId(factionId);
bool atWar = (repListId != 0xFFFFFFFFu) && gameHandler.isFactionAtWar(repListId);
bool isWatched = (factionId == watchedFactionId);
// Faction name + tier label on same line; mark at-war and watched factions
ImGui::TextColored(tier.color, "[%s]", tier.name);
ImGui::SameLine(90.0f);
if (atWar) {
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "%s", displayName);
ImGui::SameLine();
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "(At War)");
} else if (isWatched) {
ImGui::TextColored(ImVec4(1.0f, 0.9f, 0.5f, 1.0f), "%s", displayName);
ImGui::SameLine();
ImGui::TextDisabled("(Tracked)");
} else {
ImGui::Text("%s", displayName);
}
// Progress bar showing position within current tier
float ratio = 0.0f;
char overlay[64] = "";
if (tier.floor == 42000) {
// Exalted — full bar
ratio = 1.0f;
snprintf(overlay, sizeof(overlay), "Exalted");
} else {
int32_t tierRange = tier.ceiling - tier.floor + 1;
int32_t inTier = standing - tier.floor;
ratio = static_cast<float>(inTier) / static_cast<float>(tierRange);
ratio = std::max(0.0f, std::min(1.0f, ratio));
snprintf(overlay, sizeof(overlay), "%d / %d",
inTier < 0 ? 0 : inTier, tierRange);
}
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, tier.color);
ImGui::SetNextItemWidth(-1.0f);
ImGui::ProgressBar(ratio, ImVec2(0, 12.0f), overlay);
ImGui::PopStyleColor();
ImGui::Spacing();
}
ImGui::EndChild();
}
void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Equipment");
ImGui::Separator();
static const game::EquipSlot leftSlots[] = {
game::EquipSlot::HEAD, game::EquipSlot::NECK,
game::EquipSlot::SHOULDERS, game::EquipSlot::BACK,
game::EquipSlot::CHEST, game::EquipSlot::SHIRT,
game::EquipSlot::TABARD, game::EquipSlot::WRISTS,
};
static const game::EquipSlot rightSlots[] = {
game::EquipSlot::HANDS, game::EquipSlot::WAIST,
game::EquipSlot::LEGS, game::EquipSlot::FEET,
game::EquipSlot::RING1, game::EquipSlot::RING2,
game::EquipSlot::TRINKET1, game::EquipSlot::TRINKET2,
};
constexpr float slotSize = 36.0f;
constexpr float previewW = 140.0f;
// Calculate column positions for the 3-column layout
float contentStartX = ImGui::GetCursorPosX();
float rightColX = contentStartX + slotSize + 8.0f + previewW + 8.0f;
int rows = 8;
float previewStartY = ImGui::GetCursorScreenPos().y;
for (int r = 0; r < rows; r++) {
// Left column
{
const auto& slot = inventory.getEquipSlot(leftSlots[r]);
const char* label = game::getEquipSlotName(leftSlots[r]);
char id[64];
snprintf(id, sizeof(id), "##eq_l_%d", r);
ImGui::PushID(id);
renderItemSlot(inventory, slot, slotSize, label,
SlotKind::EQUIPMENT, -1, leftSlots[r]);
ImGui::PopID();
}
// Right column
ImGui::SameLine(rightColX);
{
const auto& slot = inventory.getEquipSlot(rightSlots[r]);
const char* label = game::getEquipSlotName(rightSlots[r]);
char id[64];
snprintf(id, sizeof(id), "##eq_r_%d", r);
ImGui::PushID(id);
renderItemSlot(inventory, slot, slotSize, label,
SlotKind::EQUIPMENT, -1, rightSlots[r]);
ImGui::PopID();
}
}
float previewEndY = ImGui::GetCursorScreenPos().y;
// Draw the 3D character preview in the center column
if (charPreview_ && previewInitialized_ && charPreview_->getTextureId()) {
float previewX = ImGui::GetWindowPos().x + contentStartX + slotSize + 8.0f;
float previewH = previewEndY - previewStartY;
// Maintain aspect ratio
float texAspect = static_cast<float>(charPreview_->getWidth()) / static_cast<float>(charPreview_->getHeight());
float displayW = previewW;
float displayH = displayW / texAspect;
if (displayH > previewH) {
displayH = previewH;
displayW = displayH * texAspect;
}
float offsetX = previewX + (previewW - displayW) * 0.5f;
float offsetY = previewStartY + (previewH - displayH) * 0.5f;
ImVec2 pMin(offsetX, offsetY);
ImVec2 pMax(offsetX + displayW, offsetY + displayH);
ImDrawList* drawList = ImGui::GetWindowDrawList();
// Background for preview area
drawList->AddRectFilled(pMin, pMax, IM_COL32(13, 13, 25, 255));
drawList->AddImage(
reinterpret_cast<ImTextureID>(charPreview_->getTextureId()),
pMin, pMax);
drawList->AddRect(pMin, pMax, IM_COL32(60, 60, 80, 200));
// Drag-to-rotate: detect mouse drag over the preview image
ImGui::SetCursorScreenPos(pMin);
ImGui::InvisibleButton("##charPreviewDrag", ImVec2(displayW, displayH));
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
float dx = ImGui::GetIO().MouseDelta.x;
charPreview_->rotate(dx * 1.0f);
}
}
// Weapon row - positioned to the right of left column to avoid crowding main equipment
ImGui::Spacing();
ImGui::Separator();
static const game::EquipSlot weaponSlots[] = {
game::EquipSlot::MAIN_HAND,
game::EquipSlot::OFF_HAND,
game::EquipSlot::RANGED,
};
// Position weapons in center column area (after left column, 3D preview renders on top)
ImGui::SetCursorPosX(contentStartX + slotSize + 8.0f);
for (int i = 0; i < 3; i++) {
if (i > 0) ImGui::SameLine();
const auto& slot = inventory.getEquipSlot(weaponSlots[i]);
const char* label = game::getEquipSlotName(weaponSlots[i]);
char id[64];
snprintf(id, sizeof(id), "##eq_w_%d", i);
ImGui::PushID(id);
renderItemSlot(inventory, slot, slotSize, label,
SlotKind::EQUIPMENT, -1, weaponSlots[i]);
ImGui::PopID();
}
}
// ============================================================
// Stats Panel
// ============================================================
void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel,
int32_t serverArmor, const int32_t* serverStats,
const int32_t* serverResists,
const game::GameHandler* gh) {
// Sum equipment stats for item-query bonus display
int32_t itemStr = 0, itemAgi = 0, itemSta = 0, itemInt = 0, itemSpi = 0;
// Secondary stat sums from extraStats
int32_t itemAP = 0, itemSP = 0, itemHit = 0, itemCrit = 0, itemHaste = 0;
int32_t itemResil = 0, itemExpertise = 0, itemMp5 = 0, itemHp5 = 0;
int32_t itemDefense = 0, itemDodge = 0, itemParry = 0, itemBlock = 0, itemBlockVal = 0;
int32_t itemArmorPen = 0, itemSpellPen = 0;
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (slot.empty()) continue;
itemStr += slot.item.strength;
itemAgi += slot.item.agility;
itemSta += slot.item.stamina;
itemInt += slot.item.intellect;
itemSpi += slot.item.spirit;
for (const auto& es : slot.item.extraStats) {
switch (es.statType) {
case 12: itemDefense += es.statValue; break;
case 13: itemDodge += es.statValue; break;
case 14: itemParry += es.statValue; break;
case 15: itemBlock += es.statValue; break;
case 16: case 17: case 18: case 31: itemHit += es.statValue; break;
case 19: case 20: case 21: case 32: itemCrit += es.statValue; break;
case 28: case 29: case 30: case 36: itemHaste += es.statValue; break;
case 35: itemResil += es.statValue; break;
case 37: itemExpertise += es.statValue; break;
case 38: case 39: itemAP += es.statValue; break;
case 41: case 42: case 45: itemSP += es.statValue; break;
case 43: itemMp5 += es.statValue; break;
case 44: itemArmorPen += es.statValue; break;
case 46: itemHp5 += es.statValue; break;
case 47: itemSpellPen += es.statValue; break;
case 48: itemBlockVal += es.statValue; break;
default: break;
}
}
}
// Use server-authoritative armor from UNIT_FIELD_RESISTANCES when available.
// Falls back to summing item query armors if server armor wasn't received yet.
int32_t itemQueryArmor = 0;
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
if (!slot.empty()) itemQueryArmor += slot.item.armor;
}
int32_t totalArmor = (serverArmor > 0) ? serverArmor : itemQueryArmor;
// Average item level (exclude shirt/tabard as WoW convention)
{
uint32_t iLvlSum = 0;
int iLvlCount = 0;
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
auto eslot = static_cast<game::EquipSlot>(s);
if (eslot == game::EquipSlot::SHIRT || eslot == game::EquipSlot::TABARD) continue;
const auto& slot = inventory.getEquipSlot(eslot);
if (!slot.empty() && slot.item.itemLevel > 0) {
iLvlSum += slot.item.itemLevel;
++iLvlCount;
}
}
if (iLvlCount > 0) {
float avg = static_cast<float>(iLvlSum) / static_cast<float>(iLvlCount);
ImGui::TextColored(ImVec4(0.7f, 0.9f, 1.0f, 1.0f),
"Average Item Level: %.1f (%d/%d slots)", avg, iLvlCount,
game::Inventory::NUM_EQUIP_SLOTS - 2); // -2 for shirt/tabard
}
ImGui::Separator();
}
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
ImVec4 white(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 gold(1.0f, 0.84f, 0.0f, 1.0f);
ImVec4 gray(0.6f, 0.6f, 0.6f, 1.0f);
// Armor (no base)
if (totalArmor > 0) {
ImGui::TextColored(gold, "Armor: %d", totalArmor);
} else {
ImGui::TextColored(gray, "Armor: 0");
}
if (serverStats) {
// Server-authoritative stats from UNIT_FIELD_STAT0-4: show total and item bonus.
// serverStats[i] is the server's effective base stat (items included, buffs excluded).
const char* statNames[5] = {"Strength", "Agility", "Stamina", "Intellect", "Spirit"};
const int32_t itemBonuses[5] = {itemStr, itemAgi, itemSta, itemInt, itemSpi};
for (int i = 0; i < 5; ++i) {
int32_t total = serverStats[i];
int32_t bonus = itemBonuses[i];
if (bonus > 0) {
ImGui::TextColored(white, "%s: %d", statNames[i], total);
ImGui::SameLine();
ImGui::TextColored(green, "(+%d)", bonus);
} else {
ImGui::TextColored(gray, "%s: %d", statNames[i], total);
}
}
} else {
// Fallback: estimated base (20 + level) plus item query bonuses.
int32_t baseStat = 20 + static_cast<int32_t>(playerLevel);
auto renderStat = [&](const char* name, int32_t equipBonus) {
int32_t total = baseStat + equipBonus;
if (equipBonus > 0) {
ImGui::TextColored(white, "%s: %d", name, total);
ImGui::SameLine();
ImGui::TextColored(green, "(+%d)", equipBonus);
} else {
ImGui::TextColored(gray, "%s: %d", name, total);
}
};
renderStat("Strength", itemStr);
renderStat("Agility", itemAgi);
renderStat("Stamina", itemSta);
renderStat("Intellect", itemInt);
renderStat("Spirit", itemSpi);
}
// Secondary stats from equipped items
bool hasSecondary = itemAP || itemSP || itemHit || itemCrit || itemHaste ||
itemResil || itemExpertise || itemMp5 || itemHp5 ||
itemDefense || itemDodge || itemParry || itemBlock || itemBlockVal ||
itemArmorPen || itemSpellPen;
if (hasSecondary) {
ImGui::Spacing();
ImGui::Separator();
auto renderSecondary = [&](const char* name, int32_t val) {
if (val > 0) {
ImGui::TextColored(green, "+%d %s", val, name);
}
};
renderSecondary("Attack Power", itemAP);
renderSecondary("Spell Power", itemSP);
renderSecondary("Hit Rating", itemHit);
renderSecondary("Crit Rating", itemCrit);
renderSecondary("Haste Rating", itemHaste);
renderSecondary("Resilience", itemResil);
renderSecondary("Expertise", itemExpertise);
renderSecondary("Defense Rating", itemDefense);
renderSecondary("Dodge Rating", itemDodge);
renderSecondary("Parry Rating", itemParry);
renderSecondary("Block Rating", itemBlock);
renderSecondary("Block Value", itemBlockVal);
renderSecondary("Armor Penetration",itemArmorPen);
renderSecondary("Spell Penetration",itemSpellPen);
renderSecondary("Mana per 5 sec", itemMp5);
renderSecondary("Health per 5 sec", itemHp5);
}
// Elemental resistances from server update fields
if (serverResists) {
static const char* kResistNames[6] = {
"Holy Resistance", "Fire Resistance", "Nature Resistance",
"Frost Resistance", "Shadow Resistance", "Arcane Resistance"
};
bool hasResist = false;
for (int i = 0; i < 6; ++i) {
if (serverResists[i] > 0) { hasResist = true; break; }
}
if (hasResist) {
ImGui::Spacing();
ImGui::Separator();
for (int i = 0; i < 6; ++i) {
if (serverResists[i] > 0) {
ImGui::TextColored(ImVec4(0.7f, 0.85f, 1.0f, 1.0f),
"%s: %d", kResistNames[i], serverResists[i]);
}
}
}
}
// Server-authoritative combat stats (WotLK update fields — only shown when received)
if (gh) {
int32_t meleeAP = gh->getMeleeAttackPower();
int32_t rangedAP = gh->getRangedAttackPower();
int32_t spellPow = gh->getSpellPower();
int32_t healPow = gh->getHealingPower();
float dodgePct = gh->getDodgePct();
float parryPct = gh->getParryPct();
float blockPct = gh->getBlockPct();
float critPct = gh->getCritPct();
float rCritPct = gh->getRangedCritPct();
float sCritPct = gh->getSpellCritPct(1); // Holy school (avg proxy for spell crit)
// Hit rating (CR_HIT_MELEE = 5), expertise (CR_EXPERTISE = 23), haste (CR_HASTE_MELEE = 17)
int32_t hitRating = gh->getCombatRating(5);
int32_t expertiseR = gh->getCombatRating(23);
int32_t hasteR = gh->getCombatRating(17);
int32_t armorPenR = gh->getCombatRating(24);
int32_t resilR = gh->getCombatRating(14); // CR_CRIT_TAKEN_MELEE = Resilience
bool hasAny = (meleeAP >= 0 || spellPow >= 0 || dodgePct >= 0.0f || parryPct >= 0.0f ||
blockPct >= 0.0f || critPct >= 0.0f || hitRating >= 0);
if (hasAny) {
ImGui::Spacing();
ImGui::Separator();
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Combat");
ImVec4 cyan(0.5f, 0.9f, 1.0f, 1.0f);
if (meleeAP >= 0) ImGui::TextColored(cyan, "Attack Power: %d", meleeAP);
if (rangedAP >= 0 && rangedAP != meleeAP)
ImGui::TextColored(cyan, "Ranged Attack Power: %d", rangedAP);
if (spellPow >= 0) ImGui::TextColored(cyan, "Spell Power: %d", spellPow);
if (healPow >= 0 && healPow != spellPow)
ImGui::TextColored(cyan, "Healing Power: %d", healPow);
if (dodgePct >= 0.0f) ImGui::TextColored(cyan, "Dodge: %.2f%%", dodgePct);
if (parryPct >= 0.0f) ImGui::TextColored(cyan, "Parry: %.2f%%", parryPct);
if (blockPct >= 0.0f) ImGui::TextColored(cyan, "Block: %.2f%%", blockPct);
if (critPct >= 0.0f) ImGui::TextColored(cyan, "Melee Crit: %.2f%%", critPct);
if (rCritPct >= 0.0f) ImGui::TextColored(cyan, "Ranged Crit: %.2f%%", rCritPct);
if (sCritPct >= 0.0f) ImGui::TextColored(cyan, "Spell Crit: %.2f%%", sCritPct);
if (hitRating >= 0) ImGui::TextColored(cyan, "Hit Rating: %d", hitRating);
if (expertiseR >= 0) ImGui::TextColored(cyan, "Expertise Rating: %d", expertiseR);
if (hasteR >= 0) ImGui::TextColored(cyan, "Haste Rating: %d", hasteR);
if (armorPenR >= 0) ImGui::TextColored(cyan, "Armor Penetration: %d", armorPenR);
if (resilR >= 0) ImGui::TextColored(cyan, "Resilience: %d", resilR);
}
}
}
void InventoryScreen::renderBackpackPanel(game::Inventory& inventory, bool collapseEmptySections) {
ImGui::TextColored(ImVec4(1.0f, 0.84f, 0.0f, 1.0f), "Backpack");
ImGui::Separator();
constexpr float slotSize = 40.0f;
constexpr int columns = 6;
for (int i = 0; i < inventory.getBackpackSize(); i++) {
if (i % columns != 0) ImGui::SameLine();
const auto& slot = inventory.getBackpackSlot(i);
char id[32];
snprintf(id, sizeof(id), "##bp_%d", i);
ImGui::PushID(id);
renderItemSlot(inventory, slot, slotSize, nullptr,
SlotKind::BACKPACK, i, game::EquipSlot::NUM_SLOTS);
ImGui::PopID();
}
// Show extra bags if equipped
for (int bag = 0; bag < game::Inventory::NUM_BAG_SLOTS; bag++) {
int bagSize = inventory.getBagSize(bag);
if (bagSize <= 0) continue;
if (collapseEmptySections && !bagHasAnyItems(inventory, bag)) continue;
ImGui::Spacing();
ImGui::Separator();
game::EquipSlot bagSlot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + bag);
const auto& bagItem = inventory.getEquipSlot(bagSlot);
std::string bagLabel = (!bagItem.empty() && !bagItem.item.name.empty())
? bagItem.item.name
: ("Bag Slot " + std::to_string(bag + 1));
ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.0f, 1.0f), "%s", bagLabel.c_str());
for (int s = 0; s < bagSize; s++) {
if (s % columns != 0) ImGui::SameLine();
const auto& slot = inventory.getBagSlot(bag, s);
char sid[32];
snprintf(sid, sizeof(sid), "##bag%d_%d", bag, s);
ImGui::PushID(sid);
renderItemSlot(inventory, slot, slotSize, nullptr,
SlotKind::BACKPACK, -1, game::EquipSlot::NUM_SLOTS,
bag, s);
ImGui::PopID();
}
}
}
void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::ItemSlot& slot,
float size, const char* label,
SlotKind kind, int backpackIndex,
game::EquipSlot equipSlot,
int bagIndex, int bagSlotIndex) {
// Bag items are valid inventory slots even though backpackIndex is -1
bool isBagSlot = (bagIndex >= 0 && bagSlotIndex >= 0);
ImDrawList* drawList = ImGui::GetWindowDrawList();
ImVec2 pos = ImGui::GetCursorScreenPos();
bool isEmpty = slot.empty();
// Determine if this is a valid drop target for held item
bool validDrop = false;
if (holdingItem) {
if (kind == SlotKind::BACKPACK && (backpackIndex >= 0 || isBagSlot)) {
validDrop = true;
} else if (kind == SlotKind::EQUIPMENT && heldItem.inventoryType > 0) {
if (heldItem.inventoryType == 18) {
validDrop = (equipSlot >= game::EquipSlot::BAG1 && equipSlot <= game::EquipSlot::BAG4);
} else {
game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inventory);
validDrop = (equipSlot == validSlot);
if (!validDrop && heldItem.inventoryType == 11)
validDrop = (equipSlot == game::EquipSlot::RING1 || equipSlot == game::EquipSlot::RING2);
if (!validDrop && heldItem.inventoryType == 12)
validDrop = (equipSlot == game::EquipSlot::TRINKET1 || equipSlot == game::EquipSlot::TRINKET2);
}
}
}
if (isEmpty) {
ImU32 bgCol = IM_COL32(30, 30, 30, 200);
ImU32 borderCol = IM_COL32(60, 60, 60, 200);
if (validDrop) {
bgCol = IM_COL32(20, 50, 20, 200);
borderCol = IM_COL32(0, 180, 0, 200);
}
drawList->AddRectFilled(pos, ImVec2(pos.x + size, pos.y + size), bgCol);
drawList->AddRect(pos, ImVec2(pos.x + size, pos.y + size), borderCol);
if (label) {
char abbr[4] = {};
abbr[0] = label[0];
if (label[1]) abbr[1] = label[1];
float textW = ImGui::CalcTextSize(abbr).x;
drawList->AddText(ImVec2(pos.x + (size - textW) * 0.5f, pos.y + size * 0.3f),
IM_COL32(80, 80, 80, 180), abbr);
}
ImGui::InvisibleButton("slot", ImVec2(size, size));
// Drop held item on mouse release over empty slot
if (ImGui::IsItemHovered() && holdingItem && validDrop &&
ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
placeInBackpack(inventory, backpackIndex);
} else if (kind == SlotKind::BACKPACK && isBagSlot) {
placeInBag(inventory, bagIndex, bagSlotIndex);
} else if (kind == SlotKind::EQUIPMENT) {
placeInEquipment(inventory, equipSlot);
}
}
if (label && ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "%s", label);
ImGui::TextColored(ImVec4(0.4f, 0.4f, 0.4f, 1.0f), "Empty");
ImGui::EndTooltip();
}
} else {
const auto& item = slot.item;
ImVec4 qColor = getQualityColor(item.quality);
ImU32 borderCol = ImGui::ColorConvertFloat4ToU32(qColor);
ImU32 bgCol = IM_COL32(40, 35, 30, 220);
if (holdingItem && validDrop) {
bgCol = IM_COL32(30, 55, 30, 220);
borderCol = IM_COL32(0, 200, 0, 220);
}
// Try to show icon
VkDescriptorSet iconTex = getItemIcon(item.displayInfoId);
if (iconTex) {
drawList->AddImage((ImTextureID)(uintptr_t)iconTex, pos,
ImVec2(pos.x + size, pos.y + size));
drawList->AddRect(pos, ImVec2(pos.x + size, pos.y + size),
borderCol, 0.0f, 0, 2.0f);
} else {
drawList->AddRectFilled(pos, ImVec2(pos.x + size, pos.y + size), bgCol);
drawList->AddRect(pos, ImVec2(pos.x + size, pos.y + size),
borderCol, 0.0f, 0, 2.0f);
char abbr[4] = {};
if (!item.name.empty()) {
abbr[0] = item.name[0];
if (item.name.size() > 1) abbr[1] = item.name[1];
}
float textW = ImGui::CalcTextSize(abbr).x;
drawList->AddText(ImVec2(pos.x + (size - textW) * 0.5f, pos.y + 2.0f),
ImGui::ColorConvertFloat4ToU32(qColor), abbr);
}
if (item.stackCount > 1) {
char countStr[16];
snprintf(countStr, sizeof(countStr), "%u", item.stackCount);
float cw = ImGui::CalcTextSize(countStr).x;
drawList->AddText(ImVec2(pos.x + size - cw - 2.0f, pos.y + size - 14.0f),
IM_COL32(255, 255, 255, 220), countStr);
}
// Durability bar on equipment slots (3px strip at bottom of slot icon)
if (kind == SlotKind::EQUIPMENT && item.maxDurability > 0) {
float durPct = static_cast<float>(item.curDurability) /
static_cast<float>(item.maxDurability);
ImU32 durCol;
if (durPct > 0.5f) durCol = IM_COL32(0, 200, 0, 220);
else if (durPct > 0.25f) durCol = IM_COL32(220, 220, 0, 220);
else durCol = IM_COL32(220, 40, 40, 220);
float barW = size * durPct;
drawList->AddRectFilled(ImVec2(pos.x, pos.y + size - 3.0f),
ImVec2(pos.x + barW, pos.y + size),
durCol);
}
ImGui::InvisibleButton("slot", ImVec2(size, size));
// Left mouse: hold to pick up, release to drop/swap
if (!holdingItem) {
// Start pickup tracking on mouse press
if (ImGui::IsItemClicked(ImGuiMouseButton_Left)) {
pickupPending_ = true;
pickupPressTime_ = ImGui::GetTime();
pickupSlotKind_ = kind;
pickupBackpackIndex_ = backpackIndex;
pickupBagIndex_ = bagIndex;
pickupBagSlotIndex_ = bagSlotIndex;
pickupEquipSlot_ = equipSlot;
}
// Check if held long enough to pick up
if (pickupPending_ && ImGui::IsMouseDown(ImGuiMouseButton_Left) &&
(ImGui::GetTime() - pickupPressTime_) >= kPickupHoldThreshold) {
// Verify this is the same slot that was pressed
bool sameSlot = (pickupSlotKind_ == kind);
if (kind == SlotKind::BACKPACK && !isBagSlot)
sameSlot = sameSlot && (pickupBackpackIndex_ == backpackIndex);
else if (kind == SlotKind::BACKPACK && isBagSlot)
sameSlot = sameSlot && (pickupBagIndex_ == bagIndex) && (pickupBagSlotIndex_ == bagSlotIndex);
else if (kind == SlotKind::EQUIPMENT)
sameSlot = sameSlot && (pickupEquipSlot_ == equipSlot);
if (sameSlot && ImGui::IsItemHovered()) {
pickupPending_ = false;
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
pickupFromBackpack(inventory, backpackIndex);
} else if (kind == SlotKind::BACKPACK && isBagSlot) {
pickupFromBag(inventory, bagIndex, bagSlotIndex);
} else if (kind == SlotKind::EQUIPMENT) {
pickupFromEquipment(inventory, equipSlot);
}
}
}
} else {
// Drop/swap on mouse release over a filled slot
if (ImGui::IsItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left)) {
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
placeInBackpack(inventory, backpackIndex);
} else if (kind == SlotKind::BACKPACK && isBagSlot) {
placeInBag(inventory, bagIndex, bagSlotIndex);
} else if (kind == SlotKind::EQUIPMENT && validDrop) {
placeInEquipment(inventory, equipSlot);
}
}
}
// Shift+right-click: open destroy confirmation for non-quest items
if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Right) &&
!holdingItem && ImGui::GetIO().KeyShift && item.itemId != 0 && item.bindType != 4) {
destroyConfirmOpen_ = true;
destroyItemName_ = item.name;
destroyCount_ = static_cast<uint8_t>(std::clamp<uint32_t>(
std::max<uint32_t>(1u, item.stackCount), 1u, 255u));
if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
destroyBag_ = 0xFF;
destroySlot_ = static_cast<uint8_t>(23 + backpackIndex);
} else if (kind == SlotKind::BACKPACK && isBagSlot) {
destroyBag_ = static_cast<uint8_t>(19 + bagIndex);
destroySlot_ = static_cast<uint8_t>(bagSlotIndex);
} else if (kind == SlotKind::EQUIPMENT) {
destroyBag_ = 0xFF;
destroySlot_ = static_cast<uint8_t>(equipSlot);
}
}
// Right-click: bank deposit (if bank open), vendor sell (if vendor mode), or auto-equip/use
// Note: InvisibleButton only tracks left-click by default, so use IsItemHovered+IsMouseClicked
if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Right) && !holdingItem && !ImGui::GetIO().KeyShift && gameHandler_) {
LOG_WARNING("Right-click slot: kind=", (int)kind,
" backpackIndex=", backpackIndex,
" bagIndex=", bagIndex, " bagSlotIndex=", bagSlotIndex,
" vendorMode=", vendorMode_,
" bankOpen=", gameHandler_->isBankOpen(),
" item='", item.name, "' invType=", (int)item.inventoryType);
if (gameHandler_->isMailComposeOpen() && kind == SlotKind::BACKPACK && backpackIndex >= 0) {
gameHandler_->attachItemFromBackpack(backpackIndex);
} else if (gameHandler_->isMailComposeOpen() && kind == SlotKind::BACKPACK && isBagSlot) {
gameHandler_->attachItemFromBag(bagIndex, bagSlotIndex);
} else if (gameHandler_->isBankOpen() && kind == SlotKind::BACKPACK && backpackIndex >= 0) {
gameHandler_->depositItem(0xFF, static_cast<uint8_t>(23 + backpackIndex));
} else if (gameHandler_->isBankOpen() && kind == SlotKind::BACKPACK && isBagSlot) {
gameHandler_->depositItem(static_cast<uint8_t>(19 + bagIndex), static_cast<uint8_t>(bagSlotIndex));
} else if (vendorMode_ && kind == SlotKind::BACKPACK && backpackIndex >= 0) {
gameHandler_->sellItemBySlot(backpackIndex);
} else if (vendorMode_ && kind == SlotKind::BACKPACK && isBagSlot) {
gameHandler_->sellItemInBag(bagIndex, bagSlotIndex);
} else if (kind == SlotKind::EQUIPMENT) {
LOG_INFO("UI unequip request: equipSlot=", (int)equipSlot);
gameHandler_->unequipToBackpack(equipSlot);
} else if (kind == SlotKind::BACKPACK && backpackIndex >= 0) {
LOG_INFO("Right-click backpack item: name='", item.name,
"' inventoryType=", (int)item.inventoryType,
" itemId=", item.itemId);
if (item.inventoryType > 0) {
gameHandler_->autoEquipItemBySlot(backpackIndex);
} else {
gameHandler_->useItemBySlot(backpackIndex);
}
} else if (kind == SlotKind::BACKPACK && isBagSlot) {
LOG_INFO("Right-click bag item: name='", item.name,
"' inventoryType=", (int)item.inventoryType,
" bagIndex=", bagIndex, " slotIndex=", bagSlotIndex);
if (item.inventoryType > 0) {
gameHandler_->autoEquipItemInBag(bagIndex, bagSlotIndex);
} else {
gameHandler_->useItemInBag(bagIndex, bagSlotIndex);
}
}
}
// Shift+left-click: insert item link into chat input
if (ImGui::IsItemHovered() && !holdingItem &&
ImGui::IsMouseClicked(ImGuiMouseButton_Left) &&
ImGui::GetIO().KeyShift &&
item.itemId != 0 && !item.name.empty()) {
// Build WoW item link: |cff<qualHex>|Hitem:<id>:0:0:0:0:0:0:0:0|h[<name>]|h|r
const char* qualHex = "9d9d9d";
switch (item.quality) {
case game::ItemQuality::COMMON: qualHex = "ffffff"; break;
case game::ItemQuality::UNCOMMON: qualHex = "1eff00"; break;
case game::ItemQuality::RARE: qualHex = "0070dd"; break;
case game::ItemQuality::EPIC: qualHex = "a335ee"; break;
case game::ItemQuality::LEGENDARY: qualHex = "ff8000"; break;
default: break;
}
char linkBuf[512];
snprintf(linkBuf, sizeof(linkBuf),
"|cff%s|Hitem:%u:0:0:0:0:0:0:0:0|h[%s]|h|r",
qualHex, item.itemId, item.name.c_str());
pendingChatItemLink_ = linkBuf;
}
if (ImGui::IsItemHovered() && !holdingItem) {
// Pass inventory for backpack/bag items only; equipped items compare against themselves otherwise
const game::Inventory* tooltipInv = (kind == SlotKind::EQUIPMENT) ? nullptr : &inventory;
renderItemTooltip(item, tooltipInv);
}
}
}
void InventoryScreen::renderItemTooltip(const game::ItemDef& item, const game::Inventory* inventory) {
ImGui::BeginTooltip();
ImVec4 qColor = getQualityColor(item.quality);
ImGui::TextColored(qColor, "%s", item.name.c_str());
if (item.itemLevel > 0) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.7f), "Item Level %u", item.itemLevel);
}
// Binding type
switch (item.bindType) {
case 1: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when picked up"); break;
case 2: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when equipped"); break;
case 3: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when used"); break;
case 4: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Quest Item"); break;
default: break;
}
if (item.itemId == 6948 && gameHandler_) {
uint32_t mapId = 0;
glm::vec3 pos;
if (gameHandler_->getHomeBind(mapId, pos)) {
const char* mapName = "Unknown";
switch (mapId) {
case 0: mapName = "Eastern Kingdoms"; break;
case 1: mapName = "Kalimdor"; break;
case 530: mapName = "Outland"; break;
case 571: mapName = "Northrend"; break;
case 13: mapName = "Test"; break;
case 169: mapName = "Emerald Dream"; break;
}
ImGui::TextColored(ImVec4(0.8f, 0.9f, 1.0f, 1.0f), "Home: %s", mapName);
} else {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "Home: not set");
}
ImGui::TextDisabled("Use: Teleport home");
}
// Slot type
if (item.inventoryType > 0) {
const char* slotName = "";
switch (item.inventoryType) {
case 1: slotName = "Head"; break;
case 2: slotName = "Neck"; break;
case 3: slotName = "Shoulder"; break;
case 4: slotName = "Shirt"; break;
case 5: slotName = "Chest"; break;
case 6: slotName = "Waist"; break;
case 7: slotName = "Legs"; break;
case 8: slotName = "Feet"; break;
case 9: slotName = "Wrist"; break;
case 10: slotName = "Hands"; break;
case 11: slotName = "Finger"; break;
case 12: slotName = "Trinket"; break;
case 13: slotName = "One-Hand"; break;
case 14: slotName = "Shield"; break;
case 15: slotName = "Ranged"; break;
case 16: slotName = "Back"; break;
case 17: slotName = "Two-Hand"; break;
case 18: slotName = "Bag"; break;
case 19: slotName = "Tabard"; break;
case 20: slotName = "Robe"; break;
case 21: slotName = "Main Hand"; break;
case 22: slotName = "Off Hand"; break;
case 23: slotName = "Held In Off-hand"; break;
case 25: slotName = "Thrown"; break;
case 26: slotName = "Ranged"; break;
default: slotName = ""; break;
}
if (slotName[0]) {
if (!item.subclassName.empty()) {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s %s", slotName, item.subclassName.c_str());
} else {
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", slotName);
}
}
}
auto isWeaponInventoryType = [](uint32_t invType) {
switch (invType) {
case 13: // One-Hand
case 15: // Ranged
case 17: // Two-Hand
case 21: // Main Hand
case 25: // Thrown
case 26: // Ranged Right
return true;
default:
return false;
}
};
const bool isWeapon = isWeaponInventoryType(item.inventoryType);
// Compact stats view for weapons: damage range + speed + DPS
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
if (isWeapon && item.damageMax > 0.0f && item.delayMs > 0) {
float speed = static_cast<float>(item.delayMs) / 1000.0f;
float dps = ((item.damageMin + item.damageMax) * 0.5f) / speed;
ImGui::Text("%.0f - %.0f Damage", item.damageMin, item.damageMax);
ImGui::SameLine(160.0f);
ImGui::TextDisabled("Speed %.2f", speed);
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "(%.1f damage per second)", dps);
}
// Armor appears before stat bonuses — matches WoW tooltip order
if (item.armor > 0) {
ImGui::Text("%d Armor", item.armor);
}
auto appendBonus = [](std::string& out, int32_t val, const char* shortName) {
if (val <= 0) return;
if (!out.empty()) out += " ";
out += "+" + std::to_string(val) + " ";
out += shortName;
};
std::string bonusLine;
appendBonus(bonusLine, item.strength, "Str");
appendBonus(bonusLine, item.agility, "Agi");
appendBonus(bonusLine, item.stamina, "Sta");
appendBonus(bonusLine, item.intellect, "Int");
appendBonus(bonusLine, item.spirit, "Spi");
if (!bonusLine.empty()) {
ImGui::TextColored(green, "%s", bonusLine.c_str());
}
// Extra stats (hit, crit, haste, AP, SP, etc.) — one line each
for (const auto& es : item.extraStats) {
const char* statName = nullptr;
switch (es.statType) {
case 0: statName = "Mana"; break;
case 1: statName = "Health"; break;
case 12: statName = "Defense Rating"; break;
case 13: statName = "Dodge Rating"; break;
case 14: statName = "Parry Rating"; break;
case 15: statName = "Block Rating"; break;
case 16: statName = "Hit Rating"; break;
case 17: statName = "Hit Rating"; break;
case 18: statName = "Hit Rating"; break;
case 19: statName = "Crit Rating"; break;
case 20: statName = "Crit Rating"; break;
case 21: statName = "Crit Rating"; break;
case 28: statName = "Haste Rating"; break;
case 29: statName = "Haste Rating"; break;
case 30: statName = "Haste Rating"; break;
case 31: statName = "Hit Rating"; break;
case 32: statName = "Crit Rating"; break;
case 35: statName = "Resilience"; break;
case 36: statName = "Haste Rating"; break;
case 37: statName = "Expertise Rating"; break;
case 38: statName = "Attack Power"; break;
case 39: statName = "Ranged Attack Power"; break;
case 41: statName = "Healing Power"; break;
case 42: statName = "Spell Damage"; break;
case 43: statName = "Mana per 5 sec"; break;
case 44: statName = "Armor Penetration"; break;
case 45: statName = "Spell Power"; break;
case 46: statName = "Health per 5 sec"; break;
case 47: statName = "Spell Penetration"; break;
case 48: statName = "Block Value"; break;
default: statName = nullptr; break;
}
char buf[64];
if (statName) {
std::snprintf(buf, sizeof(buf), "%+d %s", es.statValue, statName);
} else {
std::snprintf(buf, sizeof(buf), "%+d (stat %u)", es.statValue, es.statType);
}
ImGui::TextColored(green, "%s", buf);
}
if (item.requiredLevel > 1) {
uint32_t playerLvl = gameHandler_ ? gameHandler_->getPlayerLevel() : 0;
bool meetsReq = (playerLvl >= item.requiredLevel);
ImVec4 reqColor = meetsReq ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f);
ImGui::TextColored(reqColor, "Requires Level %u", item.requiredLevel);
}
if (item.maxDurability > 0) {
float durPct = static_cast<float>(item.curDurability) / static_cast<float>(item.maxDurability);
ImVec4 durColor;
if (durPct > 0.5f) durColor = ImVec4(0.1f, 1.0f, 0.1f, 1.0f); // green
else if (durPct > 0.25f) durColor = ImVec4(1.0f, 1.0f, 0.0f, 1.0f); // yellow
else durColor = ImVec4(1.0f, 0.2f, 0.2f, 1.0f); // red
ImGui::TextColored(durColor, "Durability %u / %u",
item.curDurability, item.maxDurability);
}
// Item spell effects (Use/Equip/Chance on Hit)
if (gameHandler_) {
auto* info = gameHandler_->getItemInfo(item.itemId);
if (info) {
for (const auto& sp : info->spells) {
if (sp.spellId == 0) continue;
const char* trigger = nullptr;
switch (sp.spellTrigger) {
case 0: trigger = "Use"; break;
case 1: trigger = "Equip"; break;
case 2: trigger = "Chance on Hit"; break;
case 6: trigger = "Soulstone"; break;
default: break;
}
if (!trigger) continue;
const std::string& spDesc = gameHandler_->getSpellDescription(sp.spellId);
const std::string& spText = spDesc.empty() ? gameHandler_->getSpellName(sp.spellId) : spDesc;
if (!spText.empty()) {
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + 320.0f);
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f),
"%s: %s", trigger, spText.c_str());
ImGui::PopTextWrapPos();
} else {
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f),
"%s: Spell #%u", trigger, sp.spellId);
}
}
}
}
// "Begins a Quest" line (shown in yellow-green like the game)
if (item.startQuestId != 0) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Begins a Quest");
}
// Flavor / lore text (italic yellow in WoW, just yellow here)
if (!item.description.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.9f, 0.5f, 0.9f), "\"%s\"", item.description.c_str());
}
if (item.sellPrice > 0) {
uint32_t g = item.sellPrice / 10000;
uint32_t s = (item.sellPrice / 100) % 100;
uint32_t c = item.sellPrice % 100;
ImGui::TextDisabled("Sell:"); ImGui::SameLine(0, 4);
renderCoinsText(g, s, c);
}
// Shift-hover comparison with currently equipped equivalent.
if (inventory && ImGui::GetIO().KeyShift && item.inventoryType > 0) {
if (const game::ItemSlot* eq = findComparableEquipped(*inventory, item.inventoryType)) {
ImGui::Separator();
ImGui::TextDisabled("Equipped:");
VkDescriptorSet eqIcon = getItemIcon(eq->item.displayInfoId);
if (eqIcon) {
ImGui::Image((ImTextureID)(uintptr_t)eqIcon, ImVec2(18.0f, 18.0f));
ImGui::SameLine();
}
ImGui::TextColored(getQualityColor(eq->item.quality), "%s", eq->item.name.c_str());
// Item level comparison (always shown when different)
if (eq->item.itemLevel > 0 || item.itemLevel > 0) {
char ilvlBuf[64];
float diff = static_cast<float>(item.itemLevel) - static_cast<float>(eq->item.itemLevel);
if (diff > 0.0f)
std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (▲%.0f)", item.itemLevel, diff);
else if (diff < 0.0f)
std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (▼%.0f)", item.itemLevel, -diff);
else
std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (=)", item.itemLevel);
ImVec4 ilvlColor = (diff > 0.0f) ? ImVec4(0.0f, 1.0f, 0.0f, 1.0f)
: (diff < 0.0f) ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f)
: ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
ImGui::TextColored(ilvlColor, "%s", ilvlBuf);
}
// Helper: render a numeric stat diff line
auto showDiff = [](const char* label, float newVal, float eqVal) {
if (newVal == 0.0f && eqVal == 0.0f) return;
float diff = newVal - eqVal;
char buf[128];
if (diff > 0.0f) {
std::snprintf(buf, sizeof(buf), "%s: %.0f (▲%.0f)", label, newVal, diff);
ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "%s", buf);
} else if (diff < 0.0f) {
std::snprintf(buf, sizeof(buf), "%s: %.0f (▼%.0f)", label, newVal, -diff);
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "%s", buf);
} else {
std::snprintf(buf, sizeof(buf), "%s: %.0f (=)", label, newVal);
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", buf);
}
};
// DPS comparison for weapons
if (isWeaponInventoryType(item.inventoryType) && isWeaponInventoryType(eq->item.inventoryType)) {
float newDps = 0.0f, eqDps = 0.0f;
if (item.damageMax > 0.0f && item.delayMs > 0)
newDps = ((item.damageMin + item.damageMax) * 0.5f) / (item.delayMs / 1000.0f);
if (eq->item.damageMax > 0.0f && eq->item.delayMs > 0)
eqDps = ((eq->item.damageMin + eq->item.damageMax) * 0.5f) / (eq->item.delayMs / 1000.0f);
showDiff("DPS", newDps, eqDps);
}
// Armor
showDiff("Armor", static_cast<float>(item.armor), static_cast<float>(eq->item.armor));
// Primary stats
showDiff("Str", static_cast<float>(item.strength), static_cast<float>(eq->item.strength));
showDiff("Agi", static_cast<float>(item.agility), static_cast<float>(eq->item.agility));
showDiff("Sta", static_cast<float>(item.stamina), static_cast<float>(eq->item.stamina));
showDiff("Int", static_cast<float>(item.intellect), static_cast<float>(eq->item.intellect));
showDiff("Spi", static_cast<float>(item.spirit), static_cast<float>(eq->item.spirit));
// Extra stats diff — union of stat types from both items
auto findExtraStat = [](const game::ItemDef& it, uint32_t type) -> int32_t {
for (const auto& es : it.extraStats)
if (es.statType == type) return es.statValue;
return 0;
};
// Collect all extra stat types
std::vector<uint32_t> allTypes;
for (const auto& es : item.extraStats) allTypes.push_back(es.statType);
for (const auto& es : eq->item.extraStats) {
bool found = false;
for (uint32_t t : allTypes) if (t == es.statType) { found = true; break; }
if (!found) allTypes.push_back(es.statType);
}
for (uint32_t t : allTypes) {
int32_t nv = findExtraStat(item, t);
int32_t ev = findExtraStat(eq->item, t);
// Find a label for this stat type
const char* lbl = nullptr;
switch (t) {
case 31: lbl = "Hit"; break;
case 32: lbl = "Crit"; break;
case 35: lbl = "Resilience"; break;
case 36: lbl = "Haste"; break;
case 37: lbl = "Expertise"; break;
case 38: lbl = "Attack Power"; break;
case 39: lbl = "Ranged AP"; break;
case 43: lbl = "MP5"; break;
case 44: lbl = "Armor Pen"; break;
case 45: lbl = "Spell Power"; break;
case 46: lbl = "HP5"; break;
case 48: lbl = "Block Value"; break;
default: lbl = nullptr; break;
}
if (!lbl) continue;
showDiff(lbl, static_cast<float>(nv), static_cast<float>(ev));
}
}
}
// Destroy hint (not shown for quest items)
if (item.itemId != 0 && item.bindType != 4) {
ImGui::Spacing();
if (ImGui::GetIO().KeyShift) {
ImGui::TextColored(ImVec4(1.0f, 0.45f, 0.45f, 0.9f), "Shift+RClick to destroy");
} else {
ImGui::TextDisabled("Shift+RClick to destroy");
}
}
ImGui::EndTooltip();
}
// ---------------------------------------------------------------------------
// Tooltip overload for ItemQueryResponseData (used by loot window, etc.)
// ---------------------------------------------------------------------------
void InventoryScreen::renderItemTooltip(const game::ItemQueryResponseData& info, const game::Inventory* inventory) {
ImGui::BeginTooltip();
ImVec4 qColor = getQualityColor(static_cast<game::ItemQuality>(info.quality));
ImGui::TextColored(qColor, "%s", info.name.c_str());
if (info.itemLevel > 0) {
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 0.7f), "Item Level %u", info.itemLevel);
}
// Binding type
switch (info.bindType) {
case 1: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when picked up"); break;
case 2: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when equipped"); break;
case 3: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Binds when used"); break;
case 4: ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Quest Item"); break;
default: break;
}
// Slot / subclass
if (info.inventoryType > 0) {
const char* slotName = "";
switch (info.inventoryType) {
case 1: slotName = "Head"; break;
case 2: slotName = "Neck"; break;
case 3: slotName = "Shoulder"; break;
case 4: slotName = "Shirt"; break;
case 5: slotName = "Chest"; break;
case 6: slotName = "Waist"; break;
case 7: slotName = "Legs"; break;
case 8: slotName = "Feet"; break;
case 9: slotName = "Wrist"; break;
case 10: slotName = "Hands"; break;
case 11: slotName = "Finger"; break;
case 12: slotName = "Trinket"; break;
case 13: slotName = "One-Hand"; break;
case 14: slotName = "Shield"; break;
case 15: slotName = "Ranged"; break;
case 16: slotName = "Back"; break;
case 17: slotName = "Two-Hand"; break;
case 18: slotName = "Bag"; break;
case 19: slotName = "Tabard"; break;
case 20: slotName = "Robe"; break;
case 21: slotName = "Main Hand"; break;
case 22: slotName = "Off Hand"; break;
case 23: slotName = "Held In Off-hand"; break;
case 25: slotName = "Thrown"; break;
case 26: slotName = "Ranged"; break;
default: break;
}
if (slotName[0]) {
if (!info.subclassName.empty())
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s %s", slotName, info.subclassName.c_str());
else
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "%s", slotName);
}
}
// Weapon stats
auto isWeaponInvType = [](uint32_t t) {
return t == 13 || t == 15 || t == 17 || t == 21 || t == 25 || t == 26;
};
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
if (isWeaponInvType(info.inventoryType) && info.damageMax > 0.0f && info.delayMs > 0) {
float speed = static_cast<float>(info.delayMs) / 1000.0f;
float dps = ((info.damageMin + info.damageMax) * 0.5f) / speed;
ImGui::Text("%.0f - %.0f Damage", info.damageMin, info.damageMax);
ImGui::SameLine(160.0f);
ImGui::TextDisabled("Speed %.2f", speed);
ImGui::TextColored(ImVec4(0.7f, 0.7f, 0.7f, 1.0f), "(%.1f damage per second)", dps);
}
if (info.armor > 0) ImGui::Text("%d Armor", info.armor);
auto appendBonus = [](std::string& out, int32_t val, const char* name) {
if (val <= 0) return;
if (!out.empty()) out += " ";
out += "+" + std::to_string(val) + " " + name;
};
std::string bonusLine;
appendBonus(bonusLine, info.strength, "Str");
appendBonus(bonusLine, info.agility, "Agi");
appendBonus(bonusLine, info.stamina, "Sta");
appendBonus(bonusLine, info.intellect, "Int");
appendBonus(bonusLine, info.spirit, "Spi");
if (!bonusLine.empty()) ImGui::TextColored(green, "%s", bonusLine.c_str());
// Extra stats
for (const auto& es : info.extraStats) {
const char* statName = nullptr;
switch (es.statType) {
case 12: statName = "Defense Rating"; break;
case 13: statName = "Dodge Rating"; break;
case 14: statName = "Parry Rating"; break;
case 16: case 17: case 18: case 31: statName = "Hit Rating"; break;
case 19: case 20: case 21: case 32: statName = "Crit Rating"; break;
case 28: case 29: case 30: case 36: statName = "Haste Rating"; break;
case 35: statName = "Resilience"; break;
case 37: statName = "Expertise Rating"; break;
case 38: statName = "Attack Power"; break;
case 39: statName = "Ranged Attack Power"; break;
case 41: statName = "Healing Power"; break;
case 42: statName = "Spell Damage"; break;
case 43: statName = "Mana per 5 sec"; break;
case 44: statName = "Armor Penetration"; break;
case 45: statName = "Spell Power"; break;
case 46: statName = "Health per 5 sec"; break;
case 47: statName = "Spell Penetration"; break;
case 48: statName = "Block Value"; break;
default: statName = nullptr; break;
}
char buf[64];
if (statName)
std::snprintf(buf, sizeof(buf), "%+d %s", es.statValue, statName);
else
std::snprintf(buf, sizeof(buf), "%+d (stat %u)", es.statValue, es.statType);
ImGui::TextColored(green, "%s", buf);
}
if (info.requiredLevel > 1) {
uint32_t playerLvl = gameHandler_ ? gameHandler_->getPlayerLevel() : 0;
bool meetsReq = (playerLvl >= info.requiredLevel);
ImVec4 reqColor = meetsReq ? ImVec4(1.0f, 1.0f, 1.0f, 0.75f) : ImVec4(1.0f, 0.5f, 0.5f, 1.0f);
ImGui::TextColored(reqColor, "Requires Level %u", info.requiredLevel);
}
// Spell effects
for (const auto& sp : info.spells) {
if (sp.spellId == 0) continue;
const char* trigger = nullptr;
switch (sp.spellTrigger) {
case 0: trigger = "Use"; break;
case 1: trigger = "Equip"; break;
case 2: trigger = "Chance on Hit"; break;
default: break;
}
if (!trigger) continue;
if (gameHandler_) {
// Prefer the spell's tooltip text (the actual effect description).
// Fall back to the spell name if the description is empty.
const std::string& spDesc = gameHandler_->getSpellDescription(sp.spellId);
const std::string& spName = spDesc.empty() ? gameHandler_->getSpellName(sp.spellId) : spDesc;
if (!spName.empty()) {
ImGui::PushTextWrapPos(ImGui::GetCursorPosX() + 320.0f);
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f), "%s: %s", trigger, spName.c_str());
ImGui::PopTextWrapPos();
} else {
ImGui::TextColored(ImVec4(0.0f, 0.8f, 1.0f, 1.0f), "%s: Spell #%u", trigger, sp.spellId);
}
}
}
// Gem socket slots
{
static const struct { uint32_t mask; const char* label; ImVec4 col; } kSocketTypes[] = {
{ 1, "Meta Socket", { 0.7f, 0.7f, 0.9f, 1.0f } },
{ 2, "Red Socket", { 1.0f, 0.3f, 0.3f, 1.0f } },
{ 4, "Yellow Socket", { 1.0f, 0.9f, 0.3f, 1.0f } },
{ 8, "Blue Socket", { 0.3f, 0.6f, 1.0f, 1.0f } },
};
bool hasSocket = false;
for (int i = 0; i < 3; ++i) {
if (info.socketColor[i] == 0) continue;
if (!hasSocket) { ImGui::Spacing(); hasSocket = true; }
for (const auto& st : kSocketTypes) {
if (info.socketColor[i] & st.mask) {
ImGui::TextColored(st.col, "%s", st.label);
break;
}
}
}
if (hasSocket && info.socketBonus != 0) {
// Socket bonus is a SpellItemEnchantment ID — look up via SpellItemEnchantment.dbc
static std::unordered_map<uint32_t, std::string> s_enchantNames;
static bool s_enchantNamesLoaded = false;
if (!s_enchantNamesLoaded && assetManager_) {
s_enchantNamesLoaded = true;
auto dbc = assetManager_->loadDBC("SpellItemEnchantment.dbc");
if (dbc && dbc->isLoaded()) {
const auto* lay = pipeline::getActiveDBCLayout()
? pipeline::getActiveDBCLayout()->getLayout("SpellItemEnchantment") : nullptr;
uint32_t nameField = lay ? lay->field("Name") : 8u;
if (nameField == 0xFFFFFFFF) nameField = 8;
uint32_t fc = dbc->getFieldCount();
for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) {
uint32_t eid = dbc->getUInt32(r, 0);
if (eid == 0 || nameField >= fc) continue;
std::string ename = dbc->getString(r, nameField);
if (!ename.empty()) s_enchantNames[eid] = std::move(ename);
}
}
}
auto enchIt = s_enchantNames.find(info.socketBonus);
if (enchIt != s_enchantNames.end())
ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: %s", enchIt->second.c_str());
else
ImGui::TextColored(ImVec4(0.5f, 0.8f, 0.5f, 1.0f), "Socket Bonus: (id %u)", info.socketBonus);
}
}
// Item set membership
if (info.itemSetId != 0) {
// Lazy-load full ItemSet.dbc data (name + item IDs + bonus spells/thresholds)
struct SetEntry {
std::string name;
std::array<uint32_t, 10> itemIds{};
std::array<uint32_t, 10> spellIds{};
std::array<uint32_t, 10> thresholds{};
};
static std::unordered_map<uint32_t, SetEntry> s_setData;
static bool s_setDataLoaded = false;
if (!s_setDataLoaded && assetManager_) {
s_setDataLoaded = true;
auto dbc = assetManager_->loadDBC("ItemSet.dbc");
if (dbc && dbc->isLoaded()) {
const auto* layout = pipeline::getActiveDBCLayout()
? pipeline::getActiveDBCLayout()->getLayout("ItemSet") : nullptr;
auto lf = [&](const char* k, uint32_t def) -> uint32_t {
return layout ? (*layout)[k] : def;
};
uint32_t idF = lf("ID", 0), nameF = lf("Name", 1);
static const char* itemKeys[10] = {
"Item0","Item1","Item2","Item3","Item4",
"Item5","Item6","Item7","Item8","Item9"
};
static const char* spellKeys[10] = {
"Spell0","Spell1","Spell2","Spell3","Spell4",
"Spell5","Spell6","Spell7","Spell8","Spell9"
};
static const char* thrKeys[10] = {
"Threshold0","Threshold1","Threshold2","Threshold3","Threshold4",
"Threshold5","Threshold6","Threshold7","Threshold8","Threshold9"
};
uint32_t itemFallback[10], spellFallback[10], thrFallback[10];
for (int i = 0; i < 10; ++i) {
itemFallback[i] = 18 + i;
spellFallback[i] = 28 + i;
thrFallback[i] = 38 + i;
}
for (uint32_t r = 0; r < dbc->getRecordCount(); ++r) {
uint32_t id = dbc->getUInt32(r, idF);
if (!id) continue;
SetEntry e;
e.name = dbc->getString(r, nameF);
for (int i = 0; i < 10; ++i) {
e.itemIds[i] = dbc->getUInt32(r, layout ? (*layout)[itemKeys[i]] : itemFallback[i]);
e.spellIds[i] = dbc->getUInt32(r, layout ? (*layout)[spellKeys[i]] : spellFallback[i]);
e.thresholds[i] = dbc->getUInt32(r, layout ? (*layout)[thrKeys[i]] : thrFallback[i]);
}
s_setData[id] = std::move(e);
}
}
}
auto setIt = s_setData.find(info.itemSetId);
ImGui::Spacing();
if (setIt != s_setData.end()) {
const SetEntry& se = setIt->second;
// Count equipped pieces
int equipped = 0, total = 0;
for (int i = 0; i < 10; ++i) {
if (se.itemIds[i] == 0) continue;
++total;
if (inventory) {
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
const auto& eSlot = inventory->getEquipSlot(static_cast<game::EquipSlot>(s));
if (!eSlot.empty() && eSlot.item.itemId == se.itemIds[i]) { ++equipped; break; }
}
}
}
if (total > 0) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f),
"%s (%d/%d)", se.name.empty() ? "Set" : se.name.c_str(), equipped, total);
} else {
if (!se.name.empty())
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "%s", se.name.c_str());
}
// Show set bonuses: gray if not reached, green if active
if (gameHandler_) {
for (int i = 0; i < 10; ++i) {
if (se.spellIds[i] == 0 || se.thresholds[i] == 0) continue;
const std::string& bname = gameHandler_->getSpellName(se.spellIds[i]);
bool active = (equipped >= static_cast<int>(se.thresholds[i]));
ImVec4 col = active ? ImVec4(0.5f, 1.0f, 0.5f, 1.0f)
: ImVec4(0.55f, 0.55f, 0.55f, 1.0f);
if (!bname.empty())
ImGui::TextColored(col, "(%u) %s", se.thresholds[i], bname.c_str());
else
ImGui::TextColored(col, "(%u) Set Bonus", se.thresholds[i]);
}
}
} else {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Set (id %u)", info.itemSetId);
}
}
if (info.startQuestId != 0) {
ImGui::TextColored(ImVec4(1.0f, 0.82f, 0.0f, 1.0f), "Begins a Quest");
}
if (!info.description.empty()) {
ImGui::TextColored(ImVec4(1.0f, 0.9f, 0.5f, 0.9f), "\"%s\"", info.description.c_str());
}
if (info.sellPrice > 0) {
uint32_t g = info.sellPrice / 10000;
uint32_t s = (info.sellPrice / 100) % 100;
uint32_t c = info.sellPrice % 100;
ImGui::TextDisabled("Sell:"); ImGui::SameLine(0, 4);
renderCoinsText(g, s, c);
}
// Shift-hover: compare with currently equipped item
if (inventory && ImGui::GetIO().KeyShift && info.inventoryType > 0) {
if (const game::ItemSlot* eq = findComparableEquipped(*inventory, static_cast<uint8_t>(info.inventoryType))) {
ImGui::Separator();
ImGui::TextDisabled("Equipped:");
VkDescriptorSet eqIcon = getItemIcon(eq->item.displayInfoId);
if (eqIcon) { ImGui::Image((ImTextureID)(uintptr_t)eqIcon, ImVec2(18.0f, 18.0f)); ImGui::SameLine(); }
ImGui::TextColored(getQualityColor(eq->item.quality), "%s", eq->item.name.c_str());
auto showDiff = [](const char* label, float nv, float ev) {
if (nv == 0.0f && ev == 0.0f) return;
float diff = nv - ev;
char buf[96];
if (diff > 0.0f) { std::snprintf(buf, sizeof(buf), "%s: %.0f (▲%.0f)", label, nv, diff); ImGui::TextColored(ImVec4(0.0f,1.0f,0.0f,1.0f), "%s", buf); }
else if (diff < 0.0f) { std::snprintf(buf, sizeof(buf), "%s: %.0f (▼%.0f)", label, nv, -diff); ImGui::TextColored(ImVec4(1.0f,0.3f,0.3f,1.0f), "%s", buf); }
else { std::snprintf(buf, sizeof(buf), "%s: %.0f (=)", label, nv); ImGui::TextColored(ImVec4(0.7f,0.7f,0.7f,1.0f), "%s", buf); }
};
float ilvlDiff = static_cast<float>(info.itemLevel) - static_cast<float>(eq->item.itemLevel);
if (info.itemLevel > 0 || eq->item.itemLevel > 0) {
char ilvlBuf[64];
if (ilvlDiff > 0) std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (▲%.0f)", info.itemLevel, ilvlDiff);
else if (ilvlDiff < 0) std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (▼%.0f)", info.itemLevel, -ilvlDiff);
else std::snprintf(ilvlBuf, sizeof(ilvlBuf), "Item Level: %u (=)", info.itemLevel);
ImVec4 ic = ilvlDiff > 0 ? ImVec4(0,1,0,1) : ilvlDiff < 0 ? ImVec4(1,0.3f,0.3f,1) : ImVec4(0.7f,0.7f,0.7f,1);
ImGui::TextColored(ic, "%s", ilvlBuf);
}
showDiff("Armor", static_cast<float>(info.armor), static_cast<float>(eq->item.armor));
showDiff("Str", static_cast<float>(info.strength), static_cast<float>(eq->item.strength));
showDiff("Agi", static_cast<float>(info.agility), static_cast<float>(eq->item.agility));
showDiff("Sta", static_cast<float>(info.stamina), static_cast<float>(eq->item.stamina));
showDiff("Int", static_cast<float>(info.intellect), static_cast<float>(eq->item.intellect));
showDiff("Spi", static_cast<float>(info.spirit), static_cast<float>(eq->item.spirit));
// Hint text
ImGui::TextDisabled("Hold Shift to compare");
}
} else if (info.inventoryType > 0) {
ImGui::TextDisabled("Hold Shift to compare");
}
ImGui::EndTooltip();
}
} // namespace ui
} // namespace wowee