Kelsidavis-WoWee/src/ui/ui_manager.cpp

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#include "ui/ui_manager.hpp"
#include "core/window.hpp"
#include "core/application.hpp"
#include "core/logger.hpp"
#include "auth/auth_handler.hpp"
#include "game/game_handler.hpp"
#include "rendering/vk_context.hpp"
#include <imgui.h>
#include <imgui_impl_sdl2.h>
#include <imgui_impl_vulkan.h>
namespace wowee {
namespace ui {
UIManager::UIManager() {
// Create screen instances
authScreen = std::make_unique<AuthScreen>();
realmScreen = std::make_unique<RealmScreen>();
characterCreateScreen = std::make_unique<CharacterCreateScreen>();
characterScreen = std::make_unique<CharacterScreen>();
gameScreen = std::make_unique<GameScreen>();
}
UIManager::~UIManager() = default;
bool UIManager::initialize(core::Window* win) {
window = win;
LOG_INFO("Initializing UI manager");
auto* vkCtx = window->getVkContext();
if (!vkCtx) {
LOG_ERROR("No Vulkan context available for ImGui initialization");
return false;
}
// Initialize ImGui
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
// Setup ImGui style
ImGui::StyleColorsDark();
// Customize style for better WoW feel
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding = 6.0f;
style.FrameRounding = 4.0f;
style.GrabRounding = 4.0f;
style.WindowBorderSize = 1.0f;
style.FrameBorderSize = 1.0f;
// WoW-inspired colors
ImVec4* colors = style.Colors;
colors[ImGuiCol_WindowBg] = ImVec4(0.08f, 0.08f, 0.12f, 0.94f);
colors[ImGuiCol_TitleBg] = ImVec4(0.10f, 0.10f, 0.15f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.15f, 0.15f, 0.25f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.20f, 0.25f, 0.40f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.25f, 0.30f, 0.50f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.15f, 0.20f, 0.35f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.20f, 0.25f, 0.40f, 0.55f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.25f, 0.30f, 0.50f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.20f, 0.25f, 0.45f, 1.00f);
// Initialize ImGui for SDL2 + Vulkan
ImGui_ImplSDL2_InitForVulkan(window->getSDLWindow());
ImGui_ImplVulkan_InitInfo initInfo{};
initInfo.ApiVersion = VK_API_VERSION_1_1;
initInfo.Instance = vkCtx->getInstance();
initInfo.PhysicalDevice = vkCtx->getPhysicalDevice();
initInfo.Device = vkCtx->getDevice();
initInfo.QueueFamily = vkCtx->getGraphicsQueueFamily();
initInfo.Queue = vkCtx->getGraphicsQueue();
initInfo.DescriptorPool = vkCtx->getImGuiDescriptorPool();
initInfo.MinImageCount = 2;
initInfo.ImageCount = vkCtx->getSwapchainImageCount();
initInfo.PipelineInfoMain.RenderPass = vkCtx->getImGuiRenderPass();
initInfo.PipelineInfoMain.MSAASamples = VK_SAMPLE_COUNT_1_BIT;
ImGui_ImplVulkan_Init(&initInfo);
imguiInitialized = true;
LOG_INFO("UI manager initialized successfully (Vulkan)");
return true;
}
void UIManager::shutdown() {
if (imguiInitialized) {
auto* vkCtx = window ? window->getVkContext() : nullptr;
if (vkCtx) {
vkDeviceWaitIdle(vkCtx->getDevice());
}
ImGui_ImplVulkan_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
imguiInitialized = false;
}
LOG_INFO("UI manager shutdown");
}
void UIManager::update([[maybe_unused]] float deltaTime) {
if (!imguiInitialized) return;
// Start ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
}
void UIManager::render(core::AppState appState, auth::AuthHandler* authHandler, game::GameHandler* gameHandler) {
if (!imguiInitialized) return;
// Render appropriate screen based on application state
switch (appState) {
case core::AppState::AUTHENTICATION:
if (authHandler) {
authScreen->render(*authHandler);
}
break;
case core::AppState::REALM_SELECTION:
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authScreen->stopLoginMusic();
if (authHandler) {
realmScreen->render(*authHandler);
}
break;
case core::AppState::CHARACTER_CREATION:
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authScreen->stopLoginMusic();
if (gameHandler) {
characterCreateScreen->render(*gameHandler);
}
break;
case core::AppState::CHARACTER_SELECTION:
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authScreen->stopLoginMusic();
if (gameHandler) {
characterScreen->render(*gameHandler);
}
break;
case core::AppState::IN_GAME:
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authScreen->stopLoginMusic();
if (gameHandler) {
gameScreen->render(*gameHandler);
}
break;
case core::AppState::DISCONNECTED:
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authScreen->stopLoginMusic();
ImGui::SetNextWindowSize(ImVec2(400, 150), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2(ImGui::GetIO().DisplaySize.x * 0.5f - 200,
ImGui::GetIO().DisplaySize.y * 0.5f - 75),
ImGuiCond_Always);
ImGui::Begin("Disconnected", nullptr, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
ImGui::TextWrapped("You have been disconnected from the server.");
ImGui::Spacing();
if (ImGui::Button("Return to Login", ImVec2(-1, 0))) {
// Will be handled by application
}
ImGui::End();
break;
}
// Finalize ImGui draw data (actual rendering happens in the command buffer)
ImGui::Render();
}
void UIManager::processEvent(const SDL_Event& event) {
if (imguiInitialized) {
ImGui_ImplSDL2_ProcessEvent(&event);
}
}
} // namespace ui
} // namespace wowee