Kelsidavis-WoWee/include/ui/game_screen.hpp

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#pragma once
#include "game/game_handler.hpp"
#include "game/inventory.hpp"
// WorldMap is now owned by Renderer, accessed via getWorldMap()
#include "rendering/character_preview.hpp"
#include "ui/inventory_screen.hpp"
#include "ui/quest_log_screen.hpp"
#include "ui/spellbook_screen.hpp"
#include "ui/talent_screen.hpp"
#include "ui/keybinding_manager.hpp"
#include <vulkan/vulkan.h>
#include <imgui.h>
#include <string>
#include <unordered_map>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace ui {
/**
* In-game screen UI
*
* Displays player info, entity list, chat, and game controls
*/
class GameScreen {
public:
GameScreen();
/**
* Render the UI
* @param gameHandler Reference to game handler
*/
void render(game::GameHandler& gameHandler);
/**
* Check if chat input is active
*/
bool isChatInputActive() const { return chatInputActive; }
void saveSettings();
void loadSettings();
private:
// Chat state
char chatInputBuffer[512] = "";
char whisperTargetBuffer[256] = "";
bool chatInputActive = false;
int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, 3=GUILD, 4=WHISPER, ..., 10=CHANNEL
int lastChatType = 0; // Track chat type changes
int selectedChannelIdx = 0; // Index into joinedChannels_ when selectedChatType==10
bool chatInputMoveCursorToEnd = false;
// Chat sent-message history (Up/Down arrow recall)
std::vector<std::string> chatSentHistory_;
int chatHistoryIdx_ = -1; // -1 = not browsing history
// Tab-completion state for slash commands
std::string chatTabPrefix_; // prefix captured on first Tab press
std::vector<std::string> chatTabMatches_; // matching command list
int chatTabMatchIdx_ = -1; // active match index (-1 = inactive)
// Mention notification: plays a sound when the player's name appears in chat
size_t chatMentionSeenCount_ = 0; // how many messages have been scanned for mentions
// Chat tabs
int activeChatTab_ = 0;
struct ChatTab {
std::string name;
uint64_t typeMask; // bitmask of ChatType values to show (64-bit: types go up to 84)
};
std::vector<ChatTab> chatTabs_;
void initChatTabs();
bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
// UI state
bool showEntityWindow = false;
bool showChatWindow = true;
bool showMinimap_ = true; // M key toggles minimap
bool showNameplates_ = true; // V key toggles nameplates
float nameplateScale_ = 1.0f; // Scale multiplier for nameplate bar dimensions
uint64_t nameplateCtxGuid_ = 0; // GUID of nameplate right-clicked (0 = none)
ImVec2 nameplateCtxPos_{}; // Screen position of nameplate right-click
uint32_t lastPlayerHp_ = 0; // Previous frame HP for damage flash detection
float damageFlashAlpha_ = 0.0f; // Screen edge flash intensity (fades to 0)
bool damageFlashEnabled_ = true;
bool lowHealthVignetteEnabled_ = true; // Persistent pulsing red vignette below 20% HP
float levelUpFlashAlpha_ = 0.0f; // Golden level-up burst effect (fades to 0)
uint32_t levelUpDisplayLevel_ = 0; // Level shown in level-up text
// Raid Warning / Boss Emote big-text overlay (center-screen, fades after 5s)
struct RaidWarnEntry {
std::string text;
float age = 0.0f;
bool isBossEmote = false; // true = amber, false (raid warning) = red+yellow
static constexpr float LIFETIME = 5.0f;
};
std::vector<RaidWarnEntry> raidWarnEntries_;
bool raidWarnCallbackSet_ = false;
size_t raidWarnChatSeenCount_ = 0; // index into chat history for unread scan
// UIErrorsFrame: WoW-style center-bottom error messages (spell fails, out of range, etc.)
struct UIErrorEntry { std::string text; float age = 0.0f; };
std::vector<UIErrorEntry> uiErrors_;
bool uiErrorCallbackSet_ = false;
static constexpr float kUIErrorLifetime = 2.5f;
// Reputation change toast: brief colored slide-in below minimap
struct RepToastEntry { std::string factionName; int32_t delta = 0; int32_t standing = 0; float age = 0.0f; };
std::vector<RepToastEntry> repToasts_;
bool repChangeCallbackSet_ = false;
static constexpr float kRepToastLifetime = 3.5f;
// Quest completion toast: slide-in when a quest is turned in
struct QuestCompleteToastEntry { uint32_t questId = 0; std::string title; float age = 0.0f; };
std::vector<QuestCompleteToastEntry> questCompleteToasts_;
bool questCompleteCallbackSet_ = false;
static constexpr float kQuestCompleteToastLifetime = 4.0f;
// Zone entry toast: brief banner when entering a new zone
struct ZoneToastEntry { std::string zoneName; float age = 0.0f; };
std::vector<ZoneToastEntry> zoneToasts_;
struct AreaTriggerToast { std::string text; float age = 0.0f; };
std::vector<AreaTriggerToast> areaTriggerToasts_;
void renderAreaTriggerToasts(float deltaTime, game::GameHandler& gameHandler);
std::string lastKnownZone_;
static constexpr float kZoneToastLifetime = 3.0f;
// Death screen: elapsed time since the death dialog first appeared
float deathElapsed_ = 0.0f;
bool deathTimerRunning_ = false;
// WoW forces release after ~6 minutes; show countdown until then
static constexpr float kForcedReleaseSec = 360.0f;
void renderZoneToasts(float deltaTime);
bool showPlayerInfo = false;
bool showSocialFrame_ = false; // O key toggles social/friends list
bool showGuildRoster_ = false;
bool showRaidFrames_ = true; // F key toggles raid/party frames
bool showWorldMap_ = false; // W key toggles world map
std::string selectedGuildMember_;
bool showGuildNoteEdit_ = false;
bool editingOfficerNote_ = false;
char guildNoteEditBuffer_[256] = {0};
int guildRosterTab_ = 0; // 0=Roster, 1=Guild Info
char guildMotdEditBuffer_[256] = {0};
bool showMotdEdit_ = false;
char petitionNameBuffer_[64] = {0};
char addRankNameBuffer_[64] = {0};
bool showAddRankModal_ = false;
bool refocusChatInput = false;
bool vendorBagsOpened_ = false; // Track if bags were auto-opened for current vendor session
bool chatScrolledUp_ = false; // true when user has scrolled above the latest messages
bool chatForceScrollToBottom_ = false; // set to true to jump to bottom next frame
bool chatWindowLocked = true;
ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
bool chatWindowPosInit_ = false;
bool showEscapeMenu = false;
bool showEscapeSettingsNotice = false;
bool showSettingsWindow = false;
bool settingsInit = false;
bool pendingFullscreen = false;
bool pendingVsync = false;
int pendingResIndex = 0;
bool pendingShadows = true;
float pendingShadowDistance = 300.0f;
bool pendingWaterRefraction = false;
int pendingMasterVolume = 100;
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int pendingMusicVolume = 30;
int pendingAmbientVolume = 100;
int pendingUiVolume = 100;
int pendingCombatVolume = 100;
int pendingSpellVolume = 100;
int pendingMovementVolume = 100;
int pendingFootstepVolume = 100;
int pendingNpcVoiceVolume = 100;
int pendingMountVolume = 100;
int pendingActivityVolume = 100;
float pendingMouseSensitivity = 0.2f;
bool pendingInvertMouse = false;
bool pendingExtendedZoom = false;
float pendingFov = 70.0f; // degrees, default matches WoW's ~70° horizontal FOV
int pendingUiOpacity = 65;
bool pendingMinimapRotate = false;
bool pendingMinimapSquare = false;
bool pendingMinimapNpcDots = false;
bool pendingShowLatencyMeter = true;
bool pendingSeparateBags = true;
bool pendingAutoLoot = false;
// Keybinding customization
int pendingRebindAction = -1; // -1 = not rebinding, otherwise action index
bool awaitingKeyPress = false;
bool pendingUseOriginalSoundtrack = true;
bool pendingShowActionBar2 = true; // Show second action bar above main bar
float pendingActionBarScale = 1.0f; // Multiplier for action bar slot size (0.51.5)
float pendingActionBar2OffsetX = 0.0f; // Horizontal offset from default center position
float pendingActionBar2OffsetY = 0.0f; // Vertical offset from default (above bar 1)
bool pendingShowRightBar = false; // Right-edge vertical action bar (bar 3, slots 24-35)
bool pendingShowLeftBar = false; // Left-edge vertical action bar (bar 4, slots 36-47)
float pendingRightBarOffsetY = 0.0f; // Vertical offset from screen center
float pendingLeftBarOffsetY = 0.0f; // Vertical offset from screen center
int pendingGroundClutterDensity = 100;
int pendingAntiAliasing = 0; // 0=Off, 1=2x, 2=4x, 3=8x
bool pendingNormalMapping = true; // on by default
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float pendingNormalMapStrength = 0.8f; // 0.0-2.0
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bool pendingPOM = true; // on by default
int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
bool pendingFSR = false;
int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR3
int pendingFSRQuality = 3; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Native(100%)
float pendingFSRSharpness = 1.6f;
float pendingFSR2JitterSign = 0.38f;
float pendingFSR2MotionVecScaleX = 1.0f;
float pendingFSR2MotionVecScaleY = 1.0f;
bool pendingAMDFramegen = false;
bool fsrSettingsApplied_ = false;
// Graphics quality presets
enum class GraphicsPreset : int {
CUSTOM = 0,
LOW = 1,
MEDIUM = 2,
HIGH = 3,
ULTRA = 4
};
GraphicsPreset currentGraphicsPreset = GraphicsPreset::CUSTOM;
GraphicsPreset pendingGraphicsPreset = GraphicsPreset::CUSTOM;
// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
float uiOpacity_ = 0.65f;
bool minimapRotate_ = false;
bool minimapSquare_ = false;
bool minimapNpcDots_ = false;
bool showLatencyMeter_ = true; // Show server latency indicator
bool minimapSettingsApplied_ = false;
bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers
bool msaaSettingsApplied_ = false; // True once saved MSAA setting applied to renderer
bool waterRefractionApplied_ = false;
bool normalMapSettingsApplied_ = false; // True once saved normal map/POM settings applied
// Mute state: mute bypasses master volume without touching slider values
bool soundMuted_ = false;
float preMuteVolume_ = 1.0f; // AudioEngine master volume before muting
/**
* Render player info window
*/
void renderPlayerInfo(game::GameHandler& gameHandler);
/**
* Render entity list window
*/
void renderEntityList(game::GameHandler& gameHandler);
/**
* Render chat window
*/
void renderChatWindow(game::GameHandler& gameHandler);
/**
* Send chat message
*/
void sendChatMessage(game::GameHandler& gameHandler);
/**
* Get chat type name
*/
const char* getChatTypeName(game::ChatType type) const;
/**
* Get chat type color
*/
ImVec4 getChatTypeColor(game::ChatType type) const;
/**
* Render player unit frame (top-left)
*/
void renderPlayerFrame(game::GameHandler& gameHandler);
/**
* Render target frame
*/
void renderTargetFrame(game::GameHandler& gameHandler);
void renderFocusFrame(game::GameHandler& gameHandler);
/**
* Render pet frame (below player frame when player has an active pet)
*/
void renderPetFrame(game::GameHandler& gameHandler);
void renderTotemFrame(game::GameHandler& gameHandler);
/**
* Process targeting input (Tab, Escape, click)
*/
void processTargetInput(game::GameHandler& gameHandler);
/**
* Rebuild character geosets from current equipment state
*/
void updateCharacterGeosets(game::Inventory& inventory);
/**
* Re-composite character skin texture from current equipment
*/
void updateCharacterTextures(game::Inventory& inventory);
// ---- New UI renders ----
void renderActionBar(game::GameHandler& gameHandler);
void renderBagBar(game::GameHandler& gameHandler);
void renderXpBar(game::GameHandler& gameHandler);
void renderRepBar(game::GameHandler& gameHandler);
void renderCastBar(game::GameHandler& gameHandler);
void renderMirrorTimers(game::GameHandler& gameHandler);
void renderCombatText(game::GameHandler& gameHandler);
void renderRaidWarningOverlay(game::GameHandler& gameHandler);
void renderPartyFrames(game::GameHandler& gameHandler);
void renderBossFrames(game::GameHandler& gameHandler);
void renderUIErrors(game::GameHandler& gameHandler, float deltaTime);
void renderRepToasts(float deltaTime);
void renderQuestCompleteToasts(float deltaTime);
void renderGroupInvitePopup(game::GameHandler& gameHandler);
void renderDuelRequestPopup(game::GameHandler& gameHandler);
void renderDuelCountdown(game::GameHandler& gameHandler);
void renderLootRollPopup(game::GameHandler& gameHandler);
void renderTradeRequestPopup(game::GameHandler& gameHandler);
void renderTradeWindow(game::GameHandler& gameHandler);
void renderSummonRequestPopup(game::GameHandler& gameHandler);
void renderSharedQuestPopup(game::GameHandler& gameHandler);
void renderItemTextWindow(game::GameHandler& gameHandler);
void renderBuffBar(game::GameHandler& gameHandler);
void renderSocialFrame(game::GameHandler& gameHandler);
void renderLootWindow(game::GameHandler& gameHandler);
void renderGossipWindow(game::GameHandler& gameHandler);
void renderQuestDetailsWindow(game::GameHandler& gameHandler);
void renderQuestRequestItemsWindow(game::GameHandler& gameHandler);
void renderQuestOfferRewardWindow(game::GameHandler& gameHandler);
void renderVendorWindow(game::GameHandler& gameHandler);
void renderTrainerWindow(game::GameHandler& gameHandler);
void renderTaxiWindow(game::GameHandler& gameHandler);
void renderDeathScreen(game::GameHandler& gameHandler);
void renderReclaimCorpseButton(game::GameHandler& gameHandler);
void renderResurrectDialog(game::GameHandler& gameHandler);
void renderTalentWipeConfirmDialog(game::GameHandler& gameHandler);
void renderEscapeMenu();
void renderSettingsWindow();
void applyGraphicsPreset(GraphicsPreset preset);
void updateGraphicsPresetFromCurrentSettings();
void renderQuestMarkers(game::GameHandler& gameHandler);
void renderMinimapMarkers(game::GameHandler& gameHandler);
void renderQuestObjectiveTracker(game::GameHandler& gameHandler);
void renderGuildRoster(game::GameHandler& gameHandler);
void renderGuildInvitePopup(game::GameHandler& gameHandler);
void renderReadyCheckPopup(game::GameHandler& gameHandler);
void renderBgInvitePopup(game::GameHandler& gameHandler);
void renderLfgProposalPopup(game::GameHandler& gameHandler);
void renderChatBubbles(game::GameHandler& gameHandler);
void renderMailWindow(game::GameHandler& gameHandler);
void renderMailComposeWindow(game::GameHandler& gameHandler);
void renderBankWindow(game::GameHandler& gameHandler);
void renderGuildBankWindow(game::GameHandler& gameHandler);
void renderAuctionHouseWindow(game::GameHandler& gameHandler);
void renderDungeonFinderWindow(game::GameHandler& gameHandler);
void renderObjectiveTracker(game::GameHandler& gameHandler);
void renderInstanceLockouts(game::GameHandler& gameHandler);
void renderNameplates(game::GameHandler& gameHandler);
void renderBattlegroundScore(game::GameHandler& gameHandler);
void renderDPSMeter(game::GameHandler& gameHandler);
/**
* Inventory screen
*/
void renderWorldMap(game::GameHandler& gameHandler);
InventoryScreen inventoryScreen;
uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
QuestLogScreen questLogScreen;
SpellbookScreen spellbookScreen;
TalentScreen talentScreen;
// WorldMap is now owned by Renderer (accessed via renderer->getWorldMap())
// Spell icon cache: spellId -> GL texture ID
std::unordered_map<uint32_t, VkDescriptorSet> spellIconCache_;
// SpellIconID -> icon path (from SpellIcon.dbc)
std::unordered_map<uint32_t, std::string> spellIconPaths_;
// SpellID -> SpellIconID (from Spell.dbc field 133)
std::unordered_map<uint32_t, uint32_t> spellIconIds_;
bool spellIconDbLoaded_ = false;
VkDescriptorSet getSpellIcon(uint32_t spellId, pipeline::AssetManager* am);
// Death Knight rune bar: client-predicted fill (0.0=depleted, 1.0=ready) for smooth animation
float runeClientFill_[6] = {1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f};
// Action bar drag state (-1 = not dragging)
int actionBarDragSlot_ = -1;
VkDescriptorSet actionBarDragIcon_ = VK_NULL_HANDLE;
// Bag bar state
VkDescriptorSet backpackIconTexture_ = VK_NULL_HANDLE;
VkDescriptorSet emptyBagSlotTexture_ = VK_NULL_HANDLE;
int bagBarPickedSlot_ = -1; // Visual drag in progress (-1 = none)
int bagBarDragSource_ = -1; // Mouse pressed on this slot, waiting for drag or click (-1 = none)
// Who Results window
bool showWhoWindow_ = false;
void renderWhoWindow(game::GameHandler& gameHandler);
// Combat Log window
bool showCombatLog_ = false;
void renderCombatLog(game::GameHandler& gameHandler);
// Instance Lockouts window
bool showInstanceLockouts_ = false;
// Dungeon Finder state
bool showDungeonFinder_ = false;
// Achievements window
bool showAchievementWindow_ = false;
char achievementSearchBuf_[128] = {};
void renderAchievementWindow(game::GameHandler& gameHandler);
// GM Ticket window
bool showGmTicketWindow_ = false;
char gmTicketBuf_[2048] = {};
void renderGmTicketWindow(game::GameHandler& gameHandler);
// Inspect window
bool showInspectWindow_ = false;
void renderInspectWindow(game::GameHandler& gameHandler);
// Threat window
bool showThreatWindow_ = false;
void renderThreatWindow(game::GameHandler& gameHandler);
uint8_t lfgRoles_ = 0x08; // default: DPS (0x02=tank, 0x04=healer, 0x08=dps)
uint32_t lfgSelectedDungeon_ = 861; // default: random dungeon (entry 861 = Random Dungeon WotLK)
// Chat settings
bool chatShowTimestamps_ = false;
int chatFontSize_ = 1; // 0=small, 1=medium, 2=large
bool chatAutoJoinGeneral_ = true;
bool chatAutoJoinTrade_ = true;
bool chatAutoJoinLocalDefense_ = true;
bool chatAutoJoinLFG_ = true;
bool chatAutoJoinLocal_ = true;
// Join channel input buffer
char joinChannelBuffer_[128] = "";
static std::string getSettingsPath();
// Gender placeholder replacement
std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
// Chat bubbles
struct ChatBubble {
uint64_t senderGuid = 0;
std::string message;
float timeRemaining = 0.0f;
float totalDuration = 0.0f;
bool isYell = false;
};
std::vector<ChatBubble> chatBubbles_;
bool chatBubbleCallbackSet_ = false;
bool levelUpCallbackSet_ = false;
bool achievementCallbackSet_ = false;
// Mail compose state
char mailRecipientBuffer_[256] = "";
char mailSubjectBuffer_[256] = "";
char mailBodyBuffer_[2048] = "";
int mailComposeMoney_[3] = {0, 0, 0}; // gold, silver, copper
// Vendor search filter
char vendorSearchFilter_[128] = "";
// Trainer search filter
char trainerSearchFilter_[128] = "";
// Auction house UI state
char auctionSearchName_[256] = "";
int auctionLevelMin_ = 0;
int auctionLevelMax_ = 0;
int auctionQuality_ = 0;
int auctionSellDuration_ = 2; // 0=12h, 1=24h, 2=48h
int auctionSellBid_[3] = {0, 0, 0}; // gold, silver, copper
int auctionSellBuyout_[3] = {0, 0, 0}; // gold, silver, copper
int auctionSelectedItem_ = -1;
int auctionSellSlotIndex_ = -1; // Selected backpack slot for selling
uint32_t auctionBrowseOffset_ = 0; // Pagination offset for browse results
int auctionItemClass_ = -1; // Item class filter (-1 = All)
int auctionItemSubClass_ = -1; // Item subclass filter (-1 = All)
// Guild bank money input
int guildBankMoneyInput_[3] = {0, 0, 0}; // gold, silver, copper
// Left-click targeting: distinguish click from camera drag
glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
bool leftClickWasPress_ = false;
// Level-up ding animation
static constexpr float DING_DURATION = 3.0f;
float dingTimer_ = 0.0f;
uint32_t dingLevel_ = 0;
void renderDingEffect();
// Achievement toast banner
static constexpr float ACHIEVEMENT_TOAST_DURATION = 5.0f;
float achievementToastTimer_ = 0.0f;
uint32_t achievementToastId_ = 0;
std::string achievementToastName_;
void renderAchievementToast();
// Zone discovery text ("Entering: <ZoneName>")
static constexpr float ZONE_TEXT_DURATION = 5.0f;
float zoneTextTimer_ = 0.0f;
std::string zoneTextName_;
std::string lastKnownZoneName_;
void renderZoneText();
// DPS / HPS meter
bool showDPSMeter_ = false;
float dpsCombatAge_ = 0.0f; // seconds in current combat (for accurate early-combat DPS)
bool dpsWasInCombat_ = false;
public:
void triggerDing(uint32_t newLevel);
void triggerAchievementToast(uint32_t achievementId, std::string name = {});
};
} // namespace ui
} // namespace wowee