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chore(application): extract appearance controller and unify UI flow
- Refactor UI application architecture: extracted appearance controller into ui_services.hpp + implementation updates - Update UI components and managers to use new service layer: - `action_bar_panel`, `auth_screen`, `character_screen`, `chat_panel`, `combat_ui`, `dialog_manager`, `game_screen`, `settings_panel`, `social_panel`, `toast_manager`, `ui_manager`, `window_manager` - Adjust core application entrypoints: - application.cpp - Update component implementations for new controller flow: - action_bar_panel.cpp, `chat_panel.cpp`, `combat_ui.cpp`, `dialog_manager.cpp`, `game_screen.cpp`, `settings_panel.cpp`, `social_panel.cpp`, `toast_manager.cpp`, `window_manager.cpp` These staged changes implement a major architectural refactor for UI/appearance controller separation
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23 changed files with 315 additions and 134 deletions
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@ -4,6 +4,7 @@
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// XP bar, reputation bar, macro resolution.
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// ============================================================
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#pragma once
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#include "ui/ui_services.hpp"
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#include <cstdint>
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#include <unordered_map>
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#include <functional>
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@ -70,7 +71,11 @@ public:
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std::unordered_map<uint32_t, uint32_t> macroPrimarySpellCache_;
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size_t macroCacheSpellCount_ = 0;
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// Section 3.5: UIServices injection (Phase B singleton breaking)
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void setServices(const UIServices& services) { services_ = services; }
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private:
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UIServices services_;
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uint32_t resolveMacroPrimarySpellId(uint32_t macroId, game::GameHandler& gameHandler);
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};
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