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https://github.com/Kelsidavis/WoWee.git
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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
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c1c28d4216
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5 changed files with 5227 additions and 5023 deletions
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@ -556,6 +556,7 @@ set(WOWEE_SOURCES
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src/ui/character_create_screen.cpp
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src/ui/character_screen.cpp
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src/ui/game_screen.cpp
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src/ui/chat_panel.cpp
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src/ui/inventory_screen.cpp
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src/ui/quest_log_screen.cpp
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src/ui/spellbook_screen.cpp
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194
include/ui/chat_panel.hpp
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194
include/ui/chat_panel.hpp
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@ -0,0 +1,194 @@
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#pragma once
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#include "game/game_handler.hpp"
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#include <vulkan/vulkan.h>
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#include <imgui.h>
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#include <string>
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#include <vector>
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#include <functional>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace rendering { class Renderer; }
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namespace ui {
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class InventoryScreen;
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class SpellbookScreen;
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class QuestLogScreen;
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/**
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* Self-contained chat UI panel extracted from GameScreen.
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*
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* Owns all chat state: input buffer, sent-history, tab filtering,
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* slash-command parsing, chat bubbles, and chat-related settings.
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*/
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class ChatPanel {
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public:
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ChatPanel();
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// ---- Main entry points (called by GameScreen) ----
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/**
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* Render the chat window (tabs, history, input, etc.)
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*/
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void render(game::GameHandler& gameHandler,
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InventoryScreen& inventoryScreen,
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SpellbookScreen& spellbookScreen,
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QuestLogScreen& questLogScreen);
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/**
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* Render 3D-projected chat bubbles above entities.
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*/
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void renderBubbles(game::GameHandler& gameHandler);
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/**
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* Register one-shot callbacks on GameHandler (call once per session).
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* Sets up the chat-bubble callback.
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*/
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void setupCallbacks(game::GameHandler& gameHandler);
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// ---- Input helpers (called by GameScreen keybind handling) ----
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bool isChatInputActive() const { return chatInputActive_; }
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/** Insert a spell / item link into the chat input buffer (shift-click). */
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void insertChatLink(const std::string& link);
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/** Activate the input field with a leading '/' (slash key). */
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void activateSlashInput();
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/** Activate (focus) the input field (Enter key). */
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void activateInput();
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/** Request that the chat input be focused next frame. */
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void requestRefocus() { refocusChatInput_ = true; }
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/** Set up a whisper to the given player name and focus input. */
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void setWhisperTarget(const std::string& name);
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/** Execute a macro body (one line per 'click'). */
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void executeMacroText(game::GameHandler& gameHandler,
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InventoryScreen& inventoryScreen,
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SpellbookScreen& spellbookScreen,
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QuestLogScreen& questLogScreen,
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const std::string& macroText);
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// ---- Slash-command side-effects ----
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// GameScreen reads these each frame, then clears them.
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struct SlashCommands {
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bool showInspect = false;
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bool toggleThreat = false;
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bool showBgScore = false;
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bool showGmTicket = false;
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bool showWho = false;
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bool toggleCombatLog = false;
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bool takeScreenshot = false;
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};
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/** Return accumulated slash-command flags and reset them. */
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SlashCommands consumeSlashCommands();
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// ---- Chat settings (read/written by GameScreen save/load & settings tab) ----
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bool chatShowTimestamps = false;
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int chatFontSize = 1; // 0=small, 1=medium, 2=large
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bool chatAutoJoinGeneral = true;
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bool chatAutoJoinTrade = true;
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bool chatAutoJoinLocalDefense = true;
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bool chatAutoJoinLFG = true;
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bool chatAutoJoinLocal = true;
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int activeChatTab = 0;
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/** Spell icon lookup callback — set by GameScreen each frame before render(). */
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std::function<VkDescriptorSet(uint32_t, pipeline::AssetManager*)> getSpellIcon;
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/** Render the "Chat" tab inside the Settings window. */
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void renderSettingsTab(std::function<void()> saveSettingsFn);
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/** Reset all chat settings to defaults. */
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void restoreDefaults();
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/** Replace $g/$G and $n/$N gender/name placeholders in quest/chat text. */
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std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
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private:
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// ---- Chat input state ----
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char chatInputBuffer_[512] = "";
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char whisperTargetBuffer_[256] = "";
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bool chatInputActive_ = false;
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int selectedChatType_ = 0; // 0=SAY .. 10=CHANNEL
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int lastChatType_ = 0;
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int selectedChannelIdx_ = 0;
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bool chatInputMoveCursorToEnd_ = false;
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bool refocusChatInput_ = false;
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// Sent-message history (Up/Down arrow recall)
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std::vector<std::string> chatSentHistory_;
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int chatHistoryIdx_ = -1;
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// Macro stop flag
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bool macroStopped_ = false;
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// Tab-completion state
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std::string chatTabPrefix_;
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std::vector<std::string> chatTabMatches_;
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int chatTabMatchIdx_ = -1;
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// Mention notification
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size_t chatMentionSeenCount_ = 0;
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// ---- Chat tabs ----
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struct ChatTab {
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std::string name;
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uint64_t typeMask;
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};
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std::vector<ChatTab> chatTabs_;
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std::vector<int> chatTabUnread_;
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size_t chatTabSeenCount_ = 0;
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void initChatTabs();
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bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
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// ---- Chat window visual state ----
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bool chatScrolledUp_ = false;
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bool chatForceScrollToBottom_ = false;
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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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// ---- Chat bubbles ----
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struct ChatBubble {
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uint64_t senderGuid = 0;
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std::string message;
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float timeRemaining = 0.0f;
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float totalDuration = 0.0f;
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bool isYell = false;
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};
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std::vector<ChatBubble> chatBubbles_;
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bool chatBubbleCallbackSet_ = false;
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// ---- Whisper toast state (populated in render, rendered by GameScreen/ToastManager) ----
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// Whisper scanning lives here because it's tightly coupled to chat history iteration.
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size_t whisperSeenCount_ = 0;
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// ---- Helpers ----
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void sendChatMessage(game::GameHandler& gameHandler,
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InventoryScreen& inventoryScreen,
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SpellbookScreen& spellbookScreen,
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QuestLogScreen& questLogScreen);
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const char* getChatTypeName(game::ChatType type) const;
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ImVec4 getChatTypeColor(game::ChatType type) const;
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// Cached game handler for input callback (set each frame in render)
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game::GameHandler* cachedGameHandler_ = nullptr;
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// Join channel input buffer
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char joinChannelBuffer_[128] = "";
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// Slash command flags (accumulated, consumed by GameScreen)
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SlashCommands slashCmds_;
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};
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} // namespace ui
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} // namespace wowee
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@ -9,6 +9,7 @@
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#include "ui/spellbook_screen.hpp"
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#include "ui/talent_screen.hpp"
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#include "ui/keybinding_manager.hpp"
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#include "ui/chat_panel.hpp"
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#include <vulkan/vulkan.h>
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#include <imgui.h>
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#include <string>
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@ -37,56 +38,20 @@ public:
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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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bool isChatInputActive() const { return chatPanel_.isChatInputActive(); }
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void saveSettings();
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void loadSettings();
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void applyAudioVolumes(rendering::Renderer* renderer);
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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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bool chatInputActive = false;
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int selectedChatType = 0; // 0=SAY, 1=YELL, 2=PARTY, 3=GUILD, 4=WHISPER, ..., 10=CHANNEL
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int lastChatType = 0; // Track chat type changes
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int selectedChannelIdx = 0; // Index into joinedChannels_ when selectedChatType==10
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bool chatInputMoveCursorToEnd = false;
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// Chat sent-message history (Up/Down arrow recall)
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std::vector<std::string> chatSentHistory_;
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int chatHistoryIdx_ = -1; // -1 = not browsing history
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// Set to true by /stopmacro; checked in executeMacroText to halt remaining commands.
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bool macroStopped_ = false;
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// Chat panel (extracted from GameScreen — owns all chat state and rendering)
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ChatPanel chatPanel_;
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// Action bar error-flash: spellId → wall-clock time (seconds) when the flash ends.
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// Populated by the SpellCastFailedCallback; queried during action bar button rendering.
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std::unordered_map<uint32_t, float> actionFlashEndTimes_;
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// Cached game handler for input callbacks (set each frame in render)
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game::GameHandler* cachedGameHandler_ = nullptr;
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// Tab-completion state for slash commands and player names
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std::string chatTabPrefix_; // prefix captured on first Tab press
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std::vector<std::string> chatTabMatches_; // matching command list
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int chatTabMatchIdx_ = -1; // active match index (-1 = inactive)
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// Mention notification: plays a sound when the player's name appears in chat
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size_t chatMentionSeenCount_ = 0; // how many messages have been scanned for mentions
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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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uint64_t typeMask; // bitmask of ChatType values to show (64-bit: types go up to 84)
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};
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std::vector<ChatTab> chatTabs_;
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std::vector<int> chatTabUnread_; // unread message count per tab (0 = none)
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size_t chatTabSeenCount_ = 0; // how many history messages have been processed
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void initChatTabs();
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bool shouldShowMessage(const game::MessageChatData& msg, int tabIndex) const;
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// UI state
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bool showEntityWindow = false;
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bool showChatWindow = true;
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@ -165,13 +130,7 @@ private:
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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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bool refocusChatInput = false;
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bool vendorBagsOpened_ = false; // Track if bags were auto-opened for current vendor session
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bool chatScrolledUp_ = false; // true when user has scrolled above the latest messages
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bool chatForceScrollToBottom_ = false; // set to true to jump to bottom next frame
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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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ImVec2 questTrackerPos_ = ImVec2(-1.0f, -1.0f); // <0 = use default
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ImVec2 questTrackerSize_ = ImVec2(220.0f, 200.0f); // saved size
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float questTrackerRightOffset_ = -1.0f; // pixels from right edge; <0 = use default
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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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void executeMacroText(game::GameHandler& gameHandler, const std::string& macroText);
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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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@ -385,7 +323,6 @@ private:
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void renderEscapeMenu();
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void renderSettingsWindow();
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void renderSettingsAudioTab();
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void renderSettingsChatTab();
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void renderSettingsAboutTab();
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void renderSettingsInterfaceTab();
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void renderSettingsGameplayTab();
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@ -402,7 +339,6 @@ private:
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void renderBfMgrInvitePopup(game::GameHandler& gameHandler);
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void renderLfgProposalPopup(game::GameHandler& gameHandler);
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void renderLfgRoleCheckPopup(game::GameHandler& gameHandler);
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void renderChatBubbles(game::GameHandler& gameHandler);
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void renderMailWindow(game::GameHandler& gameHandler);
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void renderMailComposeWindow(game::GameHandler& gameHandler);
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void renderBankWindow(game::GameHandler& gameHandler);
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@ -527,33 +463,8 @@ private:
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uint8_t lfgRoles_ = 0x08; // default: DPS (0x02=tank, 0x04=healer, 0x08=dps)
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uint32_t lfgSelectedDungeon_ = 861; // default: random dungeon (entry 861 = Random Dungeon WotLK)
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// Chat settings
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bool chatShowTimestamps_ = false;
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int chatFontSize_ = 1; // 0=small, 1=medium, 2=large
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bool chatAutoJoinGeneral_ = true;
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bool chatAutoJoinTrade_ = true;
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bool chatAutoJoinLocalDefense_ = true;
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bool chatAutoJoinLFG_ = true;
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bool chatAutoJoinLocal_ = true;
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// Join channel input buffer
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char joinChannelBuffer_[128] = "";
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static std::string getSettingsPath();
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// Gender placeholder replacement
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std::string replaceGenderPlaceholders(const std::string& text, game::GameHandler& gameHandler);
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// Chat bubbles
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struct ChatBubble {
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uint64_t senderGuid = 0;
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std::string message;
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float timeRemaining = 0.0f;
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float totalDuration = 0.0f;
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bool isYell = false;
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};
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std::vector<ChatBubble> chatBubbles_;
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bool chatBubbleCallbackSet_ = false;
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bool levelUpCallbackSet_ = false;
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bool achievementCallbackSet_ = false;
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4898
src/ui/chat_panel.cpp
Normal file
4898
src/ui/chat_panel.cpp
Normal file
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