Add 3D character model preview to character creation screen

Render an animated M2 character model in the creation screen using a
dedicated CharacterRenderer with an offscreen FBO. Preview updates on
race/gender/appearance changes, supports mouse-drag rotation, and
composites skin, face, hair scalp, and underwear textures from
CharSections.dbc. Extracts getPlayerModelPath() to a shared free
function in game/character.
This commit is contained in:
Kelsi 2026-02-05 14:58:45 -08:00
parent 48d2808872
commit 060f2bbb9f
6 changed files with 631 additions and 22 deletions

View file

@ -133,5 +133,10 @@ const char* getClassName(Class characterClass);
*/
const char* getGenderName(Gender gender);
/**
* Get M2 model path for a given race and gender
*/
std::string getPlayerModelPath(Race race, Gender gender);
} // namespace game
} // namespace wowee

View file

@ -0,0 +1,57 @@
#pragma once
#include "game/character.hpp"
#include <GL/glew.h>
#include <memory>
#include <cstdint>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering {
class CharacterRenderer;
class Camera;
class CharacterPreview {
public:
CharacterPreview();
~CharacterPreview();
bool initialize(pipeline::AssetManager* am);
void shutdown();
bool loadCharacter(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair);
void update(float deltaTime);
void render();
void rotate(float yawDelta);
GLuint getTextureId() const { return colorTexture_; }
int getWidth() const { return fboWidth_; }
int getHeight() const { return fboHeight_; }
private:
void createFBO();
void destroyFBO();
pipeline::AssetManager* assetManager_ = nullptr;
std::unique_ptr<CharacterRenderer> charRenderer_;
std::unique_ptr<Camera> camera_;
GLuint fbo_ = 0;
GLuint colorTexture_ = 0;
GLuint depthRenderbuffer_ = 0;
static constexpr int fboWidth_ = 400;
static constexpr int fboHeight_ = 500;
static constexpr uint32_t PREVIEW_MODEL_ID = 9999;
uint32_t instanceId_ = 0;
bool modelLoaded_ = false;
float modelYaw_ = 180.0f;
};
} // namespace rendering
} // namespace wowee

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@ -6,21 +6,27 @@
#include <string>
#include <functional>
#include <vector>
#include <memory>
namespace wowee {
namespace game { class GameHandler; }
namespace pipeline { class AssetManager; }
namespace rendering { class CharacterPreview; }
namespace ui {
class CharacterCreateScreen {
public:
CharacterCreateScreen();
~CharacterCreateScreen();
void render(game::GameHandler& gameHandler);
void update(float deltaTime);
void setOnCreate(std::function<void(const game::CharCreateData&)> cb) { onCreate = std::move(cb); }
void setOnCancel(std::function<void()> cb) { onCancel = std::move(cb); }
void setStatus(const std::string& msg, bool isError = false);
void reset();
void initializePreview(pipeline::AssetManager* am);
private:
char nameBuffer[13] = {}; // WoW max name = 12 chars + null
@ -36,6 +42,20 @@ private:
std::function<void(const game::CharCreateData&)> onCreate;
std::function<void()> onCancel;
// 3D model preview
std::unique_ptr<rendering::CharacterPreview> preview_;
int prevRaceIndex_ = -1;
int prevGenderIndex_ = -1;
int prevSkin_ = -1;
int prevFace_ = -1;
int prevHairStyle_ = -1;
int prevHairColor_ = -1;
int prevFacialHair_ = -1;
bool draggingPreview_ = false;
float dragStartX_ = 0.0f;
void updatePreviewIfNeeded();
};
} // namespace ui

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@ -92,5 +92,52 @@ const char* getGenderName(Gender gender) {
}
}
std::string getPlayerModelPath(Race race, Gender gender) {
switch (race) {
case Race::HUMAN:
return gender == Gender::FEMALE
? "Character\\Human\\Female\\HumanFemale.m2"
: "Character\\Human\\Male\\HumanMale.m2";
case Race::ORC:
return gender == Gender::FEMALE
? "Character\\Orc\\Female\\OrcFemale.m2"
: "Character\\Orc\\Male\\OrcMale.m2";
case Race::DWARF:
return gender == Gender::FEMALE
? "Character\\Dwarf\\Female\\DwarfFemale.m2"
: "Character\\Dwarf\\Male\\DwarfMale.m2";
case Race::NIGHT_ELF:
return gender == Gender::FEMALE
? "Character\\NightElf\\Female\\NightElfFemale.m2"
: "Character\\NightElf\\Male\\NightElfMale.m2";
case Race::UNDEAD:
return gender == Gender::FEMALE
? "Character\\Scourge\\Female\\ScourgeFemale.m2"
: "Character\\Scourge\\Male\\ScourgeMale.m2";
case Race::TAUREN:
return gender == Gender::FEMALE
? "Character\\Tauren\\Female\\TaurenFemale.m2"
: "Character\\Tauren\\Male\\TaurenMale.m2";
case Race::GNOME:
return gender == Gender::FEMALE
? "Character\\Gnome\\Female\\GnomeFemale.m2"
: "Character\\Gnome\\Male\\GnomeMale.m2";
case Race::TROLL:
return gender == Gender::FEMALE
? "Character\\Troll\\Female\\TrollFemale.m2"
: "Character\\Troll\\Male\\TrollMale.m2";
case Race::BLOOD_ELF:
return gender == Gender::FEMALE
? "Character\\BloodElf\\Female\\BloodElfFemale.m2"
: "Character\\BloodElf\\Male\\BloodElfMale.m2";
case Race::DRAENEI:
return gender == Gender::FEMALE
? "Character\\Draenei\\Female\\DraeneiFemale.m2"
: "Character\\Draenei\\Male\\DraeneiMale.m2";
default:
return "Character\\Human\\Male\\HumanMale.m2";
}
}
} // namespace game
} // namespace wowee

View file

@ -0,0 +1,369 @@
#include "rendering/character_preview.hpp"
#include "rendering/character_renderer.hpp"
#include "rendering/camera.hpp"
#include "pipeline/asset_manager.hpp"
#include "pipeline/m2_loader.hpp"
#include "pipeline/dbc_loader.hpp"
#include "core/logger.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <unordered_set>
namespace wowee {
namespace rendering {
CharacterPreview::CharacterPreview() = default;
CharacterPreview::~CharacterPreview() {
shutdown();
}
bool CharacterPreview::initialize(pipeline::AssetManager* am) {
assetManager_ = am;
charRenderer_ = std::make_unique<CharacterRenderer>();
if (!charRenderer_->initialize()) {
LOG_ERROR("CharacterPreview: failed to initialize CharacterRenderer");
return false;
}
charRenderer_->setAssetManager(am);
// Disable fog and shadows for the preview
charRenderer_->setFog(glm::vec3(0.05f, 0.05f, 0.1f), 9999.0f, 10000.0f);
charRenderer_->clearShadowMap();
camera_ = std::make_unique<Camera>();
// Portrait-style camera: WoW Z-up coordinate system
// Model at origin, camera positioned along +Y looking toward -Y
camera_->setFov(30.0f);
camera_->setAspectRatio(static_cast<float>(fboWidth_) / static_cast<float>(fboHeight_));
// Pull camera back far enough to see full body + head with margin
// Human ~2 units tall, Tauren ~2.5. At distance 4.5 with FOV 30:
// vertical visible = 2 * 4.5 * tan(15°) ≈ 2.41 units
camera_->setPosition(glm::vec3(0.0f, 4.5f, 0.9f));
camera_->setRotation(270.0f, 0.0f);
createFBO();
LOG_INFO("CharacterPreview initialized (", fboWidth_, "x", fboHeight_, ")");
return true;
}
void CharacterPreview::shutdown() {
destroyFBO();
if (charRenderer_) {
charRenderer_->shutdown();
charRenderer_.reset();
}
camera_.reset();
modelLoaded_ = false;
instanceId_ = 0;
}
void CharacterPreview::createFBO() {
// Create color texture
glGenTextures(1, &colorTexture_);
glBindTexture(GL_TEXTURE_2D, colorTexture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth_, fboHeight_, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
// Create depth renderbuffer
glGenRenderbuffers(1, &depthRenderbuffer_);
glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer_);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fboWidth_, fboHeight_);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// Create FBO
glGenFramebuffers(1, &fbo_);
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer_);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
LOG_ERROR("CharacterPreview: FBO incomplete, status=", status);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void CharacterPreview::destroyFBO() {
if (fbo_) { glDeleteFramebuffers(1, &fbo_); fbo_ = 0; }
if (colorTexture_) { glDeleteTextures(1, &colorTexture_); colorTexture_ = 0; }
if (depthRenderbuffer_) { glDeleteRenderbuffers(1, &depthRenderbuffer_); depthRenderbuffer_ = 0; }
}
bool CharacterPreview::loadCharacter(game::Race race, game::Gender gender,
uint8_t skin, uint8_t face,
uint8_t hairStyle, uint8_t hairColor,
uint8_t facialHair) {
if (!charRenderer_ || !assetManager_ || !assetManager_->isInitialized()) {
return false;
}
// Remove existing instance
if (instanceId_ > 0) {
charRenderer_->removeInstance(instanceId_);
instanceId_ = 0;
modelLoaded_ = false;
}
std::string m2Path = game::getPlayerModelPath(race, gender);
std::string modelDir;
std::string baseName;
{
size_t slash = m2Path.rfind('\\');
if (slash != std::string::npos) {
modelDir = m2Path.substr(0, slash + 1);
baseName = m2Path.substr(slash + 1);
} else {
baseName = m2Path;
}
size_t dot = baseName.rfind('.');
if (dot != std::string::npos) {
baseName = baseName.substr(0, dot);
}
}
auto m2Data = assetManager_->readFile(m2Path);
if (m2Data.empty()) {
LOG_WARNING("CharacterPreview: failed to read M2: ", m2Path);
return false;
}
auto model = pipeline::M2Loader::load(m2Data);
// Load skin file
std::string skinPath = modelDir + baseName + "00.skin";
auto skinData = assetManager_->readFile(skinPath);
if (!skinData.empty()) {
pipeline::M2Loader::loadSkin(skinData, model);
}
if (!model.isValid()) {
LOG_WARNING("CharacterPreview: invalid model: ", m2Path);
return false;
}
// Look up CharSections.dbc for all appearance textures
uint32_t targetRaceId = static_cast<uint32_t>(race);
uint32_t targetSexId = (gender == game::Gender::FEMALE) ? 1u : 0u;
std::string bodySkinPath;
std::string faceLowerPath;
std::string faceUpperPath;
std::string hairScalpPath;
std::vector<std::string> underwearPaths;
auto charSectionsDbc = assetManager_->loadDBC("CharSections.dbc");
if (charSectionsDbc) {
bool foundSkin = false;
bool foundFace = false;
bool foundHair = false;
bool foundUnderwear = false;
for (uint32_t r = 0; r < charSectionsDbc->getRecordCount(); r++) {
uint32_t raceId = charSectionsDbc->getUInt32(r, 1);
uint32_t sexId = charSectionsDbc->getUInt32(r, 2);
uint32_t baseSection = charSectionsDbc->getUInt32(r, 3);
uint32_t variationIndex = charSectionsDbc->getUInt32(r, 8);
uint32_t colorIndex = charSectionsDbc->getUInt32(r, 9);
if (raceId != targetRaceId || sexId != targetSexId) continue;
// Section 0: Body skin (variation = skin color, colorIndex = 0)
if (baseSection == 0 && !foundSkin &&
variationIndex == static_cast<uint32_t>(skin) && colorIndex == 0) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
bodySkinPath = tex1;
foundSkin = true;
}
}
// Section 1: Face (variation = face index, colorIndex = skin color)
else if (baseSection == 1 && !foundFace &&
variationIndex == static_cast<uint32_t>(face) &&
colorIndex == static_cast<uint32_t>(skin)) {
std::string tex1 = charSectionsDbc->getString(r, 4);
std::string tex2 = charSectionsDbc->getString(r, 5);
if (!tex1.empty()) faceLowerPath = tex1;
if (!tex2.empty()) faceUpperPath = tex2;
foundFace = true;
}
// Section 3: Hair (variation = hair style, colorIndex = hair color)
else if (baseSection == 3 && !foundHair &&
variationIndex == static_cast<uint32_t>(hairStyle) &&
colorIndex == static_cast<uint32_t>(hairColor)) {
std::string tex1 = charSectionsDbc->getString(r, 4);
if (!tex1.empty()) {
hairScalpPath = tex1;
foundHair = true;
}
}
// Section 4: Underwear (variation = skin color, colorIndex = 0)
else if (baseSection == 4 && !foundUnderwear &&
variationIndex == static_cast<uint32_t>(skin) && colorIndex == 0) {
for (int f = 4; f <= 6; f++) {
std::string tex = charSectionsDbc->getString(r, f);
if (!tex.empty()) {
underwearPaths.push_back(tex);
}
}
foundUnderwear = true;
}
}
}
// Assign texture filenames on model before GPU upload
for (auto& tex : model.textures) {
if (tex.type == 1 && tex.filename.empty() && !bodySkinPath.empty()) {
tex.filename = bodySkinPath;
} else if (tex.type == 6 && tex.filename.empty() && !hairScalpPath.empty()) {
tex.filename = hairScalpPath;
}
}
// Load external .anim files
for (uint32_t si = 0; si < model.sequences.size(); si++) {
if (!(model.sequences[si].flags & 0x20)) {
char animFileName[256];
snprintf(animFileName, sizeof(animFileName),
"%s%s%04u-%02u.anim",
modelDir.c_str(),
baseName.c_str(),
model.sequences[si].id,
model.sequences[si].variationIndex);
auto animFileData = assetManager_->readFile(animFileName);
if (!animFileData.empty()) {
pipeline::M2Loader::loadAnimFile(m2Data, animFileData, si, model);
}
}
}
charRenderer_->loadModel(model, PREVIEW_MODEL_ID);
// Composite body skin + face + underwear overlays
if (!bodySkinPath.empty()) {
std::vector<std::string> layers;
layers.push_back(bodySkinPath);
// Face lower texture composited onto body at the face region
if (!faceLowerPath.empty()) {
layers.push_back(faceLowerPath);
}
if (!faceUpperPath.empty()) {
layers.push_back(faceUpperPath);
}
for (const auto& up : underwearPaths) {
layers.push_back(up);
}
if (layers.size() > 1) {
GLuint compositeTex = charRenderer_->compositeTextures(layers);
if (compositeTex != 0) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 1) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), compositeTex);
break;
}
}
}
}
}
// If hair scalp texture was found, ensure it's loaded for type-6 slot
if (!hairScalpPath.empty()) {
GLuint hairTex = charRenderer_->loadTexture(hairScalpPath);
if (hairTex != 0) {
for (size_t ti = 0; ti < model.textures.size(); ti++) {
if (model.textures[ti].type == 6) {
charRenderer_->setModelTexture(PREVIEW_MODEL_ID, static_cast<uint32_t>(ti), hairTex);
break;
}
}
}
}
// Create instance at origin with current yaw
instanceId_ = charRenderer_->createInstance(PREVIEW_MODEL_ID,
glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, modelYaw_),
1.0f);
if (instanceId_ == 0) {
LOG_WARNING("CharacterPreview: failed to create instance");
return false;
}
// Set default geosets (naked character)
std::unordered_set<uint16_t> activeGeosets;
// Body parts (group 0: IDs 0-18)
for (uint16_t i = 0; i <= 18; i++) {
activeGeosets.insert(i);
}
// Hair style geoset: group 1 = 100 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(100 + hairStyle + 1));
// Facial hair geoset: group 2 = 200 + variation + 1
activeGeosets.insert(static_cast<uint16_t>(200 + facialHair + 1));
activeGeosets.insert(301); // Gloves: bare hands
activeGeosets.insert(401); // Boots: bare feet
activeGeosets.insert(501); // Chest: bare
activeGeosets.insert(701); // Ears: default
activeGeosets.insert(1301); // Trousers: bare legs
activeGeosets.insert(1501); // Back body (cloak=none)
charRenderer_->setActiveGeosets(instanceId_, activeGeosets);
// Play idle animation (Stand = animation ID 0)
charRenderer_->playAnimation(instanceId_, 0, true);
modelLoaded_ = true;
LOG_INFO("CharacterPreview: loaded ", m2Path,
" skin=", (int)skin, " face=", (int)face,
" hair=", (int)hairStyle, " hairColor=", (int)hairColor,
" facial=", (int)facialHair);
return true;
}
void CharacterPreview::update(float deltaTime) {
if (charRenderer_ && modelLoaded_) {
charRenderer_->update(deltaTime);
}
}
void CharacterPreview::render() {
if (!fbo_ || !charRenderer_ || !camera_ || !modelLoaded_) return;
// Save current viewport
GLint prevViewport[4];
glGetIntegerv(GL_VIEWPORT, prevViewport);
// Save current FBO binding
GLint prevFbo;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFbo);
// Bind our FBO
glBindFramebuffer(GL_FRAMEBUFFER, fbo_);
glViewport(0, 0, fboWidth_, fboHeight_);
// Clear with dark blue background
glClearColor(0.05f, 0.05f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
// Render the character model
charRenderer_->render(*camera_, camera_->getViewMatrix(), camera_->getProjectionMatrix());
// Restore previous FBO and viewport
glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFbo));
glViewport(prevViewport[0], prevViewport[1], prevViewport[2], prevViewport[3]);
}
void CharacterPreview::rotate(float yawDelta) {
modelYaw_ += yawDelta;
if (instanceId_ > 0 && charRenderer_) {
charRenderer_->setInstanceRotation(instanceId_, glm::vec3(0.0f, 0.0f, modelYaw_));
}
}
} // namespace rendering
} // namespace wowee

View file

@ -1,4 +1,5 @@
#include "ui/character_create_screen.hpp"
#include "rendering/character_preview.hpp"
#include "game/game_handler.hpp"
#include <imgui.h>
#include <cstring>
@ -28,6 +29,8 @@ CharacterCreateScreen::CharacterCreateScreen() {
reset();
}
CharacterCreateScreen::~CharacterCreateScreen() = default;
void CharacterCreateScreen::reset() {
std::memset(nameBuffer, 0, sizeof(nameBuffer));
raceIndex = 0;
@ -41,6 +44,30 @@ void CharacterCreateScreen::reset() {
statusMessage.clear();
statusIsError = false;
updateAvailableClasses();
// Reset preview tracking to force model reload on next render
prevRaceIndex_ = -1;
prevGenderIndex_ = -1;
prevSkin_ = -1;
prevFace_ = -1;
prevHairStyle_ = -1;
prevHairColor_ = -1;
prevFacialHair_ = -1;
}
void CharacterCreateScreen::initializePreview(pipeline::AssetManager* am) {
if (!preview_) {
preview_ = std::make_unique<rendering::CharacterPreview>();
preview_->initialize(am);
}
// Force model reload
prevRaceIndex_ = -1;
}
void CharacterCreateScreen::update(float deltaTime) {
if (preview_) {
preview_->update(deltaTime);
}
}
void CharacterCreateScreen::setStatus(const std::string& msg, bool isError) {
@ -62,23 +89,98 @@ void CharacterCreateScreen::updateAvailableClasses() {
}
}
void CharacterCreateScreen::updatePreviewIfNeeded() {
if (!preview_) return;
bool changed = (raceIndex != prevRaceIndex_ ||
genderIndex != prevGenderIndex_ ||
skin != prevSkin_ ||
face != prevFace_ ||
hairStyle != prevHairStyle_ ||
hairColor != prevHairColor_ ||
facialHair != prevFacialHair_);
if (changed) {
preview_->loadCharacter(
allRaces[raceIndex],
static_cast<game::Gender>(genderIndex),
static_cast<uint8_t>(skin),
static_cast<uint8_t>(face),
static_cast<uint8_t>(hairStyle),
static_cast<uint8_t>(hairColor),
static_cast<uint8_t>(facialHair));
prevRaceIndex_ = raceIndex;
prevGenderIndex_ = genderIndex;
prevSkin_ = skin;
prevFace_ = face;
prevHairStyle_ = hairStyle;
prevHairColor_ = hairColor;
prevFacialHair_ = facialHair;
}
}
void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
// Render the preview to FBO before the ImGui frame
if (preview_) {
updatePreviewIfNeeded();
preview_->render();
}
ImVec2 displaySize = ImGui::GetIO().DisplaySize;
ImVec2 winSize(600, 520);
ImGui::SetNextWindowSize(winSize, ImGuiCond_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2((displaySize.x - winSize.x) * 0.5f,
(displaySize.y - winSize.y) * 0.5f),
ImGuiCond_FirstUseEver);
bool hasPreview = (preview_ && preview_->getTextureId() != 0);
float previewWidth = hasPreview ? 320.0f : 0.0f;
float controlsWidth = 540.0f;
float totalWidth = hasPreview ? (previewWidth + controlsWidth + 16.0f) : 600.0f;
float totalHeight = 580.0f;
ImGui::Begin("Create Character", nullptr, ImGuiWindowFlags_NoCollapse);
ImGui::SetNextWindowSize(ImVec2(totalWidth, totalHeight), ImGuiCond_Always);
ImGui::SetNextWindowPos(ImVec2((displaySize.x - totalWidth) * 0.5f,
(displaySize.y - totalHeight) * 0.5f),
ImGuiCond_Always);
ImGui::Text("Create Character");
ImGui::Separator();
ImGui::Spacing();
ImGui::Begin("Create Character", nullptr,
ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
if (hasPreview) {
// Left panel: 3D preview
ImGui::BeginChild("##preview_panel", ImVec2(previewWidth, -40.0f), false);
{
// Display the FBO texture (flip Y for OpenGL)
float imgW = previewWidth - 8.0f;
float imgH = imgW * (static_cast<float>(preview_->getHeight()) /
static_cast<float>(preview_->getWidth()));
if (imgH > totalHeight - 80.0f) {
imgH = totalHeight - 80.0f;
imgW = imgH * (static_cast<float>(preview_->getWidth()) /
static_cast<float>(preview_->getHeight()));
}
ImGui::Image(
static_cast<ImTextureID>(preview_->getTextureId()),
ImVec2(imgW, imgH),
ImVec2(0.0f, 1.0f), // UV top-left (flipped Y)
ImVec2(1.0f, 0.0f)); // UV bottom-right (flipped Y)
// Mouse drag rotation on the preview image
if (ImGui::IsItemHovered() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) {
float deltaX = ImGui::GetIO().MouseDelta.x;
preview_->rotate(deltaX * 0.5f);
}
ImGui::TextColored(ImVec4(0.5f, 0.5f, 0.5f, 1.0f), "Drag to rotate");
}
ImGui::EndChild();
ImGui::SameLine();
// Right panel: controls
ImGui::BeginChild("##controls_panel", ImVec2(0, -40.0f), false);
}
// Name input
ImGui::Text("Name:");
ImGui::SameLine(100);
ImGui::SameLine(80);
ImGui::SetNextItemWidth(200);
ImGui::InputText("##name", nameBuffer, sizeof(nameBuffer));
@ -86,8 +188,8 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
// Race selection
ImGui::Text("Race:");
ImGui::SameLine(100);
ImGui::BeginGroup();
ImGui::Spacing();
ImGui::Indent(10.0f);
ImGui::TextColored(ImVec4(0.3f, 0.5f, 1.0f, 1.0f), "Alliance:");
ImGui::SameLine();
for (int i = 0; i < ALLIANCE_COUNT; ++i) {
@ -120,13 +222,13 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
}
if (selected) ImGui::PopStyleColor();
}
ImGui::EndGroup();
ImGui::Unindent(10.0f);
ImGui::Spacing();
// Class selection
ImGui::Text("Class:");
ImGui::SameLine(100);
ImGui::SameLine(80);
if (!availableClasses.empty()) {
ImGui::BeginGroup();
for (int i = 0; i < static_cast<int>(availableClasses.size()); ++i) {
@ -145,7 +247,7 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
// Gender
ImGui::Text("Gender:");
ImGui::SameLine(100);
ImGui::SameLine(80);
ImGui::RadioButton("Male", &genderIndex, 0);
ImGui::SameLine();
ImGui::RadioButton("Female", &genderIndex, 1);
@ -161,10 +263,13 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
ImGui::Text("Appearance");
ImGui::Spacing();
auto slider = [](const char* label, int* val, int maxVal) {
float sliderWidth = hasPreview ? 180.0f : 200.0f;
float labelCol = hasPreview ? 100.0f : 120.0f;
auto slider = [&](const char* label, int* val, int maxVal) {
ImGui::Text("%s", label);
ImGui::SameLine(120);
ImGui::SetNextItemWidth(200);
ImGui::SameLine(labelCol);
ImGui::SetNextItemWidth(sliderWidth);
char id[32];
snprintf(id, sizeof(id), "##%s", label);
ImGui::SliderInt(id, val, 0, maxVal);
@ -176,18 +281,24 @@ void CharacterCreateScreen::render(game::GameHandler& /*gameHandler*/) {
slider("Hair Color", &hairColor, game::getMaxHairColor(currentRace, currentGender));
slider("Facial Feature", &facialHair, game::getMaxFacialFeature(currentRace, currentGender));
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Status message
if (!statusMessage.empty()) {
ImGui::Separator();
ImGui::Spacing();
ImVec4 color = statusIsError ? ImVec4(1.0f, 0.3f, 0.3f, 1.0f) : ImVec4(0.3f, 1.0f, 0.3f, 1.0f);
ImGui::TextColored(color, "%s", statusMessage.c_str());
ImGui::Spacing();
}
// Buttons
if (hasPreview) {
ImGui::EndChild(); // controls_panel
}
// Bottom buttons (outside children)
ImGui::Separator();
ImGui::Spacing();
if (ImGui::Button("Create", ImVec2(150, 35))) {
std::string name(nameBuffer);
if (name.empty()) {