2026-02-02 12:24:50 -08:00
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#pragma once
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#include "game/game_handler.hpp"
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#include "game/inventory.hpp"
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2026-02-21 19:41:21 -08:00
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// WorldMap is now owned by Renderer, accessed via getWorldMap()
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2026-02-06 14:24:38 -08:00
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#include "rendering/character_preview.hpp"
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2026-02-02 12:24:50 -08:00
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#include "ui/inventory_screen.hpp"
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2026-02-06 13:47:03 -08:00
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#include "ui/quest_log_screen.hpp"
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2026-02-04 11:31:08 -08:00
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#include "ui/spellbook_screen.hpp"
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2026-02-06 16:04:25 -08:00
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#include "ui/talent_screen.hpp"
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2026-02-22 03:32:08 -08:00
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#include <vulkan/vulkan.h>
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2026-02-02 12:24:50 -08:00
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#include <imgui.h>
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#include <string>
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2026-02-05 15:07:13 -08:00
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#include <unordered_map>
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2026-02-02 12:24:50 -08:00
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2026-02-06 14:30:54 -08:00
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace ui {
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2026-02-02 12:24:50 -08:00
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/**
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* In-game screen UI
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*
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* Displays player info, entity list, chat, and game controls
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*/
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class GameScreen {
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public:
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GameScreen();
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/**
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* Render the UI
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* @param gameHandler Reference to game handler
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*/
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void render(game::GameHandler& gameHandler);
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/**
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* Check if chat input is active
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*/
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bool isChatInputActive() const { return chatInputActive; }
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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
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void saveSettings();
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void loadSettings();
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2026-02-02 12:24:50 -08:00
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private:
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// Chat state
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char chatInputBuffer[512] = "";
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char whisperTargetBuffer[256] = "";
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2026-02-02 12:24:50 -08:00
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bool chatInputActive = false;
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2026-02-07 12:30:36 -08:00
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int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, 3=GUILD, 4=WHISPER
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int lastChatType = 0; // Track chat type changes
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2026-02-06 18:34:45 -08:00
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bool chatInputMoveCursorToEnd = false;
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2026-02-02 12:24:50 -08:00
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2026-02-14 14:30:09 -08:00
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// Chat tabs
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int activeChatTab_ = 0;
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struct ChatTab {
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std::string name;
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uint32_t typeMask; // bitmask of ChatType values to show
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};
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std::vector<ChatTab> chatTabs_;
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void initChatTabs();
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bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
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2026-02-02 12:24:50 -08:00
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// UI state
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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
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bool showEntityWindow = false;
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2026-02-02 12:24:50 -08:00
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bool showChatWindow = true;
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2026-03-09 17:03:06 -07:00
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bool showNameplates_ = true; // V key toggles nameplates
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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
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bool showPlayerInfo = false;
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2026-02-13 21:39:48 -08:00
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bool showGuildRoster_ = false;
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2026-02-16 20:16:14 -08:00
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std::string selectedGuildMember_;
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bool showGuildNoteEdit_ = false;
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bool editingOfficerNote_ = false;
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char guildNoteEditBuffer_[256] = {0};
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2026-02-25 14:44:44 -08:00
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int guildRosterTab_ = 0; // 0=Roster, 1=Guild Info
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char guildMotdEditBuffer_[256] = {0};
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bool showMotdEdit_ = false;
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char petitionNameBuffer_[64] = {0};
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char addRankNameBuffer_[64] = {0};
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bool showAddRankModal_ = false;
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2026-02-02 12:24:50 -08:00
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bool refocusChatInput = false;
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2026-02-19 22:34:22 -08:00
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bool vendorBagsOpened_ = false; // Track if bags were auto-opened for current vendor session
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2026-02-06 18:34:45 -08:00
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bool chatWindowLocked = true;
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ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
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bool chatWindowPosInit_ = false;
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2026-02-05 16:01:38 -08:00
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bool showEscapeMenu = false;
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bool showEscapeSettingsNotice = false;
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2026-02-05 16:11:00 -08:00
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bool showSettingsWindow = false;
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bool settingsInit = false;
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bool pendingFullscreen = false;
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bool pendingVsync = false;
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int pendingResIndex = 0;
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2026-02-23 08:40:16 -08:00
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bool pendingShadows = true;
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2026-03-07 22:29:06 -08:00
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float pendingShadowDistance = 300.0f;
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2026-03-06 19:15:34 -08:00
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bool pendingWaterRefraction = false;
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Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.
Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab
Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
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int pendingMasterVolume = 100;
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2026-02-05 17:32:21 -08:00
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int pendingMusicVolume = 30;
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Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.
Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab
Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00
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int pendingAmbientVolume = 100;
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int pendingUiVolume = 100;
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int pendingCombatVolume = 100;
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int pendingSpellVolume = 100;
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int pendingMovementVolume = 100;
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int pendingFootstepVolume = 100;
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int pendingNpcVoiceVolume = 100;
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int pendingMountVolume = 100;
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int pendingActivityVolume = 100;
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2026-02-05 17:51:14 -08:00
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float pendingMouseSensitivity = 0.2f;
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bool pendingInvertMouse = false;
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2026-02-23 08:09:27 -08:00
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bool pendingExtendedZoom = false;
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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
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int pendingUiOpacity = 65;
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2026-02-09 01:13:56 -08:00
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bool pendingMinimapRotate = false;
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2026-02-09 17:39:21 -08:00
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bool pendingMinimapSquare = false;
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2026-02-20 16:40:22 -08:00
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bool pendingMinimapNpcDots = false;
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2026-02-13 22:51:49 -08:00
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bool pendingSeparateBags = true;
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2026-02-17 16:31:00 -08:00
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bool pendingAutoLoot = false;
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2026-02-17 16:26:49 -08:00
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bool pendingUseOriginalSoundtrack = true;
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2026-02-21 01:26:16 -08:00
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int pendingGroundClutterDensity = 100;
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2026-02-22 02:59:24 -08:00
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int pendingAntiAliasing = 0; // 0=Off, 1=2x, 2=4x, 3=8x
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2026-02-23 01:10:58 -08:00
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bool pendingNormalMapping = true; // on by default
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2026-02-23 01:21:58 -08:00
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float pendingNormalMapStrength = 0.8f; // 0.0-2.0
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2026-02-23 01:23:24 -08:00
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bool pendingPOM = true; // on by default
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2026-02-23 01:10:58 -08:00
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int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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2026-03-07 22:03:28 -08:00
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bool pendingFSR = false;
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Add FSR3 Generic API path and harden runtime diagnostics
- AmdFsr3Runtime now probes both the legacy ffxFsr3* API and the newer
generic ffxCreateContext/ffxDispatch API; selects whichever the loaded
runtime library exports (GenericApi takes priority fallback)
- Generic API path implements full upscale + frame-generation context
creation, configure, dispatch, and destroy lifecycle
- dlopen error captured and surfaced in lastError_ on Linux so runtime
initialization failures are actionable
- FSR3 runtime init failure log now includes path kind, error string,
and loaded library path for easier debugging
- tools/generate_ffx_sdk_vk_permutations.sh added: auto-bootstraps
missing VK permutation headers; DXC auto-downloaded on Linux/Windows
MSYS2; macOS reads from PATH (CI installs via brew dxc)
- CMakeLists: add upscalers/include to probe include dirs, invoke
permutation script before SDK build, scope FFX pragma/ODR warning
suppressions to affected TUs, add runtime-copy dependency on wowee
- UI labels updated from "FSR2" → "FSR3" in settings, tuning panel,
performance HUD, and combo boxes
- CI macOS job now installs dxc via Homebrew for permutation codegen
2026-03-09 12:51:59 -07:00
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int pendingUpscalingMode = 0; // 0=Off, 1=FSR1, 2=FSR3
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2026-03-08 21:34:31 -07:00
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int pendingFSRQuality = 3; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Native(100%)
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float pendingFSRSharpness = 1.6f;
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float pendingFSR2JitterSign = 0.38f;
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2026-03-08 20:56:22 -07:00
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float pendingFSR2MotionVecScaleX = 1.0f;
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float pendingFSR2MotionVecScaleY = 1.0f;
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2026-03-08 22:53:21 -07:00
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bool pendingAMDFramegen = false;
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2026-03-07 22:03:28 -08:00
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bool fsrSettingsApplied_ = false;
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2026-02-06 20:19:39 -08:00
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// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
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Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
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float uiOpacity_ = 0.65f;
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2026-02-09 01:13:56 -08:00
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bool minimapRotate_ = false;
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2026-02-09 17:39:21 -08:00
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bool minimapSquare_ = false;
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2026-02-20 16:40:22 -08:00
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bool minimapNpcDots_ = false;
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2026-02-09 17:39:21 -08:00
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bool minimapSettingsApplied_ = false;
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2026-02-17 17:37:20 -08:00
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bool volumeSettingsApplied_ = false; // True once saved volume settings applied to audio managers
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2026-02-22 02:59:24 -08:00
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bool msaaSettingsApplied_ = false; // True once saved MSAA setting applied to renderer
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2026-03-06 19:15:34 -08:00
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bool waterRefractionApplied_ = false;
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2026-02-23 01:10:58 -08:00
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bool normalMapSettingsApplied_ = false; // True once saved normal map/POM settings applied
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2026-02-02 12:24:50 -08:00
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2026-02-17 16:26:49 -08:00
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// Mute state: mute bypasses master volume without touching slider values
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bool soundMuted_ = false;
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float preMuteVolume_ = 1.0f; // AudioEngine master volume before muting
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2026-02-02 12:24:50 -08:00
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/**
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* Render player info window
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*/
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void renderPlayerInfo(game::GameHandler& gameHandler);
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/**
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* Render entity list window
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*/
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void renderEntityList(game::GameHandler& gameHandler);
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/**
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* Render chat window
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*/
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void renderChatWindow(game::GameHandler& gameHandler);
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/**
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* Send chat message
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*/
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void sendChatMessage(game::GameHandler& gameHandler);
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/**
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* Get chat type name
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*/
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const char* getChatTypeName(game::ChatType type) const;
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/**
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* Get chat type color
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*/
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ImVec4 getChatTypeColor(game::ChatType type) const;
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/**
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* Render player unit frame (top-left)
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*/
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void renderPlayerFrame(game::GameHandler& gameHandler);
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/**
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* Render target frame
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*/
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void renderTargetFrame(game::GameHandler& gameHandler);
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2026-03-09 17:23:28 -07:00
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/**
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* Render pet frame (below player frame when player has an active pet)
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*/
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void renderPetFrame(game::GameHandler& gameHandler);
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2026-02-02 12:24:50 -08:00
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/**
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* Process targeting input (Tab, Escape, click)
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*/
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void processTargetInput(game::GameHandler& gameHandler);
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/**
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* Rebuild character geosets from current equipment state
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*/
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void updateCharacterGeosets(game::Inventory& inventory);
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/**
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* Re-composite character skin texture from current equipment
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*/
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void updateCharacterTextures(game::Inventory& inventory);
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Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
// ---- New UI renders ----
|
|
|
|
|
void renderActionBar(game::GameHandler& gameHandler);
|
Implement complete talent system with dual spec support
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
2026-02-10 02:00:13 -08:00
|
|
|
void renderBagBar(game::GameHandler& gameHandler);
|
2026-02-05 12:07:58 -08:00
|
|
|
void renderXpBar(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderCastBar(game::GameHandler& gameHandler);
|
2026-03-09 14:30:48 -07:00
|
|
|
void renderMirrorTimers(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderCombatText(game::GameHandler& gameHandler);
|
|
|
|
|
void renderPartyFrames(game::GameHandler& gameHandler);
|
2026-03-09 20:05:09 -07:00
|
|
|
void renderBossFrames(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderGroupInvitePopup(game::GameHandler& gameHandler);
|
2026-03-09 13:58:02 -07:00
|
|
|
void renderDuelRequestPopup(game::GameHandler& gameHandler);
|
2026-03-09 14:01:27 -07:00
|
|
|
void renderLootRollPopup(game::GameHandler& gameHandler);
|
Implement basic trade request/accept/decline flow
- Parse SMSG_TRADE_STATUS for all 20+ status codes: incoming request,
open/cancel/complete/accept notifications, error conditions (too far,
wrong faction, stunned, dead, trial account, etc.)
- SMSG_TRADE_STATUS_EXTENDED consumed via shared handler (no full item
window yet; state tracking sufficient for accept/decline flow)
- Add acceptTradeRequest() (CMSG_BEGIN_TRADE), declineTradeRequest(),
acceptTrade() (CMSG_ACCEPT_TRADE), cancelTrade() (CMSG_CANCEL_TRADE)
- Add BeginTradePacket, CancelTradePacket, AcceptTradePacket builders
- Add renderTradeRequestPopup(): shows "X wants to trade" with
Accept/Decline buttons when tradeStatus_ == PendingIncoming
- TradeStatus enum tracks None/PendingIncoming/Open/Accepted/Complete
2026-03-09 14:05:42 -07:00
|
|
|
void renderTradeRequestPopup(game::GameHandler& gameHandler);
|
2026-03-09 14:07:50 -07:00
|
|
|
void renderSummonRequestPopup(game::GameHandler& gameHandler);
|
2026-03-09 14:14:15 -07:00
|
|
|
void renderSharedQuestPopup(game::GameHandler& gameHandler);
|
2026-03-09 14:15:59 -07:00
|
|
|
void renderItemTextWindow(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderBuffBar(game::GameHandler& gameHandler);
|
|
|
|
|
void renderLootWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGossipWindow(game::GameHandler& gameHandler);
|
2026-02-06 11:59:51 -08:00
|
|
|
void renderQuestDetailsWindow(game::GameHandler& gameHandler);
|
2026-02-06 21:50:15 -08:00
|
|
|
void renderQuestRequestItemsWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderQuestOfferRewardWindow(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
void renderVendorWindow(game::GameHandler& gameHandler);
|
2026-02-08 14:33:39 -08:00
|
|
|
void renderTrainerWindow(game::GameHandler& gameHandler);
|
2026-02-07 16:59:20 -08:00
|
|
|
void renderTaxiWindow(game::GameHandler& gameHandler);
|
2026-02-06 17:27:20 -08:00
|
|
|
void renderDeathScreen(game::GameHandler& gameHandler);
|
2026-03-09 22:31:56 -07:00
|
|
|
void renderReclaimCorpseButton(game::GameHandler& gameHandler);
|
2026-02-07 23:12:24 -08:00
|
|
|
void renderResurrectDialog(game::GameHandler& gameHandler);
|
2026-02-05 16:01:38 -08:00
|
|
|
void renderEscapeMenu();
|
2026-02-05 16:11:00 -08:00
|
|
|
void renderSettingsWindow();
|
2026-02-06 20:10:10 -08:00
|
|
|
void renderQuestMarkers(game::GameHandler& gameHandler);
|
|
|
|
|
void renderMinimapMarkers(game::GameHandler& gameHandler);
|
2026-03-09 15:05:38 -07:00
|
|
|
void renderQuestObjectiveTracker(game::GameHandler& gameHandler);
|
2026-02-13 21:39:48 -08:00
|
|
|
void renderGuildRoster(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGuildInvitePopup(game::GameHandler& gameHandler);
|
2026-03-09 14:48:30 -07:00
|
|
|
void renderReadyCheckPopup(game::GameHandler& gameHandler);
|
2026-02-14 14:30:09 -08:00
|
|
|
void renderChatBubbles(game::GameHandler& gameHandler);
|
2026-02-15 14:00:41 -08:00
|
|
|
void renderMailWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderMailComposeWindow(game::GameHandler& gameHandler);
|
Implement bank, guild bank, and auction house systems
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
2026-02-16 21:11:18 -08:00
|
|
|
void renderBankWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderGuildBankWindow(game::GameHandler& gameHandler);
|
|
|
|
|
void renderAuctionHouseWindow(game::GameHandler& gameHandler);
|
2026-03-09 13:47:07 -07:00
|
|
|
void renderDungeonFinderWindow(game::GameHandler& gameHandler);
|
2026-03-09 15:52:58 -07:00
|
|
|
void renderInstanceLockouts(game::GameHandler& gameHandler);
|
2026-03-09 17:01:38 -07:00
|
|
|
void renderNameplates(game::GameHandler& gameHandler);
|
2026-03-09 22:42:44 -07:00
|
|
|
void renderBattlegroundScore(game::GameHandler& gameHandler);
|
Add gameplay systems: combat, spells, groups, loot, vendors, and UI
Implement ~70 new protocol opcodes across 5 phases while maintaining
full 3.3.5a private server compatibility:
- Phase 1: Server-aware targeting (CMSG_SET_SELECTION), player/creature
name queries, CMSG_SET_ACTIVE_MOVER after login
- Phase 2: Auto-attack, melee/spell damage parsing, health/mana/power
tracking from UPDATE_OBJECT fields, floating combat text
- Phase 3: Spell casting, action bar (12 slots, keys 1-=), cast bar,
cooldown tracking, aura/buff system with cancellation
- Phase 4: Group invite/accept/decline/leave, party frames UI,
/invite chat command
- Phase 5: Loot window, NPC gossip dialog, vendor buy/sell interface
Also: disable debug HUD/panels by default, gate 3D rendering to
IN_GAME state only, fix window resize not updating UI positions.
2026-02-04 10:30:52 -08:00
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
/**
|
|
|
|
|
* Inventory screen
|
|
|
|
|
*/
|
2026-02-04 22:27:45 -08:00
|
|
|
void renderWorldMap(game::GameHandler& gameHandler);
|
|
|
|
|
|
2026-02-02 12:24:50 -08:00
|
|
|
InventoryScreen inventoryScreen;
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
uint64_t inventoryScreenCharGuid_ = 0; // GUID of character inventory screen was initialized for
|
2026-02-06 13:47:03 -08:00
|
|
|
QuestLogScreen questLogScreen;
|
2026-02-04 11:31:08 -08:00
|
|
|
SpellbookScreen spellbookScreen;
|
2026-02-06 16:04:25 -08:00
|
|
|
TalentScreen talentScreen;
|
2026-02-21 19:41:21 -08:00
|
|
|
// WorldMap is now owned by Renderer (accessed via renderer->getWorldMap())
|
2026-02-05 15:07:13 -08:00
|
|
|
|
2026-02-06 14:30:54 -08:00
|
|
|
// Spell icon cache: spellId -> GL texture ID
|
2026-02-22 03:32:08 -08:00
|
|
|
std::unordered_map<uint32_t, VkDescriptorSet> spellIconCache_;
|
2026-02-06 14:30:54 -08:00
|
|
|
// 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;
|
2026-02-22 03:32:08 -08:00
|
|
|
VkDescriptorSet getSpellIcon(uint32_t spellId, pipeline::AssetManager* am);
|
2026-02-06 19:24:44 -08:00
|
|
|
|
2026-03-09 18:28:03 -07:00
|
|
|
// 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};
|
|
|
|
|
|
2026-02-06 19:24:44 -08:00
|
|
|
// Action bar drag state (-1 = not dragging)
|
|
|
|
|
int actionBarDragSlot_ = -1;
|
2026-02-22 03:32:08 -08:00
|
|
|
VkDescriptorSet actionBarDragIcon_ = VK_NULL_HANDLE;
|
2026-02-07 13:53:03 -08:00
|
|
|
|
2026-02-19 22:34:22 -08:00
|
|
|
// Bag bar state
|
2026-02-22 03:32:08 -08:00
|
|
|
VkDescriptorSet backpackIconTexture_ = VK_NULL_HANDLE;
|
|
|
|
|
VkDescriptorSet emptyBagSlotTexture_ = VK_NULL_HANDLE;
|
2026-02-19 22:34:22 -08:00
|
|
|
int bagBarPickedSlot_ = -1; // Visual drag in progress (-1 = none)
|
|
|
|
|
int bagBarDragSource_ = -1; // Mouse pressed on this slot, waiting for drag or click (-1 = none)
|
Implement complete talent system with dual spec support
Network Protocol:
- Add SMSG_TALENTS_INFO (0x4C0) packet parsing for talent data
- Add CMSG_LEARN_TALENT (0x251) to request learning talents
- Add MSG_TALENT_WIPE_CONFIRM (0x2AB) opcode for spec switching
- Parse talent spec, unspent points, and learned talent ranks
DBC Parsing:
- Load Talent.dbc: talent grid positions, ranks, prerequisites, spell IDs
- Load TalentTab.dbc: talent tree definitions with correct field indices
- Fix localized string field handling (17 fields per string)
- Load Spell.dbc and SpellIcon.dbc for talent icons and tooltips
- Class mask filtering using bitwise operations (1 << (class - 1))
UI Implementation:
- Complete talent tree UI with tabbed interface for specs
- Display talent icons from spell data with proper tinting/borders
- Enhanced tooltips: spell name, rank, current/next descriptions, prereqs
- Visual states: green (maxed), yellow (partial), white (available), gray (locked)
- Tier unlock system (5 points per tier requirement)
- Rank overlay on icons with shadow text
- Click to learn talents with validation
Dual Spec Support:
- Store unspent points and learned talents per spec (0 and 1)
- Track active spec and display its talents
- Spec switching UI with buttons for Spec 1/Spec 2
- Handle both SMSG_TALENTS_INFO packets from server at login
- Display unspent points for both specs in header
- Independent talent trees for each specialization
2026-02-10 02:00:13 -08:00
|
|
|
|
2026-03-09 15:52:58 -07:00
|
|
|
// Instance Lockouts window
|
|
|
|
|
bool showInstanceLockouts_ = false;
|
|
|
|
|
|
2026-03-09 13:47:07 -07:00
|
|
|
// Dungeon Finder state
|
|
|
|
|
bool showDungeonFinder_ = false;
|
|
|
|
|
uint8_t lfgRoles_ = 0x08; // default: DPS (0x02=tank, 0x04=healer, 0x08=dps)
|
|
|
|
|
uint32_t lfgSelectedDungeon_ = 861; // default: random dungeon (entry 861 = Random Dungeon WotLK)
|
|
|
|
|
|
2026-02-14 18:27:59 -08:00
|
|
|
// 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;
|
2026-02-16 21:16:25 -08:00
|
|
|
bool chatAutoJoinLocal_ = true;
|
2026-02-14 18:27:59 -08:00
|
|
|
|
|
|
|
|
// Join channel input buffer
|
|
|
|
|
char joinChannelBuffer_[128] = "";
|
|
|
|
|
|
Fix vendor buying, improve character select, parallelize WMO culling, and optimize collision
- Fix CMSG_BUY_ITEM count field from uint8 to uint32 (server silently dropped undersized packets)
- Character select screen: remember last selected character, two-column layout with details panel, double-click to enter world, responsive window sizing
- Fix stale character data between logins by replacing static init flag with per-character GUID tracking
- Parallelize WMO visibility culling across worker threads (same pattern as M2 renderer)
- Optimize WMO collision queries with world-space group bounds early rejection in getFloorHeight, checkWallCollision, isInsideWMO, and raycastBoundingBoxes
- Reduce camera ground samples from 5 to 3 movement-aligned probes
- Add WMO interior lighting, unlit materials, vertex color multiply, and alpha blending support
2026-02-07 15:29:19 -08:00
|
|
|
static std::string getSettingsPath();
|
|
|
|
|
|
2026-02-09 17:39:21 -08:00
|
|
|
// Gender placeholder replacement
|
|
|
|
|
std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
|
|
|
|
|
|
2026-02-14 14:30:09 -08:00
|
|
|
// 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;
|
|
|
|
|
|
2026-02-15 14:00:41 -08:00
|
|
|
// Mail compose state
|
|
|
|
|
char mailRecipientBuffer_[256] = "";
|
|
|
|
|
char mailSubjectBuffer_[256] = "";
|
|
|
|
|
char mailBodyBuffer_[2048] = "";
|
|
|
|
|
int mailComposeMoney_[3] = {0, 0, 0}; // gold, silver, copper
|
|
|
|
|
|
Implement bank, guild bank, and auction house systems
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
2026-02-16 21:11:18 -08:00
|
|
|
// 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;
|
2026-02-25 14:44:44 -08:00
|
|
|
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)
|
Implement bank, guild bank, and auction house systems
Add 27 new opcodes, packet builders/parsers, handler methods, inventory
extension with 28 bank slots + 7 bank bags, and UI windows for personal
bank, guild bank (6 tabs x 98 slots), and auction house (browse/sell/bid).
Fix Classic gossip parser to omit boxMoney/boxText fields not present in
Vanilla protocol, fix gossip icon labels with text-based NPC type detection,
and add Turtle WoW opcode mappings for bank and auction interactions.
2026-02-16 21:11:18 -08:00
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// Guild bank money input
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int guildBankMoneyInput_[3] = {0, 0, 0}; // gold, silver, copper
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2026-02-07 13:53:03 -08:00
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// Left-click targeting: distinguish click from camera drag
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glm::vec2 leftClickPressPos_ = glm::vec2(0.0f);
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bool leftClickWasPress_ = false;
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2026-02-17 17:23:42 -08:00
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// Level-up ding animation
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static constexpr float DING_DURATION = 3.0f;
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float dingTimer_ = 0.0f;
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uint32_t dingLevel_ = 0;
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void renderDingEffect();
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2026-03-09 13:53:42 -07:00
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// Achievement toast banner
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static constexpr float ACHIEVEMENT_TOAST_DURATION = 5.0f;
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float achievementToastTimer_ = 0.0f;
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uint32_t achievementToastId_ = 0;
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void renderAchievementToast();
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2026-03-09 17:06:12 -07:00
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// Zone discovery text ("Entering: <ZoneName>")
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static constexpr float ZONE_TEXT_DURATION = 5.0f;
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float zoneTextTimer_ = 0.0f;
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std::string zoneTextName_;
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std::string lastKnownZoneName_;
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void renderZoneText();
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2026-02-17 17:23:42 -08:00
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public:
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void triggerDing(uint32_t newLevel);
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2026-03-09 13:53:42 -07:00
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void triggerAchievementToast(uint32_t achievementId);
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2026-02-02 12:24:50 -08:00
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};
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2026-02-06 14:30:54 -08:00
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} // namespace ui
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} // namespace wowee
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