chore(game-ui): extract chat panel into dedicated UI module

- moved chat panel logic out of `game_screen` into `chat_panel`
- added chat_panel.hpp and chat_panel.cpp
- updated game_screen.hpp and game_screen.cpp to integrate new `ChatPanel` component
- updated build config in CMakeLists.txt to include new UI module sources
This commit is contained in:
Paul 2026-03-31 08:53:14 +03:00
parent c1c28d4216
commit 0f1cd5fe9a
5 changed files with 5227 additions and 5023 deletions

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include/ui/chat_panel.hpp Normal file
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#pragma once
#include "game/game_handler.hpp"
#include <vulkan/vulkan.h>
#include <imgui.h>
#include <string>
#include <vector>
#include <functional>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class Renderer; }
namespace ui {
class InventoryScreen;
class SpellbookScreen;
class QuestLogScreen;
/**
* Self-contained chat UI panel extracted from GameScreen.
*
* Owns all chat state: input buffer, sent-history, tab filtering,
* slash-command parsing, chat bubbles, and chat-related settings.
*/
class ChatPanel {
public:
ChatPanel();
// ---- Main entry points (called by GameScreen) ----
/**
* Render the chat window (tabs, history, input, etc.)
*/
void render(game::GameHandler& gameHandler,
InventoryScreen& inventoryScreen,
SpellbookScreen& spellbookScreen,
QuestLogScreen& questLogScreen);
/**
* Render 3D-projected chat bubbles above entities.
*/
void renderBubbles(game::GameHandler& gameHandler);
/**
* Register one-shot callbacks on GameHandler (call once per session).
* Sets up the chat-bubble callback.
*/
void setupCallbacks(game::GameHandler& gameHandler);
// ---- Input helpers (called by GameScreen keybind handling) ----
bool isChatInputActive() const { return chatInputActive_; }
/** Insert a spell / item link into the chat input buffer (shift-click). */
void insertChatLink(const std::string& link);
/** Activate the input field with a leading '/' (slash key). */
void activateSlashInput();
/** Activate (focus) the input field (Enter key). */
void activateInput();
/** Request that the chat input be focused next frame. */
void requestRefocus() { refocusChatInput_ = true; }
/** Set up a whisper to the given player name and focus input. */
void setWhisperTarget(const std::string& name);
/** Execute a macro body (one line per 'click'). */
void executeMacroText(game::GameHandler& gameHandler,
InventoryScreen& inventoryScreen,
SpellbookScreen& spellbookScreen,
QuestLogScreen& questLogScreen,
const std::string& macroText);
// ---- Slash-command side-effects ----
// GameScreen reads these each frame, then clears them.
struct SlashCommands {
bool showInspect = false;
bool toggleThreat = false;
bool showBgScore = false;
bool showGmTicket = false;
bool showWho = false;
bool toggleCombatLog = false;
bool takeScreenshot = false;
};
/** Return accumulated slash-command flags and reset them. */
SlashCommands consumeSlashCommands();
// ---- Chat settings (read/written by GameScreen save/load & settings tab) ----
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;
int activeChatTab = 0;
/** Spell icon lookup callback — set by GameScreen each frame before render(). */
std::function<VkDescriptorSet(uint32_t, pipeline::AssetManager*)> getSpellIcon;
/** Render the "Chat" tab inside the Settings window. */
void renderSettingsTab(std::function<void()> saveSettingsFn);
/** Reset all chat settings to defaults. */
void restoreDefaults();
/** Replace $g/$G and $n/$N gender/name placeholders in quest/chat text. */
std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
private:
// ---- Chat input state ----
char chatInputBuffer_[512] = "";
char whisperTargetBuffer_[256] = "";
bool chatInputActive_ = false;
int selectedChatType_ = 0; // 0=SAY .. 10=CHANNEL
int lastChatType_ = 0;
int selectedChannelIdx_ = 0;
bool chatInputMoveCursorToEnd_ = false;
bool refocusChatInput_ = false;
// Sent-message history (Up/Down arrow recall)
std::vector<std::string> chatSentHistory_;
int chatHistoryIdx_ = -1;
// Macro stop flag
bool macroStopped_ = false;
// Tab-completion state
std::string chatTabPrefix_;
std::vector<std::string> chatTabMatches_;
int chatTabMatchIdx_ = -1;
// Mention notification
size_t chatMentionSeenCount_ = 0;
// ---- Chat tabs ----
struct ChatTab {
std::string name;
uint64_t typeMask;
};
std::vector<ChatTab> chatTabs_;
std::vector<int> chatTabUnread_;
size_t chatTabSeenCount_ = 0;
void initChatTabs();
bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
// ---- Chat window visual state ----
bool chatScrolledUp_ = false;
bool chatForceScrollToBottom_ = false;
bool chatWindowLocked_ = true;
ImVec2 chatWindowPos_ = ImVec2(0.0f, 0.0f);
bool chatWindowPosInit_ = false;
// ---- 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;
// ---- Whisper toast state (populated in render, rendered by GameScreen/ToastManager) ----
// Whisper scanning lives here because it's tightly coupled to chat history iteration.
size_t whisperSeenCount_ = 0;
// ---- Helpers ----
void sendChatMessage(game::GameHandler& gameHandler,
InventoryScreen& inventoryScreen,
SpellbookScreen& spellbookScreen,
QuestLogScreen& questLogScreen);
const char* getChatTypeName(game::ChatType type) const;
ImVec4 getChatTypeColor(game::ChatType type) const;
// Cached game handler for input callback (set each frame in render)
game::GameHandler* cachedGameHandler_ = nullptr;
// Join channel input buffer
char joinChannelBuffer_[128] = "";
// Slash command flags (accumulated, consumed by GameScreen)
SlashCommands slashCmds_;
};
} // namespace ui
} // namespace wowee